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Thread: Upgrade 1.1 released

  1. #126

    Default Re: Upgrade 1.1 released

    Hello,
    Sorry for the problem with locked doors for save games started in 1.0 version (Cheznaddar - Hatmandor sewers and caves near Bayan).
    It will be fixed by hotfix. Until it is released you can unlock this doors by following cheat code sequence:
    TwoWorldsCheats
    ec.setattribute llvl 0
    ec.setgatelocked 0

  2. #127
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    Default Re: Upgrade 1.1 released

    Confirmed, working! Thank you, Jacek!
    http://twoworldsvault.ign.com/screenshots/?ss=678
    (the setattribute llvl 0 is the one that opens targeted red lock on transitional gates/doors)
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  3. #128
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    Default Re: Upgrade 1.1 released

    Quote Originally Posted by propheet View Post
    Confirmed, working! Thank you, Jacek!
    http://twoworldsvault.ign.com/screenshots/?ss=678
    (the setattribute llvl 0 is the one that opens targeted red lock on transitional gates/doors)
    Does that include that damn dungeon in the northern Savannah? The one that the rusty key is supposed to unlock?
    If it were to rain soup......I'd have a fork!!!!!!

  4. #129
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    Default Re: Upgrade 1.1 released

    This is its insides you're seeing
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  5. #130
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    Default Re: Upgrade 1.1 released

    Oh nice one! Info came too late to try it out tonight though, got a band practice to go to.
    If it were to rain soup......I'd have a fork!!!!!!

  6. #131
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    Default Re: Upgrade 1.1 released

    CAUTION! You can go inside the dungeon, but going back will be difficult. Once you're done, you'll need to use jump command to get out into the overland.
    I used this one:
    jump map_6_c01
    because it teleports me back reasonably close to the entry point (albeit some swimming will be in order )
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  7. #132
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    Default Re: Upgrade 1.1 released

    OK got that, looks like I'll be going for a dip when I get home!
    Edit:
    Update: there's no need to use the "jump map" command, although the exit door physically opens onto a stone wall, if you get closer to the wall then the signal "Exit" appears and you can then teleport straight outside in front of the dungeon.
    Last edited by swordsman5; 06.01.2011 at 04:48. Reason: Automerged Doublepost
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  8. #133
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    Default Re: Upgrade 1.1 released

    Now why didn't it show up for me like that? XD
    In any case, before anyone starts angrying up with that, we have a solution: walk into the light ... or use a code from darkness!!
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  9. #134

    Default Re: Upgrade 1.1 released

    Quote Originally Posted by propheet View Post
    (the setattribute llvl 0 is the one that opens targeted red lock on transitional gates/doors)
    And quest-locked chests as well (which, unfortunately, seem to be empty unless you've completed the quest associated with them, making it a rather useless discovery)
    "By Grabthar's hammer, by the suns of Warvan, you shall be avenged." - Dr Lazarus, GalaxyQuest

  10. #135
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    Default Re: Upgrade 1.1 released

    Quote Originally Posted by Toccatta View Post
    And quest-locked chests as well (which, unfortunately, seem to be empty unless you've completed the quest associated with them, making it a rather useless discovery)
    So there was nothing in that odd one in Oros, where you get Nortar' quivver.
    If it were to rain soup......I'd have a fork!!!!!!

  11. #136

    Default Re: Upgrade 1.1 released

    Sadly, no. But there was also nothing in the chest of "Site of a Fire" which I know has stuff in it when you get that quest. So that doesn't really prove anything. But I was hoping to use that to at least figure out which quest that chest was associated with.

    Alas, no joy in Mudville.
    "By Grabthar's hammer, by the suns of Warvan, you shall be avenged." - Dr Lazarus, GalaxyQuest

  12. #137
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    Default Re: Upgrade 1.1 released

    in that odd one in Oros
    It was Jurban that had that permalocked chest we've never found a quest for.
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  13. #138

    Default Re: Upgrade 1.1 released

    Quote Originally Posted by propheet View Post
    It was Jurban that had that permalocked chest we've never found a quest for.
    True. But I knew which one he was talking about, and obviously so did you.

    But for the benefit of everyone else... Yeah. That one. When I unlocked it, it was empty. But I've unlocked other quest-locked chests that I know contained stuff, and they were empty too. So it's the method that's flawed, not the chest itself. I'm guessing the chest is always empty until you actually solve the quest (sort of like the chests near the quest boards), so unlocking it with a console code won't show what's supposed to eventually be inside it.

