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Author Topic: How Do You Make Certain Doors Openable  (Read 2569 times)

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Offline [archive] RyanFialcowitz

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Re: How Do You Make Certain Doors Openable
« on: February 02, 2007, 09:13:00 PM »
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  •                 I've noticed that when not playing certain clans certain havens have doors which cannot be opened or lockpicked, the sewer haven and the chantry haven. Is there anyway to edit the game files to make these doors openable?
     
     -Ryan P. Fialcowitz                        

     

                                                      

    Offline [archive] RatKeeng

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    Re: How Do You Make Certain Doors Openable
    « Reply #1 on: February 03, 2007, 09:59:00 AM »
                    In Reply To #1
     Using more than one haven may or may not cause problems in the game.
     
     However, if you wanna access the Tremere haven, just put G.Regent_Family = 3 into the console, talk to the Regent, doesn't matter if you say anything to him, the haven should now be open.
     
     For the Nosf haven, put G.Gary_Haven = 1 into the console while you're not on the downtown map, and the Nosf haven should be open.
     
     For the Skyline haven, put G.Prince_Skyline = 1 into the console while not on the Skyline map, and use the console to give yourself the key (give item_k_skyline_haven_key).
                           

     

                                                      

    Offline [archive] RyanFialcowitz

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    Re: How Do You Make Certain Doors Openable
    « Reply #2 on: February 05, 2007, 02:32:00 PM »
                    Thanks you for that information. I don't want to use the havens per say. What I want to do is have the doors be able to be opened so that I can loot the few items that are in the havens. There has to be something in the pyton files that controls whether doors can be opened or not.
     
     -Ryan P. Fialcowitz                        

     

                                                      

    Offline [archive] Wesp5

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    Re: How Do You Make Certain Doors Openable
    « Reply #3 on: February 06, 2007, 05:13:00 AM »
                    In Reply To #3
     
    Ryan Fialcowitz posted:

     What I want to do is have the doors be able to be opened so that I can loot the few items that are in the havens. There has to be something in the python files that controls whether doors can be opened or not.
     

     
     You'll probably have to change their info in the map files.                        

     

                                                      

    Offline [archive] RyanFialcowitz

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    Re: How Do You Make Certain Doors Openable
    « Reply #4 on: February 06, 2007, 04:21:00 PM »
                    Do you know where I might look specifically? If not I might just add the items to the havens intially rather then having the python files trigger them and noclip my way into the rooms- but I would prefer to not have to use the console.
     
     -Ryan P. Fialcowitz                        

     

                                                      

    Offline [archive] RyanFialcowitz

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    Re: How Do You Make Certain Doors Openable
    « Reply #5 on: February 09, 2007, 02:31:00 PM »
                    1.) To unlock The Skyline apartments you have to complete The Prince's missions and be nice to him. Lockpicks go in the chest and LaCroix gives you the key. I'd like to preserve this chain of events if possible.
     
     2.) I take it there is some similiar chain of events for the Tremere, if possible I'd like to preserve this as much as possible.
     
     3.) Not sure you have to do anything to unlock the Nos haven. . .
     
     4.) I want to make it that you have to jump through the hoops to at the very least to get your own clan's haven and if possible mantain the structure for getting the others- I don't want to circumvent those aspects of the game. If that is not possible then something like I have to do Strauss'/LaCroix's quests but then all havens are unlocked. But as I said I would like to be able to unlock each one, by doing what the game would normally require, with any clan. I hope this makes sense.
     
     -Ryan P. Fialcowitz                        

     

                                                      

    Offline [archive] Gardeb6103737

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    Re: How Do You Make Certain Doors Openable
    « Reply #6 on: February 06, 2007, 09:59:00 PM »
                    In Reply To #5
     Here is a small guide how to grant access to all three downtown havens.
     Just look at the downtown.py file located at  ..\Vampire\python\downtown .
     line 53
     <code>if(G.Regent_Family == 3):</code>
     comment it out by adding a <red>#</red> in front of the line.
     Call sewerHavenCheck in regentDialog by adding the line
     <code>sewerHavenCheck()</code>
     switch to line 774 and replace
     <code>if(G.Gary_Haven == 1):</code> with
     <code>G.Gary_Haven = 1</code>
     That's all.
     
     The only thing you'll have to do now is talk to Strauss.
     
     Note that "G.Gary_Haven" is altered and the mailbox is also affected. It's no major problem to avoid this, in case you care.                        

     

                                                      

    Offline [archive] Wesp5

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    Re: How Do You Make Certain Doors Openable
    « Reply #7 on: February 07, 2007, 11:50:00 AM »
                    In Reply To #6
     
    Gardeb posted:

     The only thing you'll have to do now is talk to Strauss.
     

     
     He is right, no need to change something in the maps for these doors.                        

     

                                                      

    Offline [archive] RyanFialcowitz

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    Re: How Do You Make Certain Doors Openable
    « Reply #8 on: February 07, 2007, 03:16:00 PM »
                    Thank you very much. A couple questions regarding your tutorial.
     
     1.) If I should at some point play a Tremere or Nosferato will these changes still enable me to get all three havens?
     
     2.) If not what changes would you suggest to allow all clans all three havens?
     
     Thank you so much for helping me out. And mucho kudos to Wesp for reinstating the items in the first place.
     
     -Ryan P. Fialcowitz                        

     

                                                      

    Offline [archive] RatKeeng

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    Re: How Do You Make Certain Doors Openable
    « Reply #9 on: February 08, 2007, 02:28:00 PM »
                   
     Yes, both the Tremere and Nosf havens will be open even if you play those clans, and bonus; they'll be accessable from the start, so no need to run off killing gargoyles or anything happy  
     
     However, as far as I can tell, that tutorial only opens up the Tremere and Nosferatu havens. If you want the Skyline apartment as well, find the unlockHaven() function in downtown.py, and change if(G.Prince_Skyline == 1), to if(G.Prince_Skyline != 2), and remove the "#" comment tags from the two #door lines.
                           

     

                                                      

    Offline [archive] Gardeb6103737

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    How Do You Make Certain Doors Openable
    « Reply #10 on: February 09, 2007, 02:45:00 AM »
                    In Reply To #8
     No problem, you're welcome.
     
     Rat already answered the questions and he's absolutely correct.
     
     As I noted in my first message "G.Gary_Haven" is altered, this can be avoided by using a temporary variable. Just add the following lines around<code>sewerHavenCheck()</code> in regentDialog.
     <code>
     tempGary_Haven = G.Gary_Haven
     G.Gary_Haven = 1
     sewerHavenCheck()
     G.Gary_Haven = tempGary_Haven
     </code>
     Now you may even leave the if condition in sewerHavenCheck untouched and your initial "G.Gary_Haven" state will stay preserved.