Unable to unlock door via console or script?

Post » Fri Jul 29, 2011 10:33 am

No problem ;)
Anyway you can release them, there are already some http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9133, so I think that it's ok :)


Thanks - that's good to know.

I presume that the reason I get the firemoth boat visible with distant land and a permanent reflection of it is that it's a static, whereas the prison ship is an activator?

The simple solution is just to make the boat (and only the boat) visible once chargen has finished and the prison ship has been disabled. This would at least explain the reflection and the visible ship at distance. I'm not sure it's the most elegant solution though.

Wouldn't it be better to simply *not* have the firemoth ship visible at distance and for it to not reflect?

What's the best way of doing this? I have tried removing the existing statics and replacing them with 2x new activators - but the game seems to disapprove! Once I had done that the doors once again refused to unlock(????) and I can no longer teleport to firemoth - the dialogue from the sailor npc kicks in, but it doesn't teleport at all. The conversation simply ends.

I thought it might be an issue with my saved game, so I started a new game as a test - no dice....

I'm sure I didn't screw the script up - here it is anyway:

begin Firemoth_sail_script;Local script on the sailor that checks local variable “sail” for warping the whole party to the island and back. ;Does the checking for who’s alive and the coordinates they get warped to. ;Sets variable "firemoth_at_island" to 1 when at the island.short state short sailshort firemoth_at_island;startup, disable it allif ( state == 0 )	"firemoth_sailor"->disable	"firemoth_warrior"->disable	"firemoth_archer"->disable	"firemoth_mage"->disable	"fm_boat_dock_a"->disable	"fm_boat_island_a"->disable	set state to 10	returnendif;check for journal entry and turn everything onif ( GetJournalIndex "ms_firemoth" == 10 )	if ( state != 20 )		"firemoth_sailor"->enable		"firemoth_warrior"->enable		"firemoth_archer"->enable		"firemoth_mage"->enable		"fm_boat_dock_a"->enable		"firemoth_gate_1"->unlock		"firemoth_gate_2"->unlock		"ex_nord_door_01_FM"->unlock		"CharGen Door Hall"->unlock		set state to 20		return	endifendifif ( menumode == 1 )	returnendif;disable everything again now that quest is overif ( GetJournalIndex "ms_firemoth" == 100 )	if ( state != 100 )		"firemoth_sailor"->disable		"firemoth_warrior"->disable		"firemoth_archer"->disable		"firemoth_mage"->disable		"fm_boat_dock_a"->disable		"fm_boat_island_a"->disable		"ex_nord_door_01_FM"->lock 100		"CharGen Door Hall"->lock 100		set state to 100		return	endifendifif ( sail == 0 )	returnendif;**********************************************************;;    warping!!!;;**********************************************************;boat has been told to sail from dialogue (sailor sets sail to 1)if ( sail == 1 )	;the boat is at dock	if ( firemoth_at_island == 0 )	;the boat is at dock				;everyone to island		if (GetDeadCount "firemoth_sailor" == 0 )			"firemoth_sailor"->position -62789, -68350, 76, 126		endif		if (GetDeadCount "firemoth_warrior" == 0 )			"firemoth_warrior"->position -62550, -68662, 146, 57			"firemoth_warrior"->AiFollow, player, 0 0 0 0		endif		if (GetDeadCount "firemoth_archer" == 0 )			"firemoth_archer"->position -62634, -68808, 124, 46			"firemoth_archer"->AiFollow, player 0 0 0 0 		endif		if (GetDeadCount "firemoth_mage" == 0 )			"firemoth_mage"->position  -62701, -68693, 119, 74			"firemoth_mage"->AiFollow, player 0 0 0 0 		endif		player->position -62501, -68693, 119, 74		"fm_boat_island_a"->enable		"fm_boat_dock_a"->disable		set firemoth_at_island to 1	;sail back to Seyda Neen	else		if (GetDeadCount "firemoth_sailor" == 0 )			"firemoth_sailor"->position -8992, -73041, 209, 331		endif		if (GetDeadCount "firemoth_warrior" == 0 )			"firemoth_warrior"->position -8115, -73335, 64, 268			"firemoth_warrior"->AiWander 0 0 0 0 0		endif			if (GetDeadCount "firemoth_archer" == 0 )			"firemoth_archer"->position -8436, -73596, 123, 46			"firemoth_archer"->AiWander 0 0 0 0 0		endif		if (GetDeadCount "firemoth_mage" == 0 )			"firemoth_mage"->position -8589, -73584, 93, 74			"firemoth_mage"->AiWander 0 0 0 0 0		endif				player->position -9128, -73043, 209, 300		set firemoth_at_island to 0 				"fm_boat_island_a"->disable		"fm_boat_dock_a"->enable			endif			set sail to 0endifend Firemoth_sail_script


I've had enough for tonight - I'll spend some more time on this tomorrow.
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Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri Jul 29, 2011 9:35 am

I have never had a problem with Firemoth.

To fix the issue with the boats and distant land, you need to use a static override list. MGE XE comes with one that includes one of the Firemoth boats, but not both, for some reason. You can use that list even if you aren't using MGE XE. Otherwise, add the following lines to your own list. You need to specify this list when you generate distant land, so you will need to regenerate it.

[names]
fm_boat_dock=disable
FM_boat_island=disable

The only downside is that there will be no reflection at all. I don't think there is a way to rectify this. Perhaps if the boats were activators, but I don't know for certain.

You should probably just use the MGE XE list anyway since it covers other little common things, like the bridge gaps in Vivec. Just be sure to add the other boat to the list.
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Sammygirl500
 
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