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Kotor 2 module puzzle
Kotor 2 module puzzle













kotor 2 module puzzle kotor 2 module puzzle kotor 2 module puzzle

The new line needs a TLK addition: "WARNING: Occupied chambers." and a VO which I have already created ("NM27AAWARN16002_.mp3) that needs to be placed in ".\streamwaves\m27aa\warn16". Such entry contains a new conditional script (cp_man_flow05.ncs) and is to be placed first after R1 (""). To fix this I had to add a new Entry to man27_warning.dlg, man27_warning002.dlg, man27_warning003.dlg, man27_warning004.dlg, man27_warning005,dlg and man27_warning.dlg. If the player pushes the button outside chamber A then enters chamber A and push the button on the right wall, what happens is that there will be water only in chamber D, allowing the player to open the door to C, then the door to E and finally the door to the corridor, breaking the puzzle. The intended way to solve this puzzle (starting from the Flow Control room) is: push the button outside chamber B (moves water from chamber D to B), push the button outside chamber A (moves water from chamber A to chamber C), enter chamber A, push the button on the front wall (moves water from C to E), open the door to chamber C, push the button on the right wall of Chamber C (moves water from E to F and B to A), open the door to chamber E and finally open the door to the corridor beyond.īut there is a bug. The OnEnter script fills once only room A and D with water. Two of these rooms contain a body of water and the puzzle is all about shifting them from one chamber to another in order to free a path to the other side. There are two corridors, each one with three chambers (A to E). It is partly broken because it is intended to be solved only in one way but can be solved in another that does not make sense. I need to explain how this puzzle is partly broken.















Kotor 2 module puzzle