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wesp5

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wesp5 last won the day on June 27 2019

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About wesp5

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  1. No, I just included Dragofer's item which displays the current score.
  2. Yeah, as promised above in this thread I included the solution of Dragofer :)!
  3. I like the basic idea, but not removing cool content like the loot icons from the mod. How about modifying this so instead of loot types the stealth statistics are displayed in the inventory grid? Like in the top line there instead of the loot types or above it?
  4. Many thanks, that works great and with your permission I will include it in my Unofficial Patch! Maybe there will be a solution like I suggested, but in the meantime this is fine.
  5. No, this does not need to look like an extra objective. Just an additional line below the objectives title as kind of neutral overview so we don't need an extra key! E.g. like this:
  6. That works great and I would like to include it into my Unofficial Patch with your permission! I have moved the code to it's own sub-script though, as I include a modified tdm_main.script already and this solution is cleaner. But there is still the problem with the redefining of the key, so I thought, could you change the script so that the info is displayed on the mission log page instead? It would make sense too, like you check what objectives are left and how good you are doing!
  7. I would be glad to add something like this to my TDM Unofficial Patch if somebody would help me implement it in a reasonable way. Like not using the console ;)...
  8. Okay, so I'm very late to the party, but this was more fun than Old Habits 1 ;)! Still there were some issues that should be avoided in other missions. I had very low framerates in the shed which probably was caused by the many objects there. I had to come here and get a hint on how to enter the priests room because I blackjacked him in the chapel. He should have carried the key, I mean how is he supposed to enter his own room after he left? Climb through the vents? I don't think so :). Also I had no chance to solve the crown torch riddle due to the fact that there was only one holy water which using my changed Unofficial Patch mechanism I threw at a statue and had none left for the other. Even for an optional objective one more holy light water, and maybe some additional gas arrows, would have been safer! I read about the correct order here and managed to finish the mission, surviving the nasty trap without noclip or chairs at least ;)!
  9. A wonderful mission full of winter atmosphere! I love stories that go from simple stealing to something more and I think I managed to fullfill all the objectives, even finding the hat on the way home. I have two suggestions though: I searched a lot for the snowman eyes because I expected them to be coals. As everything else can be found very early on, this will make players waste time around the schoolhouse. So maybe put some coals there and add the jewels to the loot? And about the spiders, why not add an objective once you find the message in the hut to look into what happened to the guy while implying you can't repair the stuff yourself? This way the spider update would be clear in the end!
  10. I agree and the def solution is very elegant, does not depend on the mission creators and works for older missions too. If you deem the whole change too risky I will include it in the Unofficial Patch and with a little luck I might get feedback if missions get broken by the change ;)! P.S.: And done. I will test this myself while playing too of course...
  11. It always annoys me when it is difficult to get loot out of containers because the container bottom is frobable and you have to move the mouse around a lot until the loot is selected. So when I played one of Dragofers great missions recently, I noticed that his containers behaved differently. I asked him about it and this is what he replied: "As for the unfrobbable container bodies, they're all atdm:froblock entities so it should be possible to overwrite them with a modified version that changes 'frobable' from '1' to '0'. It's entirely possible, however, that this entity class is used in other ways as well, potentially breaking missions, but looking at i.e. St. Alban's Cathedral it looks like it's used exclusively for container bodies." Would this be a possible change for the core mod? Otherwise I will add it to my Unofficial Patch...
  12. Thanks, I will test this with the next missions I will play!
  13. A cool scary mission, but sadly I had the same problem as others here in that the door to Olivia's room was not open. I got stuck completely until I checked this thread and noclipped through the door, so you need to fix that fast! I had a similar problem with the closet on the ground floor, the skeleton blocked the door and it couldn't be opened. It worked after a restart, but you might take the chance to fix that too. Last not least it fealt strange not having lockpicks and the doors being unlocked by the ghost instead! Why not make all doors without keys pickable? I don't think the story would change much and I wouldn't feel like the stupiest thief ever, having lost his lockpicks :)!
  14. Still UE4 also has disadvantages, even in professional games like "The Outer Worlds" I get ugly texture-popping-in-effects I haven't seen that bad since the original "Rage"!
  15. Even so, they never show an overall awareness that something weird is going on if they see doors being open that shouldn't be. In that regard I agree with Destined, how should they assume a shadow belongs to an intruder and not another guard?
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