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Bug Fix: Secret compartment on Ebon Hawk


tk102

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Cross reference Obsidian forum: here

On Nar Shadaa, Ratrin has a conversation with you

 

and claims that the Ebon Hawk is his. If ask him to describe it, he mentions a secret compartment. This is supposed to spawn a secret compartment on the Ebon Hawk in the far corner of Visas' room.

However the original script does work

 

due to something like this never evaluating TRUE

if (GetFirstPC()==GetEnteringObject())  {

 

Fixed .ncs attached.

 

Edit tk102: Reuploaded bug fix, v1.1, this time without the GetLoadFromSaveGame() condition.

hidden_compartement_fix1.1.zip

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Originally posted by Achilles

I'm so glad you finally decided to play :D. I can tell what planet you're on based on which bugs are fixed.

 

Not to take away from the contributions of others though. It's nice to see all the patched files that people have been releasing.

Took the words right out of my mouth ;)

 

This happened to me on my second playthrough and me and my brilliant-ness didn't have a savegame even remotely close :rolleyes: I had to replay it over in order for the compartment to spawn.. thanks tk! :thumbsup:

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Originally posted by tk102

However the original script does work due to something like this never evaluating TRUE

if (GetFirstPC()==GetEnteringObject())  {

 

Fixed .ncs attached.

 

Yes, using GetFirstPC() in an OnModuleLoad script would be fairly unreliable since the player isn't guaranteed to have been spawned in the area yet when that script is running, and GetFirstPC() will not return a valid object if that's the case.

 

Another potential problem is that the value for GetEnteringObject() isn't set specifically for the OnModuleLoad event. If the player recently has been the last entering object triggering another event that sets that the value returned from the function it could remain from that event, but otherwise it would likely return an invalid object. (At least that's my guess why the container spawns sometimes. Out of 3 games with an "unfixed" script, the secret container was spawned in the first and last of them but never showed up in the second.)

 

Not to be annoying, but if I may, a tiny bugfix for the bugfix. :) You changed the script to only run if the first conditional (GetLoadFromSaveGame) returns TRUE, while the original script only runs if it's false. With your fix the container would theoretically only spawn whenever you reload a savegame on board the Ebon Hawk. :)

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:doh:

That's not tiny. :) I had tested it with 2 savegames, one where I was on the EH, and one where I was not. On the latter, I did notice the game did a "Saving" followed by "Loading" when I entered the EH. The placeable spawned correctly.

 

Nonetheless, I think that is a useless condition anyway and will remove and reattach the fixed fix.

 

Thanks for the info/theories on the GetEnteringObject and GetFirstPC and for checking the byte code! :)

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Originally posted by tk102

:doh:

That's not tiny. :) I had tested it with 2 savegames, one where I was on the EH, and one where I was not. On the latter, I did notice the game did a "Saving" followed by "Loading" when I entered the EH. The placeable spawned correctly.

 

Nonetheless, I think that is a useless condition anyway and will remove and reattach the fixed fix.

 

Thanks for the info/theories on the GetEnteringObject and GetFirstPC and for checking the byte code! :)

Hey tk, just wondering... I downloaded the 1.1 fix, but the filename (.zip) doesn't have a 1.1 extension to it.. Is it still the fixed version with the old archive filename or is the link still pointing to the original old version?

 

Just wanting to make sure :)

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I find the secret compartment a time only, when I spoke with Ratrin before I reached the DS points amount that makes Visas spawn, and the compartment was correctly visible. Every time Visas cutscene happened before I spoke to Ratrin, the secret compartment wasn't visible. I'm glad to see that another bug (one of the many), has been corrected. Tanks tk!

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Glad to hear that a real fix for this is being done. The only times I'd ever seen the compartment work right were when the game bugged up because with NS as planet 1, Visas intro and the Red Eclipse pirates tried to spawn on top of one another. And for that, you were trapped on the Hawk and couldn't get off.

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