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joebarnin

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Posts posted by joebarnin

  1. 10 minutes ago, michael_a said:

    I ask about

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    that safe in the museum's basement: where is the key? That vent lead me only to apartment with empty room. Should I do something with those switches?

     

    Spoiler

     

    The key is in a different apartment - you have to find a different vent.

    Spoiler

    Outside of Carla's apartment, to the right of the door, look up

    The empty apartment

    Spoiler

     

    Note that the switches cause the lights to flicker a certain number of times

    Spoiler

    Maybe there's an order to that?

     

     

     

    • Like 3
  2. 46 minutes ago, Andy32 said:

    Realy nice mission.

    But i stuck in the museum..

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    ...at the nugget. I open the door of the case with the key but i can't frob the blue nugget.

    maybe someone can tell me what is wrong

    Here is the link to my savegame in gdrive

    Try closing the case and then opening it again, see if you can frob it then. Or, close the case and see if you can frob it through the case

     

    Edit: if neither of those work, I can give you a kludge involving the noclip command. 

  3. 48 minutes ago, tapewolf said:

    FYI I managed to bring Lord Clifton...
     

      Reveal hidden contents

     

    ...back to the future.

    Not sure this was intended because the history of the painting just says he was knocked out and died 10 years later.

    Granted, he's now stranded in a future where his house is a ruin and he and his wife are dead, but on the plus side, he gets to know that his machine worked.  When he wakes up, anyway...

    (I'm hoping this doesn't get fixed because the mission was a bit of a downer where he's concerned)

     

     

    Spoiler

    Oh wow! I assume you knocked him out, shouldered him, and then came back to the future? Brilliant! That's something I hadn't thought of. Hmm, I'll have to deal with that in the newspaper.

     

    • Thanks 1
    • Haha 1
  4. 1 hour ago, Marbrien said:

    The objectives direct me to certain individuals' houses, but the map doesn't say where they are. Where is Franklin's apartment please, and is it readily accessible?

    Spoiler

    His apartment is across from the museum, near the big gate. There are two doors to it, one from the street, the other from the courtyard. The doors can't be picked, so you'll need a key; there's a hint about where a key is in Franklin's journal. Answer:

    Spoiler

    at the bottom of the stairs that lead down to the courtyard, there's a window that leads to Eli's room. Key is in there.

     

     

  5. 24 minutes ago, Acolytesix said:

    That was an awesome mission! Now I'm gonna restart the whole mission & run it again. Found only 2,44? of the treasure. 2 of 11 secrets.

    The 2nd time around usually reveals a lot more :)  Had an issue in part 1. Want to see if it does it again from a clean slate.

    Thanks! Some of the secrets are brutal - I would never have found them myself!🤪

    • Like 1
  6. @Acolytesix

    Spoiler

     

    Fireplace switch - hint: you have to do something else first before it works

    Answer:

    Spoiler

    douse the fire

     

    Spoiler

     

    Book switch - hint: it unlocks something else in the room

    Answer:

    Spoiler

    the globe - give it a spin (after using the book)

     

    Spoiler

    Gold hammer code - hint: after solving the previous puzzle, you will have your answer (use your spyglass)

    Spoiler

    Pawnbrokers house - answer: there's a switch in the waredrobe. Hard to find

     

    • Like 1
  7. 6 minutes ago, AluminumHaste said:

     

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    Right, but what is the players motivation for helping this guy? Seems very random, to allow the player to steal his gold, then give him the option to help him out?

    As I picked the lockbox first, then read the book.

     

    Spoiler

     

    I guess, from the thief's point of view, it's one thing to steal some loot from the shopkeeper. But, reading the journal, you realize that the guy is on the brink of getting put out of business. Whether you steal a few coin or not, he's toast. But, if you get the jade statue, you can save his business (independently of whether you steal the coin). So you decide to be a nice guy (relatively).

    Now, if you argue, "you're a thief, why should you care if someone goes out of business?", I can see that. Maybe something touched your conscience with this guy, I don't know. 

     

     

    • Like 1
  8. @Acolytesix

    Spoiler

     

    I'm in the past now, but I can't find the painting anywhere. I know it's somewhere obvious, yet...

    Hint:

    Spoiler

    There's a guard that has a note on his belt - steal it and read it

    Answer:

    Spoiler

    In the basement, the 'power room', look for a switch

     

    Spoiler

     

    As for the "unique" item I'm supposed to find, would that be in the past or future? Hints please.

    I'm confused, what unique item is this?

     

     

    • Like 1
  9. @Silverflame3

    7 hours ago, Silverflame3 said:

     

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     I couldn't help but wonder did this theft eventually cause the user to go broke and the house to become abandoned. Also, the two skeletons dumped in the cellar that were gone when you returned, if I understood correctly, they were the two thieves who robbed the house, right? What happened to them? Who killed them the first time around?

