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  1. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ FRAGILE BOTTLES Credits: snatcher. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Topic: Breakable throwables ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ MISCELLANEOUS Re-worked Inventory menu (more compact). Items can be sorted. Inventory count removed for non-stackable items. Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives and the Inventory. Decreased brightness of stock newspapers. Player weapons are visually visible in the dark. -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FORWARD LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a subtle forward facing version. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
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  2. It's cured the issue for me too.
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  3. I am not sure if you are aware or not but your flash arrow was the inspiration for the "Alchemy" skill and your idea was fully realized in the form of a "Starlight" mixture. Developers and Mappers weren't interested in the flash arrow but a selected group of players are right now having fun with your invention in any mission and for that we are grateful to you! And this was also kind of realized in the form of a "Darkdust" compound. It isn't exactly what you had in mind but it gets the job done, I guess. Give it a try. The system I created is standalone and independent of anything else and it allows for an unlimited number of different arrow types. Thing is I tried many ideas but all arrow types I came up with ended up unbalancing gameplay too much. I may someday review what's in the shelf. @MirceaKitsune You are constant source of ideas. Please keep them coming! Thanks!
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  4. It is time to decommission "Auto Commands" and set the foundations for the future
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  5. OBJECT NAMES MOD v1.6 This mod adds names to 99+% of all object players can "grab" in a mission, including custom items created by mappers. Naming is done on the fly as soon as a mission starts and it can take up to 20 seconds to complete in very large missions. The whole process is transparent to players and it shouldn't have any impact in performance. Review this whole topic for more details. Mind you! The mod on its own does nothing for players. The original idea was to simply add names to core objects to allow for future initiatives where item names might come in handy. Since there was little interest, this mod shall remain here in case anyone finds it useful for a project. You can nevertheless use this mod along with Core Essentials (which is included in the TDM Modpack). If you have both mods, the name of the item will be displayed onscreen when you grab it. This simply is one use-case and it doesn't reflect what the original intention was: to name core items to allow for other initiatives in the long run. No names no game, right? You can find the download at the bottom of this post (you must be logged to download it). Cheers! ---------- ORIGINAL POST ---------- Taffers, It's a shame moveables didn't get a spawnarg for a proper name back in the day. Names could have added personality to the beautifully crafted moveables and exploring the world would have been way more interesting: "ent_name" "Apple" "ent_name" "Bottle of Wine" "ent_name" "Medium Crate" ... Mappers, of course, would have made use of this simple but nifty feature in a myriad of interesting ways Adding a proper name when a new item is first introduced takes not time but we are now talking hundreds of nameless objects... Oh well, as the saying goes: it never is too late! (or is it). z_object_names_mod_v1.6.pk4
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  6. Maybe my gaming sensibilities are too modern, but nothing kills my desire to play this game quite like missing a ledge by a floating point rounding error, falling three hundred feet onto the cobblestones of a lovingly fm-author crafted alley somewhere in Bridgeport, shattering Definitely-Not-Garrett's knees into a fine paste, and realizing that I haven't saved in half an hour. With the release of 2.12's support for "tdm_user_addon_" scripts, and after faceplanting in Lady Leicester's back alley for the fifth goddamn time this year, I decided to crack open the scripting tutorials and try to solve this problem. An hour later, and I've hacked together this player addon mod/script to call $player1.saveGame() every five minutes during gameplay. It will create up to five autosaves, named "__autosave_X", while you're playing an fm. It simply starts at number 1 and counts up whenever you boot up an fm, wrapping around after reaching 5, so I don't think its guaranteed to always pick the oldest save to overwrite. It seems to run well enough after a quick test in "A New Job", though, so I thought I'd upload it here just in case anyone else has similar frustrations. Note that these autosaves do cause the game to stutter while the save is happening, so this little QOL feature does notably impact the game. If you're already in the habit of constantly mashing F5 you probably won't need this little mod. Also, it seems like the autosaves can't screenshot the game correctly so they are blank. To install, simply drop tdm_autosave.pk4 into your root Dark Mod install folder. To uninstall, delete the same .pk4. If there are any small, straightforward improvements I can make let me know, but I imagine there are lots of dark corner case bugs here (which may well be why this isn't officially supported in tdm itself?) and my programmer powers are limited. Feel free to copy/modify/share anywhere you like. tdm_autosave.pk4
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  7. If autosaves are to be a feature, it would be more valuable to have actual checkpoint system, where FM authors can design where game would save.
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  8. TDM Modpack v4.6 This update makes the TDM Modpack compatible with the development version of TDM 2.13, in case you want to test or use 2.13 now or during the upcoming beta phase and miss some mods... This new version of the Modpack remains, of course, compatible with 2.12. Let's take this opportunity to introduce a new mod: FORWARD LANTERN MOD I think this image explains very well what this mod is about: The implementation of the player lantern light has always bothered me. And while I understand the idea behind it, and despite its long radius, it feels annoying and frustrating for some reason. I started thinking about it and I realized the problem had to do with how light is distributed on screen: most of the times all I want is to focus on what's right ahead of me but the light forces me to focus on the sides. These two images should make my point very clear: ~ CURRENT ~ ~ NEW ~ On the technical side it is worth noting I moved the origin of the light from the hip to the bottom of the spine. I did this because in some situations the light would clip through objects and disappear but now that the light is well buried into the body clipping is impossible. Let us know your opinion about this mod and the player lantern in general! This mod is available for all missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3., which come with their own tweaks to the lantern. --------------------------------------------------- THE LOOP SKILL GET ITS FIRST UPDATE In the initial release I explained I was very conservative with the approach and in order to avoid potential issues you shouldn't be too close to walls or objects when using the Loop. Well, you will be glad to know a workaround has been found and the Loop is as responsive as it gets now and you can use it almost anywhere. Almost? I still haven't figured out how to force the player to crouch and the exception remains when there isn't enough vertical space. I hope someday the developers allow mappers and modders to force the player to crouch so that this mod can be fully realized and mappers can start their missions in vents or tight spaces. - Whoops, I'm outta here! You will probably notice that the Loop feels like it takes a little longer now: I detected that when jumping to some locations the engine needs some lead time to render the new environment. The jump essentially takes the same time as before but I added an extra second right after the jump to allow the engine to render everything properly. --------------------------------------------------- FINAL REORGANIZATION Starting now each skill is presented in its own slot and the Shadowmark Tool has been removed from Core Essentials and it is presented separately as well: Such a nice set of Mods we have! I hope you have fun with this new version of the TDM Modpack! The download can be found in the opening post. Here is the full changelog: • v4.6 New release - Minor changes to make it compatible with the upcoming TDM 2.13. - FORWARD LANTERN: Initial release. - SHADOW MARK: Now in its own mod slot. - SKILL UPGRADE: Skills now presented in their own mod slots. - SKILL LOOP: More responsive. Update to allow the engine render the world timely. - SHOCK MINE: Description added to the shop. - CORE ESSENTIALS - MISC: Decreased brightness of the Objectives and the Inventory. - CORE ESSENTIALS - MISC: Decreased brightness of stock newspapers. - CORE ESSENTIALS - MISC: Removed two anticlimactic player dying sounds. Cheers!
