Salk 368 Posted August 1, 2016 Hello!I was wondering whether any attempt at restoring/fixing the broken usage of security spikes in the game was ever made? Thanks! Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted August 1, 2016 I looked into it, but never found a way to make them work. And by now, I forget what was wrong with them. Quote Share this post Link to post Share on other sites
Salk 368 Posted August 1, 2016 What is wrong is that they do not work. They have no in game use other than being sold for money. If you could help me, I'd rather see them gone completely from the game than have them used for gaining credits. The game makes you reach enough as it is, after all. Quote Share this post Link to post Share on other sites
Revanator 60 Posted August 1, 2016 I could be worth checking out the scripts for TSL, as they work in that game. Quote Share this post Link to post Share on other sites
Kexikus 994 Posted August 1, 2016 Or you could probably take a really complicated way and add new dialog options to all computer dialogs, that allow the player to get around some skill check and are only available when you have a certain amount of Security Spikes and remove that amount from your inventory when used. That would be a huge undertaking but I think it might actually a decent solution. Quote Share this post Link to post Share on other sites
Revanator 60 Posted August 1, 2016 Aren't security spikes used on locks, not consoles? Quote Share this post Link to post Share on other sites
starwars1234 9 Posted August 1, 2016 Aren't security spikes used on locks, not consoles? I think so. Quote Share this post Link to post Share on other sites
Revanator 60 Posted August 1, 2016 All you would need to do is translate the script from TSL into K1 by recreating it and adjusting it to fit with the minor differences between scripting. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted August 1, 2016 All you would need to do is translate the script from TSL into K1 by recreating it and adjusting it to fit with the minor differences between scripting. I think there's a little more to it than a simple script tweak. I would guess it's more of a hard-coded thing. 1 Quote Share this post Link to post Share on other sites
Salk 368 Posted August 1, 2016 I doubt there is an easy solution to this. I suppose it'd be somehow possible to activate the Spike icon on the Target Action Menu like it happens already in the Xbox version of the game but that is beyond my ability. As alternate solution to fixing it, I'd gladly accept the removal of all the Security Spikes and the Security Tunnelers from the game. What surprises me is that this bug has never really been given much consideration for all these years. Weird... Quote Share this post Link to post Share on other sites
Kexikus 994 Posted August 1, 2016 All you would need to do is translate the script from TSL into K1 by recreating it and adjusting it to fit with the minor differences between scripting. I think there's a little more to it than a simple script tweak. I would guess it's more of a hard-coded thing. And even if it were just a matter of scripting, it's quite likely that the spikes use a function that's unique to TSL and not available in K1. Quote Share this post Link to post Share on other sites
Revanator 60 Posted August 1, 2016 Maybe I'm wrong, but I'd be surprised if the function wasn't included in K1. I mean, it seems to me that this is an issue of the script never properly being triggered or not activating the right function, rather than the whole thing just completely missing. Could be wrong though. I haven't looked it at myself. So much is there for them though I'd be surprised if nothing was complete on the script end. Quote Share this post Link to post Share on other sites
Haveayap 127 Posted August 2, 2016 Maybe I'm wrong, but I'd be surprised if the function wasn't included in K1. I mean, it seems to me that this is an issue of the script never properly being triggered or not activating the right function, rather than the whole thing just completely missing. Could be wrong though. I haven't looked it at myself. So much is there for them though I'd be surprised if nothing was complete on the script end. Im sure FS has looked into it... Quote Share this post Link to post Share on other sites
Salk 368 Posted August 2, 2016 As temporary workaround I have just swapped the two items (g_i_secspike01 and g_i_sekspike02) with credits and removed that part of dialogue with Mission making security spikes. I think that is better than having completely broken items in the game. Of course, if anyone is capable of restoring their functionality, that'd be great. Quote Share this post Link to post Share on other sites
Salk 368 Posted August 2, 2016 And even if it were just a matter of scripting, it's quite likely that the spikes use a function that's unique to TSL and not available in K1. I am not sure about this, actually. The Xbox version has working security spikes and I would think the function that handles that is present in the PC version too but it is somehow disabled by some mistake done when porting the game to Windows. Quote Share this post Link to post Share on other sites
Kexikus 994 Posted August 2, 2016 I am not sure about this, actually. The Xbox version has working security spikes and I would think the function that handles that is present in the PC version too but it is somehow disabled by some mistake done when porting the game to Windows. How are they working in the XBox version exactly? During computer dialogs or in another way? Quote Share this post Link to post Share on other sites
Salk 368 Posted August 2, 2016 How are they working in the XBox version exactly? During computer dialogs or in another way? I cannot verify this because I no longer own the Xbox version of KotOR and TSL. I had them but then I bought the Windows version and sold those two instead. I do know I did complete KotOR on the Xbox though and I am pretty sure the Security Spikes worked without problems in the same way they do work on TSL. That is, you cycle between security and the spikes on the Target Action Menu of the game when you try and pick a lock. Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted August 2, 2016 Placeables and doors have no scripts for us to look at, and I have no knowledge of a script governing what the security spike actually does, either. It's not a spell and the baseitem.2da lines for K1 and K2 are identical, and I don't see anything obvious in the source scripts, or a function in NWScript. So on that front I don't believe there's anything we can do. There's simply no code for us to look at. However, I don't think that's the issue anyway. My guess is it's a GUI problem. If the security spike simply doesn't show up in the PC GUI, that is. I don't recall what happens, because I've been ignoring the things for over a decade. But if that's the case, that would be my guess. They did change the GUI for the PC version, so it's possible that was left out somehow. We'd have to compare the GUI files to be sure. Unfortunately, the Xbox files for K1 are not included in the PC version. However, both the PC and Xbox files for K2 are, so it might be worth a look still. If it's as simple as a missing entry or a typo, it can be fixed... but it very well still could be something hard coded. 2 Quote Share this post Link to post Share on other sites