JustChill Posted February 12, 2021 Share Posted February 12, 2021 I just found this script in Nehrim Expanded and realized why the patch key didn't work. As I forgot to add this to the door. ^^This allows a second key to be added to the door of which this script is applied to, so maybe that might be interesting for someone? scn UnfNQ05KellerTuerScript string_var strUnfOpenedWithKey int iUnfDoorUnlocked Begin OnActivate Player if GetLocked if Player.GetItemCount UnfNQ05KeyKellertunnel Let strUnfOpenedWithKey := GetName UnfNQ05KeyKellertunnel Let strUnfOpenedWithKey := (GetStringGameSetting "sOpenWithKey") + $strUnfOpenedWithKey + "." MessageboxEx $strUnfOpenedWithKey Unlock sv_Destruct strUnfOpenedWithKey Let iUnfDoorUnlocked := 1 else Activate Player ;=> Key required message triggered, or the key which is really assigned to the door will be used endif else Activate Player ;=> Just opens the door / cell transition. endif End Begin GameMode if iUnfDoorUnlocked Let iUnfDoorUnlocked := 0 Activate Player ;=> After unlocking, we open the door or transit between cells like if the regular key was used. endif EndI've just added an auto-translation function to it.The message box generates itself out of the game setting string and the key name.At least for the english and german version it worked. :smile: Link to comment Share on other sites More sharing options...
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