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  9. I'm the developer of AngelLoader, a fan mission loader/manager for Thief 1/2/3/SS2. I recently decided to try adding Dark Mod support. The latest release is here: https://github.com/FenPhoenix/AngelLoader/releases I'm going to keep a log of issues, ideas, notes, etc. here and we can discuss them or whatnot. If anyone has ideas or suggestions, feel free to post them here. TDM version requirement: I've only tested it with TDM 2.11. I'm not sure but I dimly remember FMs used to be stored differently at some point in the past? If so, it wouldn't work with those older versions. I assume people would normally keep their TDM install up to date, but just a heads up. How it works: In the Settings window -> Paths tab, choose your Dark Mod executable. Click OK. Now your TDM FMs will be detected, scanned, and added to the list. For the other supported games, there is the concept of "installed" vs "not installed", this is because they normally come in archive files and then the loader can "install" them (extract the file into the "installed FMs" folder). For TDM there is no such concept (FMs are always installed), so the green checkmark "installed" indicator means that that FM is the currently selected one (the one that is loaded up when you start TDM), and only one TDM FM can be "selected" at a time. This indicator is kept in sync with the game, so if you change your selected FM inside TDM, AngelLoader will update its "selected" indicator in-app. Notes & Issues: Deleting FMs: Deleting TDM FMs is not supported yet. I notice TDM itself doesn't allow you to delete FMs either; it has been noted that people have accidentally lost their data and so the option was removed. AngelLoader puts files into the recycle bin when it deletes them, and I could add the option, but figured it was okay to leave it out initially since the game doesn't let you do it either. Note, though, that you can still delete TDM FMs from AngelLoader's database if you've manually deleted the actual FM from disk first. To do this, first click the "Show only unavailable FMs" button (red X page icon on the top bar). Last Played and Finished-On-Difficulty: Finished-on difficulty is now autodetected. Last played date is taken from the game's database only if AngelLoader doesn't have one in its own (its own is more granular). In the FMs folder, there is a file missions.tdminfo which stores certain pieces of data about FMs. Included among this data is which difficulty the mission has been finished on, and the last played date (down to the day only). AngelLoader also stores this information, but it doesn't get these values from this file at the moment. Instead, the last played date (down to the instant, not just the day) is set whenever an FM is started, and the finished-on state must be set manually. I could have it watch the file for changes and update the finished-on-difficulty automatically for the current FM. This would override the user setting, but in theory should be accurate anyway. I could also auto-update the last played date, but because it's only down to the day, that would be less optimal than just setting it on FM start, which would give a more granular date and would have sorting working better. So if you played two FMs in one day, the latest played one would sort at the top. Mods tab is disabled: For NewDark games, there is built-in support for mods, and they can be enabled or disabled per-FM in an official capacity. I've disabled the Mods tab for TDM because - from a cursory look anyway - I don't think there's such a per-FM method of mod management. Language selection is disabled: In the Edit FM tab, there's an option to choose which language to play an FM with. I've disabled it for TDM because there's a language option in-game (not the case with NewDark) and I haven't looked into how I would scan a TDM FM for supported languages anyway. "Play Without FM" Option: For the other games, there is the option (in the bottom bar) to play them with no FM. For TDM there is no such thing as "no FM", but the option is still there currently. It will simply start TDM without passing it anything, and whatever FM it has selected will be there. I might remove the option since it doesn't really make sense. This might make people wonder "where's the button for TDM" but on the other hand having it isn't really useful. Not sure. Mission downloading and updating: An in-app mission downloader is in progress. There is no mission downloader or anything like that currently. It simply lists what you've got on disk. This means that to get new FMs or check for updates to existing ones, you still have to go in-game. I don't know how people feel about the convenience factor of this, having to go in-game to get your FMs and then back out to AngelLoader. However, duplicating the TDM download functionality would mean it might well break if TDM ever changes anything about its downloader. Custom resource stats: In the Statistics tab, custom resource display is disabled for TDM. I haven't looked into what sort of "custom" things a TDM FM can have and how I can detect them. I may do this in the future.
