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Whole area revealing itself (sometimes) without PC exploring it?

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QuenGalad
Whole area revealing itself (sometimes) without PC exploring it?

I've noticed this strange thing with one of the areas in my module.

Normally, areas get revealed as you explore them, and if you have locked doors in the way, then the things beyond the doors get revealed only when you open the doors. (In some tilesets, at least - I've noticed that some tilesets are just revealed by default somehow, like the Castle Interior 2).

And I have this one area, using the standard BioWare tileset of Castle Interior 1, where one room is supposed to be permanently inaccessible - a sort of never-breached inner sanctum thing.
So it has a plot flagged, unopenable door leading to it.

And the PC can walk around the rest of the area, or even try to pick the lock on the door or bash it or whatever, but can't see what's beyond it. So far so good.

But somehow, at some point when entering the area, the room beyond the door gets revealed, even though the PC has never been there. I'll just enter the area again and bam! Extra room. There's no script supposed to "reveal map" of that area or anything of the sort, it's as if part of the function of entering somehow made the whole area visible on the map. And in the game, too, so that the room beyond the door and the furniture and all that is plainly visible.

It's not a big deal, but it's a bit annoying when I wanted to have a Mysteriously Closed Inner Sanctum. What could possibly cause this?

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Zwerkules

Such things are caused by wrong path nodes and door visibility nodes. The castle exterior set is full of wrong path nodes for example. If you use the Q version of the tileset, they might not be wrong any more, because Pstemarie knew about those wrong pathnodes and has likely fixed them. Castle Interior 2 was also made by the DLA team and might have the same problems, but only for additional tiles, the ones that also exist in Castle Interior 1 should be okay, because they were copied from that tileset.

That you experience such problems with Castle Interior 1 is strange. It has been around for so long, that one would think such bugs would have been fixed in one of the patches.

 

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QuenGalad

Soo, not much to be done about it, then? Guess I'll just put up a complete dummy door with nothing on the other side. Thanks anyway!

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Zwerkules

Well, it would be possible to check if the path and visibility nodes are indeed correct. If you open the area in the toolset and place the mouse pointer on the tile with the door, you'll see the tile's name at the bottom of the window, something like tic01_a01_01.  Post that name here and we can check if there is a path node problem.

 

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Shadooow

send me that area, I can take a look - I didn't found any visibility issues yet in castle interior 1 but maybe there is one

casster interior 2 has many visibility issues - they should all be fixed in community patch 1.72

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QuenGalad

I already swapped the room in the area for a "transition door" (the one that takes up a whole segment just by itself), because I figured, if it's never to be opened then I don't really need anything to be there, right?

In any case, it was the single-segment "Library Room" piece - tic01_g01_01.

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Shadooow

That won't help me fix the bug because the error is not in the library tile but in one of the surrouding tiles instead. I could spent hours trying to figure out which tile combination causes this...

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QuenGalad

Sorry. I just fixed my module problem the easiest, fastest, and least-thinking-requiring way, like I usually do.

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