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Door in 1000 Terrors doesn't open 09/14/2026, 15:11:16 |
Hello. I apologize in advance for Google Translate.
Let me describe my problem. I literally came across an insurmountable wall almost at the very end of the game. The door to the lower part of the 1000 Terrors does not open with the received key. One of the sites indicates that this is a known bug in which the door is blocked if the dungeon exits before it opens. Unfortunately, I did not find more information about this bug. Removing the minisaves folder doesn't help. Following the guidance on the CelestialHeavens website, I unpacked the rez files of the game (it turned out that this is not necessary for scripts, since scripts.rez is read in notebook and so). Doorlock.scr is obviously responsible for opening locked doors, I did not find another. I tried to change and delete this script, which did not give any effect. However, I noticed at the beginning of the script a note from the TELP 1.3 command: "The doors intended for re-locking after passing will be closed", and this seems to mean that: 1) I have this patch pre-installed, although this is not done manually It worked. Apparently, due to the inconsistency of the version. I have a Russian edition from Buka; 2) Should there be an additional script responsible for closing the doors? Has the bug in this patch been fixed? This is not specified in the changelog. This hints at the need to install the GOG version with patch included and transfer saves there, which will surely work, but... My curiosity now requires further research. I found the desired door in the level editor - StairGate0. And also browsed the 1000 Terrors DAT file from the Worlds catalog for mentioning doors and gates, and found a few. After the name of each such object, its parameters are followed, such as Rotation, Visible, Solid, as well as the script associated with the object. Here I am lost as it was said above that DAT files are compiled world files. Does this mean that direct editing is not possible? However, I tried it through the Hex Editor and via Notepad++. Taking the value specified for the Solid parameter from ForestBrush (the obviously permeable bush from the DarkPassageWay world file) inserted it instead of the Solid parameter for StairGate0. I tried to make the door permeable, but instead the game refused to start, as expected. After, I decided to do this through the DEdit. By opening the 1000Terrors world in it, I changed the Solid values for all doors to false. My further steps, following the modding guide, is the creation of an uncompiled world file (which can be done in the editor) and its compilation via Processor.exe from the same toolbox. However, the Processor throws a 1000Terrors.ed opening error, both created by me and the original one located in the game's Worlds catalog. DEdit also has a project directory rez function. But the rez file is not unpacked after lithrez.exe. My suspicions that the large rez size was not confirmed when I left only one world in the project and deleted all the big files of sound, models and others. Also, the AI gave the theory that the wrong script params was to blame: 600, and instead there should be a key number. The problem is that I have no idea where to look for this number. So I'm in a dead end. And I would be very grateful for explaining what I did wrong and whether any of this is feasible in principle. Thanks! Here are the properties of the door from DEdit:
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