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Klatremus

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Posts posted by Klatremus

  1. Ironically, if you edit that, it might be very difficult to get in there for Supreme, as you're not allowed to turn off cameras for that mode. There's no loot but there is a strange fable. But dont let that sway you, it'll be a nice challenge nonetheless.

    Btw that makes me wonder, there is no way to steal the shop items without taking out the shop owner, right?

  2. 3 hours ago, Wellingtoncrab said:

    Interesting - since the area outside the window is neutral on my end I have no issue making this move from the townhouse into the blacksmith window as long as Ian is sleeping. The sitting/sleeping ai seem quite hard to roust, even on the hardcore ai acuity settings but I don't how consistent this really.

    It's the drop from the sill onto the floor inside Cloak & Dagger that gives the alert. It doesn't wake him up, so it's technically not a Supreme bust, but if you use the stealth stat tool it shows that he hears it as a level 1 alert. I'm just comparing to the first run without your new script which didn't give this alert. Yeah outside the window nobody alerts, as it is not hostile territory.

  3. Tried a bit more of the beta version. It is definitely tougher inside enemy territory, but much more immersive. I could no longer enter Cloak & Dagger's top floor window without a level 1 alert for example. Had to muffle the drop with a soft item to get in there Supreme clean. I assume there will be plenty of similar situations later.

    One more question:

    Spoiler

    Why is the skeleton key not droppable? All other keys in the mission can be put back, but only not this...

  4. No ghost mode has the requirement to get all the loot. If you do, the run is denoted Perfect Supreme Ghost, or Perfect Thief for regular Ghost. Rarely is that possible for Supreme, but sometimes. It is definitely not possible for any mode in this mission.

    I deleted my fms folder and redownloaded both the regular v1.12 and the beta. Hopefully that will fix any errors as I test the latter. Won't get to that until this weekend though.

  5. If it was always your intention for them to react to the door, then I would be hesitant recommending changing that. I never like authors modifying the mission in order to "appease" ghosters. However, your solution of having them now patrol the vault is a good idea and it would fix the issue. I should also say that it doesn't bust any ghost playthrough either way. The regular Ghost mode allows for enemies alerting to doors being open, it's just for the more extreme Supreme Ghost that this isn't allowed (my preferred playstyle). But even there it would only mean the player would skip that vault entirely and not get the loot, but it wouldn't bust the entire playthrough.

    On another note, I just couldn't help myself and had to fire up the beta version with the script. I quickly visited the Hartwood House and the result is brilliant. The woman alerted like normal to me jumping around, but as soon as I stepped outside, she didn't care. Likewise, the sleeping bloke upstairs heard me walking too heavily on the stairs and woke up like normal, yet if I jumped on the metal chain outside the window, he didn't wake up. Perfect! I will do a re-ghost of the entire Red Rook area and note issues, if any. This of course makes that entire part of town a lot tougher to ghost, but as mentioned before this increases the tension and realism drastically. Did you also apply this script to Rookbridge and the Brewbower area? I can't remember if these areas also had the same issues.

    • Like 1
  6. If those guards are not supposed to even notice the door being open, then yes please fix it. As it is now, I have to skip the loot in there for Supreme Ghost, as you're not allowed to let enemies react to open doors for that mode. I don't want you to change the mission just for that mode, but if that was always your intention then it's ok.

    I am going to make a Supreme Ghost let's play of this mission, but I won't start that until all potential fixes have been fleshed out. I will try the beta version with the new scripts when I get the chance.

    • Like 1
  7. Something must be up with my install or something, cause when I returned to Southbridge, two more enemies had gotten stuck. All I did was download your v1.12 .pk4 file and overwrote the one from the v1.11 fm zip, then restarted the game. Do you recommend something else?

    Did you see my question about the monument hall door closing above btw?

    Also, it might not load for you because I do use KCGhost's stealth stat tool  which is a mod. You can download it here and hopefully then it loads.

    Oh and I use TDM v2.10, no dev version. I didn't even know you could extract the .pk4, so no I definitely don't have that.

    • Like 1
  8. Here you go! In this save, the guy in Brewbower I managed to free up, and the guy outside monument hall got freed up also; he saw the hall door being open and came to investigate.

    Wait a minute! I now went back to check on the guard outside monument hall and the door had closed?! The code panel is still busted, but I didn't know this door could be closed. Is there a way to close it manually??

  9. A civilian with a purse in Brewbower got stuck on a lamppost at the far eastern end, where you look down into the Sump. I freed him by taking his purse, because when he reacted to it missing that seemed to reset his pathfinding and he went back to normal patrol. 

    Then the guy in the pump house got stuck just south of the window you leave through to get to Hollowbrook. He was facing away so I could luckily sneak out undetected.

    A lanternguard in S Sloughgate got stuck at the foot of the stairs right by the entrance to Monument Hall. He was about to walk up but instead kept bumping into the lip of the wall there.

