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wankingSkeever

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wSkeever

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24 comments

  1. Nebulastarmoon1
    Nebulastarmoon1
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    • 4 kudos
    can you make a this same fix without ussep?
    1. Seagullathoth
      Seagullathoth
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      • 2 kudos
      Seconded
    2. Steamvikings
      Steamvikings
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      • 13 kudos
      third

      Would this work ?

      Adding a persistent reference in HighGateRuins01

      HighGatePuzzleResetScript extends ObjectReference


      ObjectReference Property flameSnake Auto
      ObjectReference Property flameFox Auto
      ObjectReference Property flameWhale Auto
      ObjectReference Property flameEagleA Auto
      ObjectReference Property leverA Auto
      ObjectReference Property leverB Auto
      ObjectReference Property leverC Auto
      ObjectReference Property leverD Auto


      Event OnCellAttach()
          ; Optionally check if puzzle is already solved by seeing if one is disabled
          if flameSnake.IsDisabled()
              ; Reset flames
              flameSnake.Disable()
              flameFox.Disable()
              flameWhale.Disable()
              flameEagleA.Disable()


              ; Reset levers
              leverA.PlayAnimation("FullPull")
              leverB.PlayAnimation("FullPull")
              leverC.PlayAnimation("FullPull")
              leverD.PlayAnimation("FullPull")


              ; Play any central animation if needed
              self.PlayAnimationAndWait("FullPull", "FullPulledUp")
          endif
      EndEvent

      Add OntriggerEnter when you reenter to reset the switches? Well, after a 10 game day wait period that is.

      I am not a fan of Arthmoor. I find that his changes are HIS changes and not a general NEED to fix a bug, more so than his view of right and wrong, which bugs me as it is NOT elective but mandatory.

      Anyway. LMK Skeever, ty for your work
  2. hoangdai94
    hoangdai94
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    💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖 
  3. NastyCoyote
    NastyCoyote
    • supporter
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    Any idea why USSEP didn't fix this?  From the description of this mod it sounds like they are aware of it... seems odd they would choose to not fix it.
    1. deleted120514763
      deleted120514763
      • account closed
      • 16 kudos
       
  4. SuperYoshisan
    SuperYoshisan
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    • 0 kudos
    Worked! Thanks
  5. 5ubzer0
    5ubzer0
    • member
    • 2 kudos
    Thank you for this. It works perfectly. 
  6. moddersdelight
    moddersdelight
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    • 1 kudos
    Not surprised it isn't properly fixed in USSEP. It adds more bugs than it fixes.
  7. scored
    scored
    • supporter
    • 4 kudos
    Thanks for this I wish i had seen it sooner. Though disable/ enable did the trick
    1. AlastairKerr
      AlastairKerr
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      Thanks Disable / Enable worked for me
  8. nexusnazii
    nexusnazii
    • BANNED
    • 2 kudos
    Never Mind
  9. ikeballs2000
    ikeballs2000
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    • 6 kudos
    If USLEEP/USSEP already had highgateruinspuzzle and this is a modification of that script, then what did it fix beforehand if it didn’t fix this issue? Was not aware of it being in the unofficial patches. 
    1. wSkeever
      wSkeever
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      • 5,539 kudos
      Don't ask me. check ussep change log
    2. ikeballs2000
      ikeballs2000
      • member
      • 6 kudos
      Just thought I'd ask, maybe you knew
  10. nproba76
    nproba76
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    It works. In the erroneous state, the fires around the door (some or all) are lit. You know that this mod does its thing when interacting with a switch all 4 flames extinguish. After that you just have to input the correct order - after each input a flame will light up, and after the final one the gate will open.