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  10. In the current user addons system, only one addon could ever be installed at a time. This was because every addon would try to overwrite tdm_user_addons.script, and only the one in the alphabetically latest .pk4 would win. Merging addons was not a practical solution for most since this required a similar level of proficiency as actually creating the addons. Coming to the next dev build for 2.12, this limitation has been lifted by automatically including or calling all script files or functions that start with a specific prefix. Addon creators will need to choose unique names, however, which could for example include one's username. For now, backwards compatibility with the old style of addons will be maintained so they will still work, but they will need to be updated before several can be installed at once. Note to creators: as this may result in a surge of popularity of user addons to "mod the mod", it feels like some remarks are necessary: it's important to communicate to players downloading the addons that these are to be used at one's own risk and there's no certain way to ensure that no mission will break. releasing a stable mission with the default TDM package is hard enough. Addons create another layer of complexity that is out of the authors' hands. So while it's okay to ask, please respect the authors' decision not to support addons. savegames will only work with the exact combination and version of addons that they were created with. Updated instructions for creating addons can be found here: https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
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  11. We do these things not because they are easy but because they are hard fun! TDM Modpack v4.5 We have a new skill in the family and in this new version of the Modpack I have split the skills into two categories: Adept: Peek, Blow & Ignite and Whistle Expert: Alchemy, Loop and Penumbra You may opt for one skillset, the other, both or none: Each skill is still delivered in its own standalone package and the pk4 have been renamed to reflect the actual name of the skill. That's for you, @uyvie ! --------------------------------------------------- LOOP SKILL Teleport on demand! The first time you use the skill it will remember your current location and nothing else happens. The next time you use the skill it will remember your current location AND it will teleport you back to the previous location. You can reset the Loop by holding the "Use" key for 10 seconds. Here are some ideas: Initiate the loop at the beginning of the mission in case you want or need to backtrack Explore two different areas in parallel Establish a point of interest you can quickly and easily go back to anytime: a safe room, a shop, high ground... Run away from AI, avoid the cool down period and carry on with your business Ambush AI Anything else you can think of Limitations I haven't figured out how to force the player to crouch and this means you cannot teleport if there isn't enough vertical space in case you teleport back in standing position. Forget about teleporting in tight spaces such as vents, at least for now. In this initial release I have been very conservative and in order to minimize risks the skill can get at times a little annoying: you cannot be too close to walls or any other potential obstacle. Depending on the feedback received we can take some risks and make the skill more responsive. We will see. Summing up, whenever you hear the "hmm", it is either because there isn't enough vertical space or you are too close to a wall or obstacle. Points of failure There are certain situations in which the loop may fail: If you try to teleport to a location that is occupied by AI the jump will be aborted. You can try again later. If you try to teleport to a location that is occupied by an object the skill will do its best to overcome the obstacle. Sometimes you must try a few times to clear the destination. There are some edge cases though that are unsolvable and you may very well get stuck. If you are unable to teleport you can break the loop by holding "Use" for 10 seconds. This action resets the loop and it cannot be undone. This new skill is far from perfect but it gets the job done and hopefully, it brings a fun new mechanic to the game and adds replayability value. --------------------------------------------------- STEALTH MONITOR Updated... The STEALTH MONITOR mod displays the stealth stats and it has been made persistent. This means that if you switch from Loot to Stealth it will never revert to Loot unless you trigger the action. --------------------------------------------------- DYNAMIC INVENTORY Revisited... When picking up loot the DYNAMIC INVENTORY mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. This old mod has now been rebuilt outside of a file often - wrongly - employed by mission authors [tdm_frobactions.script] and this means that the mod is now available in all missions. ...and Extended In the core game when unshouldering a body the inventory is cleared for good. This can break the flow in some situations and the functionality of the DYNAMIC INVENTORY mod has been extended and when unshouldering bodies the mod will now revert back to the last item selected. Just enable CORE ESSENTIALS and you are good to go. --------------------------------------------------- Speaking of... CORE ESSENTIALS For some reason few doors in the core game have, by default, a shorter frob distance than all the rest. What puzzles me is that we are not talking doors that one may consider "special", but perfectly normal, regular, standard doors. Do arms get shorter when manipulating some doors? Players get used to certain distances and this breaks the flow in some missions and it has been resolved in CORE ESSENTIALS. Mappers can change frob distances wherever they please (players shall judge their decisions) but I find it unacceptable that something like this comes by default. The subjects in question are: arched01_111x40_left arched01_111x40_right 3panel_104x56 door_96x48_2hinge02 6panel_104x56 stained_glass01_104x56 stained_glass01_118x52 Why do you make such a big point for seven doors, you ask? Because as of today there are more than a thousand instances of these doors in the mission catalogue. Please note this is also fixed in the Unofficial Patch but since there are no boundaries between the Modpack and the Patch it has been fixed here as well. --------------------------------------------------- I hope you have fun with this new version of the TDM Modpack. Cheers!
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  12. TDM Modpack v4.2 Introducing Fragile Bottles and the Ring Helper mods. -:- FRAGILE BOTTLES MOD -:- What can I say, no stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Please note the Fragile Bottles mod is tightly integrated into the Core Essentials. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Topic: Breakable throwables Thanks @MirceaKitsune for bringing this good idea back! Please note this mod has been possible thanks to the previous efforts by other community members. -:- RING HELPER MOD -:- The official Frob Helper becomes active when small objects are within range and this new modded Helper expands the functionality to objects of all sizes, large and small. In addition, the default white dot has been replaced with a ring-shaped aimer, which I find more suitable for exploration games. The Ring Helper is by no means perfect but instead of explaining/justifying each little detail I leave it to you to experience it first hand and determine what works and what doesn't. Let us know your opinion here or in this topic: Frob Helper discussion. The Ring Helper respects the options available in Gameplay > General > Show Frob Helper but there are some changes: Always: Pointer and Ring Hover: Ring delayed by zero seconds Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off As you can see, Hover, Fade In and Fade In Fast are essentially the same thing, the difference lies in the delay before the Ring appears. Oh, the mandatory screenshot The download can be found in the opening post. I hope you have fun with these new mods. Full change log: • v4.2 New release - CORE ESSENTIALS - FRAGILE BOTTLES: Initial release. - RING HELPER: Initial release. - SKILL UPGRADE - COMBINATION: New shadow effect for the dark arrow. - SIMPLE SUBTITLES: Fonts updated to version 20240520 (Geep). - Modpack: Minor internal adjustments. Cheers!
