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Posts posted by CountMorillonite
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What version of tdm are you playing on?
You shouldnt be required to have the contract selected in order to complete it.
Could you please post the exact step by step you did to cause this crash.
Also does the crash happen all the time or some of the time?
Going forward as contacts get more complicated I dont want to have any crashing going on so you might have stumbled onto something big here!
TDM version = 2.06 / 64
I had finished the core of the mission objectives and set about completing my "secrets" hunt including completing 2 missions I picked up at Finkel's Shop.
The first contract involved Garrett's Print Shop, so I went over there and lock picked my way in.
Snuffed out some candles and read some stuff on the counter.
Found the ledger on the shelf and frobbed it. Scribble noises indicated I was completing my task. But soon after the Completion Window popped up, the game crashed to desktop. Started TDM again and repeated the sequence, thinking it was a once-only problem, but same thing happened. Next time I quick saved after entering Garrett's Shop then went straight to the ledger without snuffing candles or reading the counter book. Crashed again. I tried a couple more times and was about to inquire here about my problem when I thought maybe I have to "initiate" the contract in order for it to work. So instead of having the lock picks selected, the Contract was selected. IT WORKED !!
So out of, maybe, 5 or so attempts, the ONLY time the game didn't crash was when I had the Contract selected.
No one else has experienced this ??
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Contract: These Numbers....
I notice that fulfilling a contract requires that the contract be selected, otherwise the game crashes. It took me multiple attempts before I realized this. When scribbling in Garrett's Ledger to alter the numbers, the game would keep crashing because I had lockpicks selected (broke into his store). Once I scrolled to the specific contract, THEN frobbed his ledger, the game carried on and I was given the credits for completing the contract.
I guess I forgot how to complete these contracts properly, or is this a bug? -
Try to look out for missing tris while replaying. The probability of missing tris has been increased significantly in 2.06. - and i had to dmap after fixing the pick issue.
What's a tris ?
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Precautionary Note
When you get to the courtyard of Thurgood Manor and want to dispose of one of the guards patrolling, DON'T carry them into the Sewer? Maintenance tunnel. I jumped in carrying a guard and can't get out !! The tunnel is too tight to drop him, and I can't hoist myself back out, either at the starting point or the end point (Wine Cellar?).
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Just wanted to say I've finished the mission and didn't have any other problems. Mind you, picking up lock picks only happens once per mission.
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For me that picture is like trying to find Waldo, but I take your word for it LOL
I think I can see the outline of the scroll, but at first I thought IT represented the lockpicks.
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Yipes...there's no special scripts or anything associated with those lockpicks. Is this just specific to Requiem?
This is my first mission playing with DM ver 2.06. I Think the mission ver is 1. I specifically scoured the floor for the lockpick thinking it may have fallen to the floor and my brightness level was such that it wasn't super dark. In any event, nothing "lit up" designating a frobbable object. So the word "invisible" seemed appropriate I'm still playing this mission and haven't had the opportunity to see if other missions have similar issues.
It would be very easy for others to confirm whether the issue is with the mission or something to do with my setup specifically. It's right at the beginning where you climb down to the basement to retrieve your stuff. The table is supposed to contain 2 lockpicks among other items. For me the Triangle Lockpick wasn't there. Eventually, I picked it up by constantly clicking on the table, under the table and the immediate surroundings, until it registered. Never did see it.
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Yup, they're there just not visible. That's weird. Does this happen in 2.05?
I don't know if that question was directed to me or to everyone. My experience as far as problems were concerned with 2.05 was unfrobbable loot. I don't recall coming across invisible items.
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Looks like a 2.06 issue. The picks are invisible, but you'll get them if you "frob around".
Does that mean I can look forward to more cases of Invisible Lock Picks ? Has this issue arisen elsewhere ? I've only just now returned to the game and this is my first time playing Dark Mod ver 2.06
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Just a shot in the dark: Maybe the triangle lockpick fell through the table?
That could be....but I couldn't see it. Doesn't matter I guess because now I can go ahead in the mission as I finally grabbed it.
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Tap the "P" key?
Tried that
But I finally got the Triangle Lockpick even though I couldn't see it. I frantically right clicked all over the table until it suddenly showed up in my inventory. Could this "invisibility" have something to do with the version of Dark Mod (2.06/64) and the version of the mission (ver 1) ?
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At the beginning, I'm only getting the snake lockpick.It is on the table in the basement, but the Triangle lockpick is not and I can't find it anywhere. I tried a video walkthrough and it had BOTH lockpicks on the table. I uninstalled / reinstalled the mission but that didn't help. Without the Triangle lockpick, I can't progress
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In your main folder you will now find tow exe-files: TheDarkMod.exe and TheDarkMod64.exe. If you use shortcuts just refer to the latter and you will always start the 64-bit version.
