FloraPoste on 23/6/2020 at 17:34
When I place the Holy Hammer on the altar, Brother Martino thanks me and places the key inside the altar. The key disappears!
Any thoughts?
fortuni on 24/6/2020 at 07:24
I tested this mission not long ago and it worked fine then. Can you upload a save, we'll check the physics of the altar but I suspect it's just one of those annoying things that happens occasionally. You may have to restart the mission from the beginning.
FloraPoste on 24/6/2020 at 13:29
Quote Posted by fortuni
I tested this mission not long ago and it worked fine then. Can you upload a save, we'll check the physics of the altar but I suspect it's just one of those annoying things that happens occasionally. You may have to restart the mission from the beginning.
Hello Fortuni, I have restarted the mission from the beginning, with the dmls and following Unna Ds advice on the tnhscript. It doesn't seem to make any difference.
I've sent you the save file via email. Thanks for any help you can give me.
fortuni on 25/6/2020 at 09:41
Jax reports the following
Quote:
The key appears to be teleporting properly, but its "Contains" links are not being removed, which prevents the "HasRefs" property from being set appropriately after the key has been teleported. Consequently, the key is not able to be seen or interacted with. This appears to be the result of an oversight while moving the fixed TrapTeleporter script from a nut to a compiled module in 1.27c.
Until I can properly address this, this can be avoided by either removing the "HasRefs" property prior to the object being teleported (which is possible with a DML) or simply by un-loading T2Fix.osm, the combined script module. The latter can be accomplished by modifying OSM\gamesys.dml.
Until we have fixed this issue with a dml here a (
https://drive.google.com/file/d/185ihySMEHOcIUf3qFdjMilbTc6KjQjxc/view) save that allows you to continue.
FloraPoste on 25/6/2020 at 13:26
Thanks fortuni!
the wire self on 3/7/2020 at 06:24
Hi, I am kind of new to FMs and have run into a problem with The Seven Sisters. The crypt key is not appearing in the cathedral, even though everything else seems to go smoothly (I place the hammer on the pedestal, the lights go up, and the ghost comes over and does his key-placing animation). This is keeping me from progressing in the mission.
I have reloaded from various saves and tried again, but the key never shows up on the pedestal. I even reinstalled T2 and restarted the FM with a different FM selector.
Has anyone else run into this problem? Any ideas for a solution? I was thinking maybe I could put in a console command to get the key, but I wouldn't know how to do that.
the wire self on 4/7/2020 at 05:33
It worked! Thanks jax64
Samantha1 on 30/8/2020 at 14:59
I just finished this awesome campaign, it was alot of fun to play! I loved every mission, but gotta say mission two was my favourite :)
In night one I was wondering about the kidnapped little girl of which his father writes in his diary. In night three it turns out that little girl is the black sister :D
I do have two questions to night one though (in case anyone remembers):
1. the monkey in the cage, he has a frobbable plate in front of him, what do I have to put there? I didn´t find anything.
2. The dewdrop in Malvinas room is frobbable. Is there anything to do with it?
Stingm on 30/8/2020 at 18:50
Well heres the answers I have.
1. Theres a donut somewhere that you can put on the plate. I think it was in one of the stores but its been a while.
2. To my knowledge no there is nothing to do with it but frob it. Some one else will post if there is but I don't think there is.
Hope this helps