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  13. When I was a teen I used to play a game called Hitman: It was also a 3rd person stealth game focused on assassinations and disguises. Its main gimmick was the player stealing an enemy's clothing and dressing up as them to infiltrate, while disguised you avoid acting suspicious or your enemies would realize you're not one of them and your cover is blown. I've thought about attempting something similar in TDM in the past. Since it's impossible to customize the player model 1st person hands, I realized custom outfits are out of the question. Then it dawned on me that I could go for a simplified version, by implying the player only wears a helmet or large hat to disguise theirself, enough so it makes sense and throws the AI off. So I got to work and after 3 days of tweaking I'm ready to share my latest mod: Working disguises How it works: The player can pick up headwear and equip by using the item, making you a member of the target team when active. While worn a bar appears at the top of the screen indicating the status of your disguise: This bar slowly fills up over time... it will drain when a member or ally of the team you're disguised as sees you the closer you get, further draining if the AI is alert. When the strength reaches 0 the disguise deactivates, you must wait for it to reach 1 again for it to be active again. When the disguise is inactive the bar will be gray and the icon black, when active it's colored and the full icon shown to make that clear. By default only helmets for the Citywatch were included thus far, with the normal Citywatch helmet offering less cover whereas the Elite Citywatch disguise gives you a greater distance and time at the expense of a cumbersome overlay. It even changes the player's person type / gender / rank so AI salute you as one of them... unfortunately this doesn't seem to have an effect in practice, maybe it can be investigated why. Further more the item sets a custom head model and skin, so when the player sees theirself in a mirror the hat accurately reflects the associated head... sadly this functionality had to be disabled due to a crash that occurs if you try to modify the model of the player's head causing a -1 model index, I filed a bug report about it and hopefully it can be resolved soon. If enough people like this to motivate me to continue, my plan for the next release is to allow stealing the helmets off guards. This might be tricky as I need to make the head frobable and have it execute my script action, which must change the model of the AI's head to their non-helmet version: Unless the same crash as the player head risks occurring, this should be doable in theory... this would also allow it to be used as an universal mod (with any FM) as you no longer rely on the items being placed by the mapper. Below is the latest version: If you're a mapper maybe add this to your FM and let me know what you think! I'm eager to hear your thoughts and see a field use case, this was only tested in a simple box map not in a practical scenario. As usual copy everything in your FM except tdm_custom_scripts.script you'll need to mix the include line with your existing one. disguises_1.0.pk4
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  14. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
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  15. The second post of this topic - Beyond the Modpack - now includes a list of other Tools and Mods for TDM. Are we missing anything? Let us know!
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  16. TDM Modpack v3.8 released in the opening post Introducing... the SHOCK MINE MOD v1.0 We must thank @wesp5 for this one! Flashmines are a rare item nowadays. Shortly after production begun blueprints of a more practical equivalent made it into the streets and Flashbombs took the market by a storm. To make matters worse, Flashmines had a critical flaw and the inferior chemical components degraded over time and Flashmines were quickly known to have caused misfortunes. The Flashmines that remain in the black market are now old, unpredictible, and dirty cheap. "I am not interested, chap. Too dangerous! A single spark and I am out of business!", could be heard from a merchant in a tabern. Later that evening a few Flashmines had a new, mysterious owner. A couple of nights after the first altered Flashmine was put to the test with shocking results. The original "Electric Mine" can be found in wesp5's Unofficial Patch. Stims are, in my experience, unreliable and for this new take on the infamous mine I ended up scripting everything. New sounds, different effects... but more importantly, KO's are now credited to the player. A Shockmine is a powerful, silent weapon that can put most of your opponents down but be careful, Shockmines can be deadly. Whenever you stumble across a Flashmine just grab it! Our protagonist knows well what to do with it. Big thanks @wesp5 ! HUNTER BOW MOD v1.1 Something that buggered me from day one is the mandatory reload when you miss a shot with the Rope Arrow. The Hunter Bow Mod has been upgraded so that when you miss the shot you have the opportunity to retrieve the arrow. Sometimes arrows will land in inaccessible places but hey, you at least have a chance now. CLASSIC BLACKJACK MOD v1.3 A little update to conclude the "It Just Works" exercise. The blackjack is now as reliable as it can get... KO guaranteed: no indicator and no quick-save required. FLASH GRENADE MOD v1.1 Flashbombs no longer clip through the world and the script has been greatly improved. There is no way Flashbombs can fail now: if AI are within range and sight, AI will be blinded. I consider this the definitive version. --------------------------------------------------------- Thanks to @Dragofer & Company, The Dark Mod 2.12 will allow different mods to coexist so expect a reorganization of the mods included in the pack sometime early next year. Until then, have fun with the TDM Modpack! The download can be found in the opening post. Full changelog: ============================== v3.8 - New release ------------------------------ • STANDALONE SHOCK MINE MOD v1.0: Initial release. • FLASH GRENADE MOD v1.1: Resolved clipping issues, better AI blind detection. • HUNTER BOW MOD v1.1: Retrieve rope arrows when missing shots. • CLASSIC BLACKJACK MOD v1.3: Improved collision detection. • PLAYER SKILLS MOD - DISTRACTION v1.4: Revised mod, new method. • Modpack: Minor general corrections. Cheers!
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  17. TDM Modpack v3.6 released in the opening post Introducing... the (Standalone) Flash Grenade Mod v1.0 I see Flashbombs as reliable, chaotic but non-lethal, short-range tools. For this mod Flashbomb properties have been altered to function as such: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. Although we can still control the tossing distance with a long key press the range has been greatly reduced or limited. The goal is that players can learn by trial and error where Flashbombs should eventually explode, something extremely difficult to master with the original design. I will not dive into technical details but let me to say that each time I toy with different parameters such as propagation sounds, distances, object physics (gravity, mass, velocity, friction...) I get different but still reasonable results so I don't know anymore what parameters feel best and I settled for the moment on what I present here today. I remain open to suggestions on how to fine-tune Flashbombs further. Flasbombs are powerful and have no mercy with humans: Flashbombs can be useful to distract undead and clear a path: Flashmines may be subject to modding in the future (what do we need them for?) but right now they remained unaltered: The new "ticking" sound comes from the Hazard Pay mission so thanks @kingsal for this wonderful audio file! Speaking of Kingsal, Hazard Pay remains the only mission 100% incompatible with the TDM Modpack. I remain available to assist in solving this situation. I hope you have fun with this new mod. The download link can be found in the opening post. Here's the full changelog: ============================== v3.6 - New release ------------------------------ • STANDALONE FLASH GRENADE MOD v1.0: Initial release. • Modpack: Minor internal corrections, mainly to the Loot/Stealth combo. Cheers!