     

     

    Spoiler

     

    Yep, the theft of the painting caused Clifton to go broke and abandon the house. This is true whether in the original timeline (stolen the steward and guard) or the altered timeline (stolen by you).

    The skeletons where there because the two thieves tried to double cross each other, and stabbed each other to death, shortly after the theft. After you steal the painting, the skeletons aren't there anymore, because they didn't double cross each other, because they didn't steal the painting, because you beat them to it! As to what happened to them in the new timeline, that is unknown. (You might have even killed them in the past, when robbing the painting.)

     

     

    • Like 1
  10. 6 hours ago, NeonsStyle said:

    I found a game breaking bug. This happens in the room with all the light switches. After turning them all off (starting with left of double doors),
    then starting to turn them all on. I got two switches on, and crash! Might want to check your script :) Enjoying it though it's a lovely mission

    Untitled.thumb.jpg.e2caaa0cc4c8a7601f4e6ea85be6b443.jpg

    I recreated the bug, and I have a fix to the script file. [For other players, the problem occurs in the "empty room" (you'll know what I mean when you see it)]. The crash can be avoided if you wait before frobbing any light switch, until the lights are done flickering. Just avoid hitting the switch right away again, after switching it once.

    This script fix will be included whenever I next update the mission, but I don't know when that will be. I might let the mission shake down for a bit more?

    • Like 2
  11. 2 hours ago, wesp5 said:

    Couldn't this be fixed for all missions by readding numberwheel_lock.script with the changes you added?

    Possibly. But I think there were reasons for removing the script from the release. According to this post talks about it: 

      

    On 1/10/2019 at 6:27 AM, nbohr1more said:

    In 2.07 it was decided that the numberwheel script from "A New Job" was too specialized to that mission and

    that it shouldn't be a mod asset because it was causing mission developers too much trouble when they tried to

    use it. To my knowledge, we sent the word out that this change would be happening and any mission using the script

    has been repacked to include it in the mission package rather than inheriting from the mod asset base.

    Looks like I need to fix my "Mission of Mercy" FM. It is broken now - I guess I didn't see that notification.

     

    • Like 1
  12. 3 hours ago, wesp5 said:

    I think it's time to take a closer look at the "Open Doors on Unlock" feature, as I got once again stuck because I had this set to off. Missions that are affected are the upcoming "Now and then", according to the forum search function also "The painter's wife", "The Alchemist" and "Hidden Hands: Initiation", and I remember another mission where it happened to me.

    Can this somehow be circumvented by updated dev or script files or do the mission authors need to fix this on their side? If there is no common solution, shouldn't this option be removed? I don't know how many players there are who don't come looking here for help, but if they don't some of these missions are just completely not playable when this option is set to off.
     

    I can only speak for my mission (the soon-to-be-released "Now and Then"), but this issue can be resolved in the mission scripts. I fixed it yesterday so it'll be in the released FM. Here are the details.

    In this mission I use the atdm:combination_lock_small. As is discussed in various threads, when using this asset you have to include the appropriate script file(s) in your <fm>\script folder. In this case, atdm:combination_lock_small has spawnarg "scriptobject" = "numberwheel_lock". At some point, when I was developing my first FM, I got a hold of numberwheel_lock.script (which was at the time included the TDM release. Subsequently it was removed, I think). I've put this in my \script folder for each FM I've built, and it works fine.

    Except in the following case: the door is a secret door that isn't frobable, and it has open_on_unlock=1. The default code in numberwheel_lock.script makes the following call when the combo is correctly entered:

    t.Unlock();

    The variable 't' is the target of the combo lock (the door). This statement unlocks the secret door, which, because open_on_unlock=1, opens it. Except: if the user has "Open Doors on Unlock" = Off, that overrides open_on_unlock. So in that case the door isn't opened. And since the door isn't frobable, there is no way to open it even if it is unlocked.

    The fix is to modify numberwheel_lock.script to call t.Open() as well t.Unlock(). This unlocks and then opens the door. Oh, and you have to remove the open_on_unlock=1 spawnarg from the door too.

    These changes work fine, and are appropriate IMHO, since each FM 'owns' their copy of numberwheel_lock.script. It's a shame that each FM developer may need to make this adjustment, but I think that's an artifact of numberwheel's history.

    • Like 2
  13. Good comments by @Andersonand @Obsttorte. But if you’re looking for another ‘gamey’ option, you could implement some sort of Fast Travel mechanism. Perhaps an artifact the thief carries that when used transports then back to the western zone. That way at step 4 they aren’t irritated, they’re like “cool, I can use the Orb of Movement”. 

    Of course, you’d have to explain why they have it, etc. 

    • Like 1
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