    And lastly one hooded lanternguard at the southern end of Blackhander Row got stuck on a wagon outside the forgotten house's back entrance. He just stood there pivoting, but didn't move even if he saw me, so he was properly stuck. All the others could move once they detected me.

    I hope this helps.

    • Thanks 1
  10. Thanks for that.

    One other thing I noticed while ghosting this. In hardly any of the buildings marked as 'hostile' south of the bridge do the inhabitants react to sounds you make. Is this right? For example in the Dreamer's Alter, I can jump around on tile right behind the woman, but no reaction. Then as soon as she turns around and sees me, she draws her weapon. The same goes for a lot of other buildings.

  11. Thanks! Regarding the scroll on top of that beam I talked about a few days ago. I had to resort to cheat spawning a rope arrow to get up there. I assume there are none in the mission. I wasn't able to get up with crates nor with climbing/jumping. You said it was possible because several others had done it. Do you know where they jumped from, or some more details about the method involved? Since it contains an objective, I'd really like to be able to get it without cheating.

    Edit: Never mind. Not even 2 minutes later I found the method. Yay!

     

    Also, I have discovered the following objectives besides the starting ones. Please let me know if there are more:

    Spoiler

    - No rest for you now. Join those  you have lost beyond the wall. (From all mementos)

    - Opt: Don't kill anyone

    - Opt: 1,500 gold

    - Opt: Spyglass

    - Opt: Snake pick from old acquaintance

    - Opt: Triangle pick from Vick the Pick

    - Opt: In choice of steel you cut out middle man and went straight to the source

    - Opt: Stahl family's heirloom compass

    - Last remembrance from this place. (Is this from all mementos also??)

    - Strange fables collection

    - Tale of the hero of red rook from origin to end. (What triggers this exactly?)

    - The watch's payroll

    - Glimpsed the poisoned page and uncovered a deeper mystery. (Don't remember what triggered this either.)

    - Released that which was born in the darkness of the old brew house

    - Followed the radiant path of the sanguine dawn. (Is there an alternate one to this, since it says 'but you grew no closer to understanding its secrets?)

    - Laid roderick to rest

    - Transcending the limits of the dream you have become truly free. However, shattering the comforting illusion comes at a cost.

  12. Ok I finally got it all. Had to resort to the loot cheat for a few of the last items, mostly those devilishly well-camouflaged gray coins. I found a few loot errors though:

    Spoiler

    1) Two silver coins worth 2 each in the Burgage House are embedded into the table. It's in the room just inside the balcony on the west side of the building. There was some other loot on the table too, but I never found these two coins because, well... they aren't visible.

    2) There is a coin on the musician's plate at the pub that is not worth any loot, but the game still registers its location. After taking it, it shows up as just 'loot' in the inventory, but doesn't add any value, plus the loot cheat still shows loot is remaining on the plate, even after I have 15102/15102.

     

    • Thanks 1
  13. Spoiler

    Found a bunch more loot! Basically ran through the areas again, looking up and wearing the glasses constantly. Found an apartment with 3 sisters (though they werent home) in Brewbower I had missed, plus some weird gems inside two homeless guys. They died when I took them, sadly. Also found a baptismal font secret in Grimkirk with more loot. Up to 14972 now. Quite happy about that indeed. I found at least 2 bird's nests with a ruby and a ring on my first run I think. Are there more nests than that?

     

  14. What an outstanding mission, WellingtonCrab! I haven't played that many for TDM, but this is by far the best one. And compare to Thief, it is up there in my all time top 10. Just finished and got 13953 loot on the first playthrough. I think I found all the mementos (18), because I got a changed ending and I had to go on the forum to realize what I had to do. Rather grim, I must say. But I guess it follow the narrative of the story. The wording of the new objective really confirmed what I suspected throughout;

    Spoiler

    that the protagonist used to live in the forgotten house and that the picture is his wife or perhaps daughter. It only makes sense since he has the key to the chest there. His kids might be the ones drawn in red on the map also. Nice touch that.

    A few questions:

    Spoiler

    Does the alternate ending only trigger if you get all the mementos? If so, for my ghost run I'd like to avoid this objective and instead return home, but I'd like to skip a memento that doesn't count as loot and that doesn't trigger any other new objectives. I think the only one that fits those criteria is the Cracked and Crooked Lens.

    I could spot a scroll on top of a beam high up to the west in The Stacks. Is there a logical way to get up there to obtain it? Before I start lugging crates I mean, because I am stubborn enough to do that, trust me.

    Also, I have made a loot list here. Before heading through town to scour for the remaining loot, can anyone spot any major areas I have completely missed by looking at that list? No direct spoilers, but if anyone sees obvious stuff not there and can point me in the right direction, I'd appreciate it.

    This ghost run will be a handful, not to mention Supreme!

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