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  18. Allowing mantle while carrying a body was originally proposed by Bikerdude one year ago (January 2022). https://bugs.thedarkmod.com/view.php?id=5892 I agreed with him, since that is how Thief 1 & 2 work. I've submitted patches, and due to feedback, I've submitted three patches each with a different behavior, starting in August 2022 (5892) : (Patch v1) Always enable mantling while carrying a body. (Patch v2) Only enable mantling while carrying a body if "pm_mantle_while_shouldering" cvar is set. This is already available in 2.11 beta 7. (Patch v3) Restrict mantling at the waist. There is no agreement about how this should work yet. I've spent over 12 hours of work and testing on (v3) so far, so it would be incredibly discouraging if a final decision is not made between versions (v1), (v2), or (v3) for 2.11. Personally, I think patch (v1) always enable mantling while carry a body is best. This matches Thief 1 & 2 and does not require a cvar. If (v3) is chosen, the rules need to be decided. Could you all please answer the following questions? (Please copy and paste the questions below when answering.) Do we really need to restrict mantling while shouldering at all? Is there a mission with a mantle trap? If so, which mission? If we restrict the player while shouldering, what should the rules be? While shouldering, what's the tallest object that can be mantled? While shouldering, should there be different object height requirements between crouched and standing? While shouldering, can the player mantle during a fall or jump across to another ledge? While shouldering, what mantle types are allowed out of: push, pushNonCrouch, pull, pullFast, hang? (Are there other rules to consider?) Resolved Patch v3 is included in 2.12 dev builds, starting with dev16778-10275, which is open to feedback during the dev release cycle. pm_mantle_while_shouldering cvar. pm_mantle_while_shouldering, default: 1 Which restriction for mantle while shouldering? 0 --- no mantling while shouldering a body (TDM original) 1 --- restricted mantling while shouldering a body 2 --- unrestricted mantling while shouldering a body (Cheat Mode) pm_mantle_maxShoulderingObstacleHeight cvar. pm_mantle_maxShoulderingObstacleHeight, default: 41 The maximum height of obstacles allowed for a shouldering body mantle Note that mantling above eye level is disabled regardless of this value
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  19. TDM Modpack v3.5 released in the opening post Starting with this update you no longer need to "shoulder" a body to get to see the tag (name/status) at the bottom, just grab (frob) the body and there you have it: This feature has been included in the "Quiet Objects" mod, which is now called "Smart Objects", and it also works with droppable inventory items: --------------------------------------------------------------------------- v3.5 also introduces the initial release of the "Hunter Bow" mod. Some missions alter the properties of the bow to make it draw arrows faster and I thought there must be some demand out there for such mod. Enable the Hunter Bow mod and you will draw the bow faster in all missions. The Hunter Bow mod is entirely optional: --------------------------------------------------------------------------- On a side note I made progress with "Alchemy" and arrow effects now fade out nicely (finally!). The approach employed allows me to script any effect and/or event and I should be able now to produce more arrow types. We already have Night & Day and I am thinking we could probably have and Order & Chaos combo... we shall see. Oh, the "Moonlight" arrow or recipe has been renamed to "Starlight", which seems like a tighter name. I hope you have fun with this new version. Here is the full changelog: ============================== v3.5 - New release ------------------------------ • SMART OBJECTS MOD v1.1: AI status/names and some item names are displayed onscreen when grabbed. • PLAYER SKILLS MOD - MANIPULATION v1.8: Proper support for sconce_2candles_rigid (around 40 flames). • PLAYER SKILLS MOD - COMBINATION v1.2: Arrow effects fade out nicely now. Improved FX. • HUNTER BOW MOD v1.0: Initial release • (Internal) Code adjustments. Cheers!
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  20. TDM Modpack v3.4 released in the opening post A couple of recurring concerns are that in bright scenes you cannot detect if an object is highlighted and sometimes junk is in fact loot but you cannot tell it apart. I will add that I personally find it a little annoying that I have to grab every book to understand if it contains relevant information or not. The BLINKING ITEMS MOD attempts to improve on these situations: Items within frob distance that go into the inventory (plus static readables) will blink from now on. The mod isn't perfect though, and in bright scenes you may still miss frobable items but you can now rest assured that you won't be overlooking important items ever again. The idea is that our protagonist has a trained eye in identifying at a glance what's familiar, valuable or remarkable and therefore relevant but mind you, the rest of the world remains as is and any other - common or uncommon - frobable object will not blink. If you had trouble finding or triggering that hidden or in-plain-sight switch, I am afraid the blink won't help you. I think this is a good compromise to improve the flow without altering the intended experience. One last thing, for the blink to work the console command r_newFrob must be 0, which is the game default. Full changelog: ============================== v3.4 - New release ------------------------------ • BLINKING ITEMS MOD v1.0: Initial release • PLAYER SKILLS MOD - ALTERATION v1.2: Improved special effects. • Minor corrections. Cheers!
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  21. TDM Modpack v3.2 released in the opening post Completing a mission without being seen is something that can be done with some practice and patience, and I find this self-imposed challenge quite rewarding. The STEALTH ALERT MOD will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. This mod has been in my back-burner for some time. Despite the small scope getting it right not to annoy anyone was key and it was challenging to find a middle ground for players that may be interested in the feature and players that just don't care about stealth. The mod has been extensively tested and the end result blends in quite well, imho, and I hope it will either be useful or go unnoticed... You can find the download in the opening post. Full changelog: ============================== v3.2 - New release ------------------------------ • STEALTH ALERT MOD v1.0: Inital release • QUIET DOORS MOD v1.1: Improved code Cheers!
