Kulyok Posted February 22, 2008 Share Posted February 22, 2008 (don't read if you never played ToTL) I've a problem with this door: it doesn't let me talk to it. That is, it did, I knew what I had to do to let it open, went and found two skulls, and the door wasn't talking anymore. It didn't have the mouth animation, it didn't have anything. I waited, I tried to unlock it, but no avail. I think it might be a glitch. Perhaps it is something for IWD Tweaks to work with? The door is in AR9717. N.B. Whoever posts "Next!": it's not funny. (The anecdote itself goes like this(it's Old): "Doctor, doctor, everyone ignores me!" "Next!") Link to comment
Kulyok Posted February 22, 2008 Author Share Posted February 22, 2008 ... checking... Did rest a few times, waited and it worked. Thank you. (I'm still more than a little concerned about this door being unstable, though). Link to comment
redrake Posted February 23, 2008 Share Posted February 23, 2008 You said it yourself, it's just nasty. Link to comment
Kulyok Posted February 23, 2008 Author Share Posted February 23, 2008 Yeah... not the friendliest door in the universe, that's for sure. Link to comment
CamDawg Posted February 23, 2008 Share Posted February 23, 2008 The magic mouth is a four part sequence, driven by magicmouth_talk: 0 - go to 1 if See[pc] and timer expired. 1 - play awakening animation, set to 2, set timer for 5 2 - If See[enemy] or !See[pc], skip to 3. If See[pc], timer expired, and the MM is not dead or hostile (can't see how), set to 3 and initiate dialogue. 3 - play disappearing animation, set to 4. 4 - as soon as !See[pc], set back to 0 and set timer for 5. magicmouth_done is set by dummbye.bcs, a cutscene triggered via the magic mouth's dialogue when the player has both skulls. Once mm_done is set and mm_t has moved past 3, the door opens. mm_done destroys the mouth. So, I'm not seeing anything overt that leaps out as a source of wonk. If you wander away while the mouth is appearing (i.e. mm_t is 2 and the timer's not expired), you'll miss it and have to wait while it goes through and resets. If you wander back in to visual range, it won't reset. Link to comment
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