The Workaround:
After messing with the area for a long time, it appeared I had TWO issues that were affecting the usability highlight for the area in a MP game. Firstly, the area required rebuilding (something had obviously gone awry with the original), but more importantly, I also needed to remove every creature from the area for it to work with a player’s larger party as expected. Rebuilding the area allowed me to use more PCs in the party, but it was not until I removed all creatures from the area too, that then allowed the area to work with a party size similar to the OC areas.
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EDIT (UPDATE): The problem can be more easily identified than this first post describes … See my next post in response to Kamal that shows the problem using the official debug code alone. Instructions to reproduce the problem are included there too.
This is related to the MP concerns I have that I mention in one of my other posts … I am hoping someone who has the skill at building interior area tilesets may be able to help me with this one… Perhaps @4760 or @rjshae or anyone else with such skills?
EDIT: @Kalister68 (Just found you. Hopefully, you are still around?)
Anyway, I am using a custom tileset (Kalister Catacombs) and it appears to be “limiting” some aspects of design when using scripts. Is this possible?
I found the download here. (Catacombs-1008-1-0.zip)
This is what appears to be happening: An area has only two secret door placeable objects within it (the same object so I could test it twice) that have a heartbeat and a used script attached. The idea is that a PC gets close to the object that the HB does a search check for them and makes the item useable to then open and pass through. In a single player game these objects work absolutely fine. In a MP game, however, if I approach with a party of nine, and the HB fires (feedback confirms), but the object, while useable as far as the script is concerned does not turn “useable” to the player’s PCs.
Then, if I dismiss one of the party members (any of them), the highlight to the object then updates and the object can be used as normal. (I could also save the game and reload and the object would become useable too.)
My initial approach was to simply reduce the party size prior the HB triggering, which I thought would be all that was required. However, that did not work, as it is as if the “requirement” to update the usability glow is “dynamically” changing to always require me to have one less member in the party to allow the object usability to trigger and work as expected.
EDIT: Also, I just noticed that the area will also NOT remove the “debug” overlay when deactivated. i.e. Triggers still show in green, etc.
I have never seen anything like this before and I have spent the last few days trying to resolve this issue, but may have to resort to simply destroying all the objects related to this “door” in a MP game, as that does show to work.
I also tested the object itself (in an outdoor area) and that worked fine with a party of any size.
Anyway, if anyone has any answers, you could help save me going insane with this one. Thanks!
EDIT: I just tested on a OC interior area and the detection and make useable worked fine, even with ten in the party…
EDIT: It appears that there are other factors involved, such as area size and other resources in play, but the “broken” area as it stands alone appears far more “compromised” (uses more resources from the start) compared to the OC interior areas.