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  22. TDM Modpack v3.0 released in the opening post Version 3.0 is a major revision of all mods so far included in the Modpack, the consolidation of all the work since the inception of the pack. There is nothing brand new but important changes and improvements. Let's have a look. The Shadowmark is now a Tool The Shadowmark (deck of cards) used to be a Skill but it now is a Tool and you will find it in the Tools category. No changes in its functionality. autocommands.cfg In v2.4 we reserved F1 and F2 for mods and in v3.0 we extend the support to F3 and F4. F1: Cycle through the Skills category F2: Cycle through the Tools category F3: Switch between Loot and Stats F4: Direct shortcut to "Penumbra" Quick access to Penumbra is something I always wanted to have and it is offered out of the box. The rest of the abilities can also have dedicated keys if you wish. Have a look to the autocommands.cfg file included in the pack and have it your way. You can, in example, set the "Alchemy" skill to your current "Broadhead" control key (normally number 3). Statistics update in real time I find myself trying to ghost more often than not nowadays. I normally give up at some point but at the beginning of a mission I try my scores to be zero for as long as I can. The statistics now update in real time meaning you can have the stats on screen for as long as you need them. Press F3 repeatedly to quickly access the Stats. Whistling There is a flaw in The Dark Mod: if you set AI Hearing to "Nearly Deaf" throwing objects or using tools such as the Noisemaker or skills such as the Whistle are useless. The problem I find is that setting AI Hearing to "Forgiving" can also have mixed results in this regard. The whistle receives an update and now the more you whistle, the more attention your whistle draws. If AI doesn't react to your whistle just insist a little... Alchemy - Dangerous Moonlight powder Flashbombs aren't reliable: AI must be looking in a certain direction and players can't tell where the Flashbomb will land. The Moonlight recipe gets a little update: A high concentration of the active Moonlight mixture causes a burning sensation to the eyes. This means if players want to purposely blind AI they will have to fire the arrow to their feet or directly to their body. All this regardless of whether the player has Flashbombs or not. This side effect is not intended to replace Flashbombs but to demonstrate Flashbombs could be fun if implemented properly. Warning: firing many Moonlight arrows to a same spot can decrease FPS temporally. Mantle while shouldering bodies This mod will eventually be decommissioned since community member @Daft Mugi is officially bringing the feature to TDM (yeah). In v3.0 of the Modapck I restored the ability to jump while carrying bodies to be inline with Daft Mugi's vision. What's more, the mod will automatically stop working if a 2.12 dev/beta/release is detected. ---------------------------------------------------------------------------- This should be all for some time. Thanks to everyone who contributed in some form or another. Here is the full changelog: ============================== v3.0 - New release ------------------------------ • The Shadowmark (deck of cards) is no longer a skill, it goes now into the Tools category. • STATS INVENTORY MOD v1.1: Statistics update in real time now. • autocommands.cfg update: - F1: Loot / Stats - F2: Tools category - F3: Skills category - F4: Direct shortcut to Penumbra • PLAYER SKILLS MOD - OBSERVATION v1.2: Improved "sliding door" detection and other minor changes. • PLAYER SKILLS MOD - DISTRACTION v1.3: The more the players whistles the larger the sound propagation. • PLAYER SKILLS MOD - MANIPULATION v1.7: - Support for some gas flames (can be ignited only). - Support for the candle sets found in "Seeking Lady Leicester" mission. • SHOULDERING BOOST MOD v1.1: Ability to jump restored to be inline with the forthcoming 2.12. • PLAYER SKILLS MOD - COMBINATION v1.1: "Moonlight" arrows now blind AI. Cheers!
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  23. TDM Modpack v2.8 released in the opening post Please note this new version is only compatible with TDM 2.11 (or higher). It won't work in previous versions of the game. What's new? ~ SMART CONTAINERS MOD v1.0 Our friend @Obsttorte added new functionality to TDM 2.11 that allow us to tackle a long standing problem: difficult to frob objects inside containers. Newer maps come with improved chests and a number of older maps and prefabs were at some point revisited but still, many containers out there remain a constant source of frustration for players. The "Smart Containers Mod" will make the bottom of containers (chests, jewelry boxes...) non-frobable right at the beginning of the mission. I tested this implementation extensively and I didn't find any usability problems nor I detected any issues that might break a mission and I think it is safe to share the mod with the community. Let me know if you find any oddities in your looting adventures! ----------------------------------------------- ~ CLASSIC BLACKJACK MOD v1.2 The "Classic Blackjack" also gets a little update to include some code from TDM 2.11. Thanks, once again, to @Obsttorte blackjacking has been GREATLY improved in 2.11 and the Classic Blackjack Mod isn't as relevant as before, but since the mod comes with its own rule-set it still has a place within the TDM Modpack. ----------------------------------------------- You can find the download link in the first post on this topic. Changelog: ============================== v2.8 - New release ------------------------------ • Compatible with TDM 2.11 (or higher) • SMART CONTAINERS MOD v1.0: Initial release. • PLAYER SKILLS MOD - ORIENTATION v1.2 - Fixed card highlighting issue when r_newFrob was set to 0. • PLAYER SKILLS MOD - COMBINATION v1.1 - Fixed arrow effect not showing up properly in some circumstances. • (Internal) Major and minor adjustments here and there. Cheers!
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  24. TDM Modpack v2.6 released in the opening post What's new? ~ SKILL: COMBINATION v1.0 Credits: @OrbWeaver, @MirceaKitsune, @datiswous, @wesp5, snatcher. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Press repeatedly the icon to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Darkdust: widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Moonlight: a recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. ~ SHOULDERING BOOST MOD v1.0 Credits: @Daft Mugi, snatcher. Description: Mantling is allowed when carrying bodies. Jumping is restricted to counterbalance the new ability. Topic: Allow mantling while carrying a body Have fun!
