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In two modules now, I've come across plot-locked (meaning cannot be bashed, cannot be lockpicked) doors that cover transition spots to different areas, that I could not find the key for.

I learned that you can use + on the numpad to teleport when DebugMode is active (thanks again to robomagon), but for area transition doors, this doesn't seem to be sufficient (as the transition is exactly where the door is, not behind it).

Is there any way to bypass this? Any method to unlock such doors? Any way to just destroy the door?

Thanks.
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Some torturous methods exist through the toolset or teh DM client.

For example, the DM client method is this.

export your character and save the game
exit and start the dm client through the launcher menu
multiplayer, wait patiently for it to "fail to connect to master server", load that game
the dungeon master will begin at the module start location. tele to the area with the door.
use the DM Force Unlock on the door through the rightclick radial menu
(this action should have been available through the console, but isn't)
save the game
reload the game back in regular single player.
if it prompts you about what character to use, use the exported version of your character but select "character listed"

(note that this part alternatively enables you to import a character from the localvault into that save game. E.g., the character can embark on adventures elsewhere and then get reinserted into that save point)
Post edited March 20, 2018 by tristanlist
I mean, if we're resorting to cheating (or major bug fixing) then just use debug mode to spawn in the key.
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MagicalMaster: I mean, if we're resorting to cheating (or major bug fixing) then just use debug mode to spawn in the key.
Tell me how to do that, please. :D
##DebugMode 1
##dm_spawnitem <blueprint here>
##DebugMode 0

And then just look in the toolset to find the key's blueprint for the door in question.
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bushwhacker2k: Tell me how to do that, please. :D
requires some comfort with the toolset, and the toolset can spoil parts of the module, which is why I recommended the DM route.

Open the module with the toolset, open the area with the door, get the door's properties.
In one of the tabs of the door's properties, the TAG of the key required to open the door will be defined... if it exists.
In the roster of custom items, find the key with this TAG.
Memorize the blueprint RESREF of that key

back in game use the console as he described; that is, dm_spawnitem RESREF




A lot of modules just have invulnerable doors that are locked and lead nowhere. It's just people being dumbasses. A word to anyone making modules: any locked door that can't be picked should at least use the NW_ALL_FEEDBACK conversation. All the resources are there.

the convo checks local int NW_L_FEEDBACK on the door and returns:

1: The lock on this door is too complex to pick and is warded against simple spells. You will have to find the proper key.
7: This door is barred from the other side.
8: This door is presently barred from the other side but shows signs of recent use. Perhaps it will be open later.