    Maybe once the SDK is released, we can solve this mystery.
    "By Grabthar's hammer, by the suns of Warvan, you shall be avenged." - Dr Lazarus, GalaxyQuest

  14. #139
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    Default Re: Upgrade 1.1 released

    I can confirm that "the double l" command opens only empty chests. So folks, use it only on gates/doors as prescribed by Jacek the Dev!

    BTW I was clarifying the location because folks who are fairly early on in the game might try to unlock the quest-bound chest in Oros thus becoming bereft of a legitimately openable one there (if I recall correctly, 2nd part of Nortar's Collectibles leads there and opens up a red-locked chest as well?).
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  15. #140

    Default Re: Upgrade 1.1 released

    No, I think you get the quiver directly from the corpse of Nortar's friend. I'm pretty sure there's no quest-locked chest in Oros to accidentally mess up.
    "By Grabthar's hammer, by the suns of Warvan, you shall be avenged." - Dr Lazarus, GalaxyQuest

  16. #141
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    Default Re: Upgrade 1.1 released

    Ah. Well, if that's the case, then Oros contains no redlocks at all at any point then.
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  17. #142

    Default Re: Upgrade 1.1 released

    This cheats were provided only for that mistakenly locked doors (2 doors in Cheznaddar - Hatmandor sewers and 2 doors in caves near Bayan). Using it on other quest-locked doors as simplification of making quest can sometimes lead to unpredictible results (no generic rule - because it depends on how specific quest handles it).

    Chest-locked quests are filled by quest processing when you solve quest etc. so this cheat cannot be used for that.
    It can only reduce master locks to simple locks by using ec.setattribute llvl 1.

  18. #143
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    Default Re: Upgrade 1.1 released

    That's a very useful tidbit. Was wondering what the other values would do. So which state does the "red" lock correspond to, "8"?

    Also another point. Would it be possible to tweak all quests so that they spawn all their relevant world-placed objects from the beginning, i.e. to make free exploration more rewarding?
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  19. #144

    Default Re: Upgrade 1.1 released

    thats right, 0 - not locked, 1 - 7 - lock level, 8 - quest lock

    And here are coordinates of that 4 doors which are locked if using savegame created by 1.0 (visible after display.show 1 and holding down Shift key):

    map_6_a01_1 (hatmandor):
    2604 3259 841
    3076 2780 841

    map_6_b02_1 (Bayan):
    666 2580 392
    900 2382 991
    ^ thats the cause, evil messed here

  20. #145

    Default Re: Upgrade 1.1 released

    Wasn't trying to simplify the game... just figure out what that one chest is associated with. The one in Jurban doesn't seem to be associated with Nortar's quest regarding the bow cords, nor can I identify it as belonging to any other quest in the game.

    I was just hoping that seeing what was inside it might give a clue as to which quest "owns" that chest.
    "By Grabthar's hammer, by the suns of Warvan, you shall be avenged." - Dr Lazarus, GalaxyQuest

  21. #146
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    Default Re: Upgrade 1.1 released

    Yeah but you stumbled upon a much bigger issue here, the one that (oh the irony) holds the key to making free exploration more rewarding. Oh please RP release SDK soon and give us Whizzedit and other tools so that we can modify the quests so that their objects are spawned at the moment of starting the game!
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  22. #147
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    Default Re: Upgrade 1.1 released

    Quote Originally Posted by propheet View Post
    It was Jurban that had that permalocked chest we've never found a quest for.
    Yeah, my bad, I get the two mixed as they are so similar.
    If it were to rain soup......I'd have a fork!!!!!!

  23. #148

    Default Re: Upgrade 1.1 released

    this patch seems to have an issue with the 360 controller with the Smaller Inventory. When you use the 360 controller, and open the inventory, you will see that not all the inventory items display stats. This is due to the equipped item box, if the equipped Item box is to the TOP, LEFT, RIGHT, or BOTTOM of the item you are checking, it will now display the stats for the item. Other then that, no issues.. and really liking the new DX10 file, as I can run it without all the annoying brightness as the DX9 had and currently has. .thank you for this =)

  24. #149
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    Default Re: Upgrade 1.1 released

    Yes this one has been reported earlier.
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  25. #150

    Default Re: Upgrade 1.1 released

    Guys I also saw small new bug with this patch.
    Now if you have 2 one hand wepaons equiped in each hand, and equip the torch, then you will have in one hand the torch and in the other one one weapon, thats correct.
    BUT if you equip and unequip the helmet, then the second weapon come back again into the hand, so you will see/have the second weapon and the torch in the same hand.
    Not important, but this bug was not there before :P

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