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  25. TDM Modpack v2.4 released in the opening post Attention! autocommands.cfg file included. Starting with TDM Modpack v2.4 the F1 and F2 keys are reserved for mods. If you have any key bound to F1 and/or F2 please use a different key. Since the number of skills keeps increasing the F1 key is now a shortcut to the" Skills" category. And since the Tools category sometimes includes useful custom items (such as the "Peculiar Lenses" in Iris) the F2 key is now a shortcut to the "Tools" category. Neither of these two categories can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. The autocommands.cfg file included in the Modpack can be easily deleted by accessing the Modpack in the MODS folder. ------------------------------------------------------- What's new in TDM Modpack v2.4? Ever wanted to know what was going on on the other side of the door before attempting to intrude? The peek is a built-in feature that mappers must setup individually in every door. Unfortunately, as good as the idea is, it is put to use only on a handful of missions. The new "Peek Door" Skill allows you to virtually peek through any door (*). Just get close to a door, select the "Peek Door" Skill, and press the "use" key. (*) by "any door" we mean any standard, human-sized door. A normal door, if you like. Thanks to the invaluable help of @Dragofer the mod works extremely well but mind you, we cannot test each and every door out there and, from time to time, you will get to see a weird view. Let us know which doors don't quite work and we shall take them to the lab for further analysis. In the same line, you may stumble upon a door you think you should be able to peek through, let us also know about these cases. You can find the download in the first post. Cheers!
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  26. TDM Modpack v2.2 released in the opening post What's new? ~ QUIET DOORS MOD v1.0 This mod changes on the fly the sounds of a vast number of stock door (and lid) sounds with more subtle audio clues but only when a door is manipulated by the player. Some remarks / clarifications: Custom door sounds a mapper may have selected or introduced are respected. This mod alters a limited number of stock sounds but since these default sounds are widely used in most missions the impact is relevant. This mod only applies to the player. AI will keep triggering whatever default or custom sound a door initially has. It is at this point worth noting that - in TDM - AI does not care the slightest for door sounds and this mod is a kind of immersion gimmick to make our protagonist sound more sneaky or graceful. Doors get to keep their original sound when manipulated while running. From time to time you will get to hear a creaky sound... (bonus feature) Known issues: I am unable to detect double doors set to auto open/close therefore manipulating double doors remains a little noisy. I am unable to intercept the moment a door gets unlocked therefore unlocking locked doors remains a little noisy. Despite these "issues" the mod works pretty well for the vast majority of doors out there and will hopefully improve your overall experience. Just play missions normally... it all should feel natural! You can find the download link in the opening post. Cheers!
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  27. TDM Modpack v2.0 released in the opening post What's new? ~ QUIET OBJECT HANDLING MOD v1.0 The highlight of this update is the inclusion of the "Quiet Object Handling" mod: moveable items will not make any noise when in contact with the environment for as long as you are holding them. Exception: bodies. You can find more information in this topic: No impact sounds while holding an object ~ IGNITE / BLOW ABILITY UPDATE I succumb: The ability now supports modded flames. We are talking a few missions and not very relevant flames but there you go. New small flames supported / missions impacted: "volta_candleflame" // Various missions "volta_candleflame_unlit" // Various missions "welli_light_candleflame_sp" // Iris "light_candleflame_redheart" // The Heart of Saint Mattis "light_candleflame_sp_redheart" // The Heart of Saint Mattis "light_candleflame_sp_red" // A House of Locked Secrets "light_candleflame_sp_shortradius" // A House of Locked Secrets "light_candleflame_long_red" // A House of Locked Secrets "outpost:light_candleflame" // The Outpost "outpost:light_candleflame_large" // The Outpost "outpost:light_candleflame_unlit" // The Outpost "sotha_light_candleflame_sp" // TP6: Lich Queen's Demise ~ PENUMBRA ALSO GETS AN UPDATE I noticed Penumbra's damage counts against the "Damage Received" mission stats and decided to review the ability. With this update not only the "self inflicted" damage does not count against your stats but I decided to slowly but steadily auto-heal the player: as soon as you stop using Penumbra a slow regenerating process begins, and the health you consumed will eventually be restored. It really is a slow process that, to put it into perspective, can take longer than 15 minutes if we are talking full health regeneration. This way you can now use Penumbra a few times during a mission without the need of health potions or sanctified fountains. I hope you enjoy this set of mods. You can find the download in the opening post. Cheers!
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  28. TDM Modpack v1.8 released in the opening post Based on a work by Obsttorte, here is my take on the blackjack. CLASSIC BLACKJACK v1.0 Credits: Obsttorte, snatcher. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by Thief Gold. Never miss a KO again. Instead of calculating a model collision the "Classic Blackjack" will evaluate the conditions and trigger a KO. Just get close to an AI and aim for the head. You will never hit door frames or anything or miss a KO again. Guaranteed! Classic Blackjack rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) ------------------------------------------------------------ In addition, the download now includes an new extra mod: FOOTSTEPS WATER v3.0 Credits: SeriousToni. Description: Alternative footsteps on water sounds. Topic: New Footstep sounds These two mods can be enabled / disabled separately. Here is the full changelog: Cheers!
