gothic-1-community-patch
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The "Old Mine" gate is still open in Chapter 4.
Hello, everyone!
I would like to report the following bug:
Describe the bug: This issue can be encountered in front of the Old Mine in Chapter 4. The gate to the Old Mine is still open and it can be successfully accessed. According to the story, the Old Mine has collapsed and most of the people working inside have been killed, therefore, the gate should be closed.
Expected behavior: The gate to the Old Mine is closed once Chapter 4 begins or after talking with NPC Milten/Diego.
Steps to reproduce the issue:
- Progress through the story and reach Chapter 4.
- Talk with NPC Milten/Diego to learn about the Old Mine.
- Travel to the Old Mine and notice that the gate is still open.
Additional context Attempting to interact with the "Winch" will show the "The winch is jammed" string. You can still enter the mine, the loading transition works as intended. Inside the mine is complete chaos, guards and templars killing each other, diggers running and falling of the catwalks to their deaths. This issue will probably be difficult to reproduce, I played this game many years ago and I remember the gate being closed.
Attaching a screenshot for more information.
- The gate is open and the winch is jammed.
Thank You and Best Regards! Quintus24
I've never seen that gate closed - but I just might have never checked.
This here might be a related portion of the scripts https://github.com/AmProsius/gothic-1-community-patch/blob/ff715945ade46fde6758c829c6956f2ee22f179f/scriptbase/_work/Data/Scripts/Content/Story/Chapters/B_Story_FmTaken.d#L58-L83
I quickly used the story helper to trigger the attack on the old mine. I stood near the gate and watched the in-game time pass from one hour to the next. The gate wouldn't close - unlike suggested in the scripts posted above.
I suspect, that either
- the identifier "EVT_AM_LOB_GATE_BIG" is incorrect
- the jammed winch may prevent the trigger
- there is an issue with collision similar to #163 (and #164)
It should take a bit of fiddling around to figure out which one is the case.
A a more thorough test showed that none of the above suggestions are right. The gate does in fact close by itself. I was able to trigger it when standing near it and setting the time manually to an hour of the next day (e.g. set time 7 55
). When exactly this trigger works, I am not sure of yet.
Update: It seems to be enough to sleep to the next day (anywhere, no particular proximity to the gate necessary). Maybe we could find a way to trigger the gate immediately.
A simple Wld_SendTrigger("EVT_AM_LOB_GATE_BIG");
seems to suffice. The only problem here is compatibility! The G1CP needs to make absolutely sure that the gate is supposed to be closed. I can imagine mods that may want to leave the mine accessible for added quests. In the end that means, a potential fix will have to verify the exact byte code of the above mentioned function B_Story_FMTaken
and that the function is in fact called.
Another note: Since the gate does close under normal circumstances (just not reliably), this fix does not have to be reverted and does not count as a world bug
. Nevertheless, this fix has to be applied on every loading to make sure the gate is closed, if it wasn't already. This makes it a revertible fix
(that is not being reverted); compare to #47.
Hello,
Not sure if it's worth mentioning, but during my playthrough I did fool around with that gate in Chapter 1, since the Winch was working as intended, I could easily open and close it. However, in the end I left it open before saving the game or making further story progress. I'm actually surprised there are no NPC guarding that gate/winch, well, maybe apart from those patrolling Templars.
Best Regards, Quintus24