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High John

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Everything posted by High John

  1. It's not necessarily a problem, I like being challenged(!) You could actually say there is more logic with the That has less logic, but if you've come across it before, you will look out for it next time it comes up in a mission.
  2. Very enjoyable. I did however need to look at an online video to find out about the Was that mentioned in any of the readables, or is it something one is just expected to randomly stumble across?
  3. Hi. Just playing this for the first time. At the vault entrance I got the guard to chase me back around the main basement. And slipped into the vault before he returned. When I finished in the vault I came out through the big round vault door. And then found that the normal door leading to the vault entrance - where the guard sat - was closed. Is this meant to happen? And is there anything I can do to re-open it?
  4. Currently just starting Part 4. This is an excellent mission. Two points: Like someone else in this thread, it was impossible to 'just stumble across' the crown in the sewers, and I needed to look at the map posted here. When I try to do the good deed of: Having repeated this several times, I have now completed 11 of 4 Good Deeds(!)
  5. Good mission. The right level of difficulty; both in terms of guards, and in finding stuff that needs to be found.
  6. Yes, a well designed mission, with a number of challenges hitting the sweet spot - for me - of being not too easy and not too difficult. I had three problems - all of my own making - that involved a lot of going back over old ground. This was because I played this over a number of days, and possibly my memory isn't what it used to be. I knocked out Mr Burns fairly early (I knock out lots of people). When later on I then found I needed to do something with his body, I'd forgotten which of the many bodies was his. Ditto with Mr Sharpe. And I came across the hotel safe early, and the combination late. At which point I'd forgotten which building the safe was in(!)
  7. Excellent mission. Everything fitted together, and there was a logic to the main plot and the important items that had to be located. And - as it should be - there was extra loot to be found for the more OCD among us. I did twice have to look at this thread when I got stuck, but that was on me. Had I spent longer I might have solved it without the hints.
  8. geegee Thanks for responding. I do have the dungeon key selected. And even when I don't, I should get the 'rattle' that tells me the door is locked. And then the same rattle when I try to lockpick. But I don't get either of those. Er, how do I 'open the console', etc? I know this is something people do, but I've never felt the need to learn to do this. Until now. I saw the same video as you, by Boy Lag. I didn't think the critique was that bad, having listened to a number of his (for other FMs). I think I have Version 1.0 of the FM (how do I check the version?) If I were to download the latest version, would I lose all my Save Games? High John
  9. Hi. I've taken the lift down from Scarletbottom's secret room. And dumped him in the spider pit. I have the dungeon key. However the dungeon door is not frobable, so I can't use the dungeon key on it. I've seen a video of someone else playing. They just walk up to the door and it lights up, and they unlock it with the key. Any suggestions please?
  10. I haven't got very far and now I'm stuck. I've got the stockade key and got into the stockade. There seem to be 2 ducts. To the right as you go in. I met a white spider, but couldn't go beyond that. At the back. Can't get into that one at all. Help please(!)
  11. I did it to see whether Dark Mod put animals on the same level as people. And that then raises the question of what would have happened if there were spiders in this mission . . .
  12. Playing on Expert (ie 'no killing'), I found you're deemed to have failed the Objective if you kill one of the horses.
  13. Excellent mission. Just the right level of difficulty and clues. Having done everything, and got most of the loot, I still haven't found a use for my rope arrows . . .
  14. This is my first visit to this very long Topic, and I strongly suspect someone will have raised these suggestions before. But anyway. From a gameplay point of view, I would like to see the following. 1) Locking of Doors: It would be good to be able to lock doors as well as unlock them. Either to avoid pursuit, or to lure guards into a room then lock them in (if they don't have a key). 2) Guards should hear doors closing: This would just be more realistic. And then they'd come and investigate. 3) Guards should notice valuables have gone missing: Particularly if an item was prominently on display, a guard should notice it was missing. And then raise the alarm, and/or start looking for a thief.
  15. I first deleted 'Darkmodkeybinds.cfg', but that didn't work. I then deleted 'Darkmodkeybinds.cfg', (which had reappeared) and 'Drakmod.cfg', and that solved the problem. All good now - thanks for taking the time to respond.
  16. Overnight my mouse has stopped working - ie moving my viewpoint - when I'm inside a TDM mission. It previously worked fine in my current mission. I tried running a different mission, but same problem. The mouse works fine when I'm in the Main Menu, but not in the game itself. I'm running TDM 2.09, and I just ran 'tdm_update' just in case. Any advice please? That would be much appreciated.
  17. B Thanks. Actually I just reloaded my save, and still the same problem. So I closed and re-opened the safe, and suddenly I could pick up everthing(!). So I'm good for now.
  18. I have found and opened Lazraova's safe. However inside it is only some gold bars I can't pick up, and a piece of paper I can't pick up. Any advice please? Thanks.
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