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  29. TDM Modpack v1.6 released in the opening post Based on the good work by kcghost, Dragofer and others I am pleased to share with you: STATS INVENTORY MOD v1.0 Credits: kcghost, Dragofer, snatcher. Description: Display some stats and the stealth score during a mission. Just bring up the "Loot" inventory icon and press "Use". A picture is worth a thousand words, right? You can find the download in the first post. Cheers! Here is the full changelog:
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  30. TDM Modpack v1.2 released in the opening post Introducing: PLAYER SKILLS MOD - LOCATION v1.0 Credits: snatcher, Obsttorte. Some background: When I started playing TDM I missed a way of "marking" a location when exploring mansions, sewers, vents, crypts... or any other large or complex area. I like having maps but never really liked auto-maps. We could take notes in the map like in the original Thief series but not all missions come with maps and besides, the feature isn't available in TDM. We must think of something else. I started toying with decals but decals don't last long and I wasn't satisfied with such simple approach anyway. After some thoughts I came up with the idea of allowing the protagonist to "drop" something at specific points, that way players can tell if they have been there before. Simple, effective, but more importantly, the mechanic challenges you to think and plan. Now, what would this "Marker" look like? Coins.... Pebbles... Flowers... Wood pellets... Aha! Playing cards! Lightweight, thin but large, inconspicuous to a degree, perfect for both populated and countryside areas. In my view, the whole concept is hilarious but cool and grounded at the same time. I hope you get a similar feeling. Although the "Shadowmark" is more of a tool it goes to the Skills category for easy access and to differentiate it from custom items in missions. Cards can be gently dropped or thrown in the air and retrieved. Cards will occasionally land in unreachable places or hide in bushes or dirt and rarely, go for a trip beyond the boundaries of the world. You start with a full deck of 52 cards and should have plenty. AI will not normally mind a single card laying around but a bunch of cards in a spot will raise AI attention. Placing cards in the shadows is a good idea but tossing cards in the air when AI is around isn't... or is it? Regarding sounds, cards don't make any noise that can be detected by AI. Cards muffle sound (hint, hint) but I want this mechanic to remain strictly visual. I hope you find this new skill amusing and useful. Visit the opening post for the download. Cheers! Here is the full changelog:
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  31. -:- BEYOND THE MODPACK -:- Let's list here other tools and mods available for TDM. Candidates are supposed to have a degree of completeness, provide some value to players, and work with TDM without much effort. Are we missing anything? Speak up! Refer to the TDM Wiki for an additional list of add-ons. TDM 2.12 introduces Multi-addons support and some mods may not yet be ready for 2.12 but everything will eventually get updated, I am sure. ALL: please use the dedicated topics to comment and/or contact the authors! Do not do it here. Modders: if you don't want your tool/mod listed here, or if you want your tool/mod presented differently, please contact me here or via private message. ~ AngelLoader Credits: FenPhoenix Description: [...] AngelLoader is a standalone fan mission loader for Thief 1, Thief 2, Thief 3, System Shock 2, and The Dark Mod. Unlike FMSel, which requires a separate copy for each game, AngelLoader allows you to manage and play all your FMs in one place. [...] Topic: AngelLoader TDM Support (now released!) GitHub: AngelLoader ~ Unofficial Patch Credits: wesp5 (and other contributors) Description: [...] This patch adds several small improvements to the main game which in my opinion make gameplay more realistic and fun, sometimes easier as well, and it also brings some order to the downloaded missions list! [...] Topic: Unofficial Patch ModDB: The Dark Mod Unofficial Patch ~ Visible Player Hands Credits: jivo Description: This mod adds visible hands when the player crouches and has no weapon equipped, for those who like extra details and believe it adds to immersion. Topic: Visible Player Hands Mod ModDB: Visible Player Hands ~ Nameless Objects Credits: snatcher Description: Adds names to most objects of the game (TDM Modpack required). Topic: Nameless objects... a missed opportunity ~ Autosave Credits: chumbucket91 Description: The mod autosaves the mission every five minutes wrapping around after reaching five saves. Topic: Quick and Dirty Autosave Mod ~ Dynamic Save Room Credits: RedEmber Description: [...] mod intended for the niche of players who enjoy the extra tension/challenge from limited saves. Topic: Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge ~ Fresnel Mod Credits: nbohr1more Description: [...] It enhances the 3D depth of scenes and makes metals, wood, and skin look more realistic [...] Topic: TDM Fresnel Mod ModDB: Fresnel Mod 2.12 ( Unofficial ) ~ Flame Glare Mod Credits: nbohr1more Description: Wanna have beautiful glows with your Torches and Flames? Look no further! Topic: A little experiment with Fire glares... ModDB: Flame Glare Mod ~ Augmentation Mod Credits: MirceaKitsune Description: [...] an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy) [...] Topic: Script: Per limb damage, skill system (WIP) ~ Wearable disguises Credits: MirceaKitsune Description: [...] The player can pick up headwear and equip by using the item, making you a member of the target team when active. [...] Topic: Mod: Wearable disguises ~ TDM Texture Mod Credits: Hugo Lobo Description: 700 textures changed! Post: TDM Texture Mod ~ Alternative Footstep Sound Package Credits: SeriousToni Description: [...] If you like to try an alternative set of footstep sounds [...] Topic: New Footstep sounds ~ Thiefier Sounds Credits: Gin Description: [...] player footsteps sounds for the 3 surfaces that I found to be the weakest in the base game. Topic: Thiefier Sounds (Tile, Wood, and Stone Sound Pack) ~ Collection of adjusted sounds Credits: Ujtudor (aka Anton) Description: A remaster/edit of most of the impact sounds from The Dark Mod. Topic: Collection of adjusted sounds by Anton ~ Railway Lamp Credits: Obsttorte, Dragofer, Goldwell, Amadeus, snatcher (and probably others) Description: First person view (like a weapon) Railway lamp / lantern for the player. Topic: Player Lamp (beta) ~ Small gui tweaks Credits: uyvie Description: Tweaked Lightgem / Tweaked HUD / Health & Air Bar Relocation Post: uyvie's small gui tweaks ~ Adjust player speed with mouse wheel Credits: Obsttorte, snatcher Description: Proof of concept for adjusting the player speed with the mouse wheel using the external app AutoHotkey. Post: Adjust player speed with mouse wheel ~ Lean Modifier Key Credits: snatcher Description: Proof of concept for allowing the Left Alt Key to act as a lean modifier using the external app AutoHotkey. Post: Lean Modifier Key ~ Loot Stealth Stats Credits: kcghost Description: [...] overrides the loot inventory gui and associated script. I got rid of the loot breakdown (jewels, gold, etc.) as well as the loot icon that appears (didn't look right next to longer text). Instead it displays a stealth breakdown and total loot out of the mission's available loot. Suspicions, Searches, Sightings, Bodies, Score, Loot [...] Post: View Stealth Score during gameplay? ~ Stealth Statistics Tool Credits: Dragofer (and other contributors) Description: [...] you will start every FM with a scroll called "Stealth Statistics" in your inventory, which you can "read" to show a small message with current stealth statistics [...] Post: View Stealth Score during gameplay? ModDB: Dragofer's Stealth Statistic Tool
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