Thanks to both of you. If I had opened my eyes a bit more I would have seen TheDarkModx64.exe file immediately below TheDarkMod.exe file (which was pinned to the taskbar). Delete old shortcut with new shortcut and problem solved. I should have figured that one out myself
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Just a quick question and I apologize if it's been answered plenty of times.
I updated from 2.05 to 2.06. When I started the game, the opening menu denotes at the bottom left side that I'm running 2.06/32. I'm assuming that means 32-bit. How do I get the 64-bit build. The executable to install (tdm_update.exe) doesn't have a 64-bit version. Was there a choice somewhere during the install asking if I wanted 64-bit and i missed it ?
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but there might be a mapping bug, I need to check.
ok
btw....when I said "other mission as well", I didn't mean other missions constructed by yourself. I found unfrobbable loot items in missions built by other authors too. Going into noclip mode did not resolve the problem (I thought it might be too cramped within its location). But the item of interest would not highlight no matter where you spatially placed yourself.I don't know if that helps you in any way.
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Will look at that this week.
The problem relates not to just your mission, but many other missions as well. Even if you fixed it for this particular example, the issue persists. I'm hoping ver 2.06 solves the bug for all instances where some loot items are unfrobbable.
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To confirm, adjusting AI Hearing solves the Noisemaker problem. There are 4 settings to choose from:
1. Nearly Deaf ( great for blackjacking from behind)
2. Forgiving
3. Challenging
4. Hardcore
Simply go up a notch from Deaf to Forgiving worked in alerting the AI to the noisemaker arrow. But they weren't too inquisitive and moved slowly toward the sound, returning pretty fast. Under Challenging they are quicker and faster to explore. In Hardcore, they rush toward the sound and linger. This is probably the best setting depending on what your goals are. Just remember to return to deaf mode after you accomplished what you want to do
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Both statements are true.
I LOVE to blackjack. And I was finding sneaking up on people in Dark Mod to be significantly harder than in the Thief Series. Even with them in "deaf mode". For me to crank up AI Hearing would mean to compromise stealth activity. The solution I suppose would be to increase AI Hearing capability when I want to use the noisemaker arrow, then revert to deafness after. A juggling act.
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Its called AI Hearing
I found what you were referring to. I was looking in the Audio Menu, not the Difficulty Menu. And yes, I had the AI Hearing set to "nearly deaf". That should clear things up with respect to using the Noisemaker Arrow. Thanks for your help.
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Check your AI hearing level, available in the menu settings. Crank it up if possible and see if that helps.
I didn't know that was an Option. As a matter of fact, many of my audio values are muted. So I have to figure which one could possibly relate to the AI's hearing sensitivity. Would it be SFX Volume? Player Voice Volume? Narrator Volume? First guess would be SFX Volume. I will experiment.
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I've tried using the noisemaker arrow a few times and it never attracts the AI's attention. I've pointed it close by, against a wall, different directions, and no response. I once hit a guy with it and he DID react, but only him with everybody else paying no attention. He walked around a bit with his sword drawn, stayed within a small radius, and quieted down after a short period of time. And this occurred not in one mission, but quite a few. So do I have to go back to the training mission to see what I'm doing wrong, or is this something else.
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For me, Chalice Of Kings had a list of loot that couldn't be picked up, including The Chalice, so I couldn't complete this mission. Waiting patiently for 2.06.
btw....If I come across loot that won't highlight, no matter how much I contort and squirm around it, I go into "clip mode". If the item refuses to highlight, I know it's not a problem of positioning, but a bug. Having said that, there was an occasion or two where going to a previous save somehow changed the "environment" and the loot item miraculously highlighted.
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Thank you for the answer, it might be!
On a side note has the side quest of doing the ritual any loot apart for showing you the lord you robbed? ;P
The fast answer is....I don't know. It's been a while since I played this particular mission.
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I think your problem is the "unattainable loot" issue, which I come across on many missions. Version 2.06, currently in Beta, is supposed to address this.
Fan Mission: Shadows of Northdale ACT I - A Curious Mind by Goldwell (2018/03/23)
in Fan Missions
Posted
The Second Contract I had no problem with. But I had already read it. When it came time to frob the Cask I HAD to have the Sleeping Potion selected. So it looks like my issue was particular to the Contract of changing the ledger. I MUST of read that Contract prior to the crash otherwise I would have no idea to go to Garrett's Shop. Strange.