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CountMorillonite

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Posts posted by CountMorillonite

  1. Or you could just try it with current 2.06 beta. It was stable enough for the mission to be playable in beta testing stage, and it supports EFX from the get-go.

    I'm still running 2.05 and EAX 4.0 HD is offered under the Settings menu as either "off" or "on". I have it turned on, so it looks like I don't have to install anything extra. Or is there a special EAX, updated from 4.0 HD that I need ?

  2. Loot Total


    There was a lot of sneaky loot locations for this mission, and I seem to have missed one or two. My tally is 5830/6075, so I'm missing 245, which isn't much and I could walk away from this happy, but before I do, there was one chest that had some possible loot items that I can't seem to grab. This is an ongoing problem with Dark Mod missions for me and I'm hoping 2.06 will solve it. Anyway, I'm posting a snapshot of the chest and asking if this is supposed to be grabbable. A side note: once I close this particular chest, it doesn't highlight any more and can't be opened (there was another chest that did the same thing).


    post-38134-0-36260100-1516045097_thumb.jpg

    • Like 1
  3. Hey Tarhiel,

     

    Here is a list of all the secrets in the level:

     

     

     

    1. The Builder's apartment in the street area. Accessed through a window above the pump house.

    2. Towards the beginning of the caves there is a large room with 3 octagonal buildings and a beast on patrol (just after you find Bellero's hat by a waterfall). There is a small gem hidden in the eastern building.

    3. A small cruciform on the roof of the Builder church in the north part of the caves.

    4. South east of the Builder church is a set of 3 octagonal crypt buildings. In the northern building there is a valuable statue. (Accessible by the roof)

    5. An invisibility potion inside a building in the large cauldron area. The building is in a row along the north side and is the one closest to the northern entrance. (Accessible by the roof )

    6. In the lower crypt area, there is an Ancient Torc on the roof of the large building to the north. You'll need to use a rope arrow or vine arrow to get up there

    7. A wooden idol figure located on a tree branch directly after you pass through the portal.

     

     

    I spent a long time playing this mission. Mostly to familiarize myself to the terrain. I was well into it before realizing that there were secrets, and 7 of them !! I got 2 on my own and had to rely on your list for the other 5. The two I got on my own were #2 & #7 on your list.

     

    Apparently, there were 3 "Ritual Offering??" side quests. One in the church, one near a waterfall, and one at Secret #1 ( though only a pedestal was situated there, no statue to give instructions). Did I miss a readable about these side missions? It would be easy to miss this as it's not in the Objectives.

     

    I was shocked that I got as much as 1734/1942. It's extremely hard to be thorough in this mission. And a loot list would be too difficult to itemize so I won't ask for one. I'm quite happy with my tally.

     

    None of these are complaints. I loved the mission and will play it many times in the future.

     

    Thx for your missions.

    • Like 2
  4. Pagan Orb

    So I found the orb and carefully (I think) carried it to the pot and placed it in. Nothing happened. I don't think I broke it but how would you know ? So instead I went searching for fuscosious fruit and plerkernikus gas to place in the pot first, but I'm thinking it's already in there. Can't find those ingredients.

    OK...I solved this problem by going to a previous save and transporting the orb MUCH more carefully (This is a nasty objective to complete ; you should at least notify when the orb is broken in transport)




    Combination

    The hint must be in a readable somewhere, The combination probably opened the glass encasements in that particular room. Problem is, some readables are in my inventory, but others aren't. Any help ?


    Problem solved, though I cheated by using a walkthrough




    But I have found 6 / 8 secrets so far, so I'm not totally inept.

    Update....now have 7 / 8 secrets

  5. Yes, it is definitely missing in the Accountant missions.

    On the other hand, all or almost all the other missions do not have anything like "secrets".

    I suppose that there were plenty of discussions about [counting secrets] vs [not counting secrets] in TDM, maybe even starting from before the very first public release :mellow:

    Perhaps you should revive some old discussion or create a new one (after 2.06 is released). If there is a way which suits well, then it would turn into feature request :D

    I'm a big fan of secrets. I guess you can get around it by placing it IN the objectives ( find all 6 secrets ).

     

    I'm new at Dark Mod, so this is the first mission I've come across that had them. Instead of criticizing the lack of a Secret Tally at the end though, I should thank Goldwell for injecting them into gameplay in the first place, AND to acknowledge the pop up window that reveals how many there are to find ( you have found 1 of 6 secrets), which Thief 2 never did during gameplay (it told you that you found a secret, but not how many there were).

     

    All of this is minor. This mission in particular ( I loved the electrified floor and the "obvious" solution) and Dark Mod in general is great fun.

  6. 5 / 6 Secrets

     

    I had to go to this thread to find the missing secret, which I couldn't access without ending the mission. I thought I might be able to drop an objective item so I could go back, but I guess that's not an option. So unless there IS a toggle or something that lets me drop the necklace, for example, I either play the mission over again for completions sake, or just let it be. I choose the latter. Also, shouldn't the secret tally be a part of the stats ?

  7. I posted the same type problem in a Penny Dreadful mission a few months ago, but I don't remember which one. I was given a set of instructions to possibly fix it, but walked away instead and finished without 100% loot capture (not a big deal). It's funny because I was trying to figure out what PD2 stood for and didn't consider it represented a mission ( and one I was familiar with too !)

  8. Wow...thx for the link. Looks like this problem is not so rare.

     

    One observation. Based on only 2 times where this happened to me ( the other was a Penney Dreadful mission), it seems that unfrobbable loot may occur where the item of interest is crowded in with other things that can be frobbed. In this case, there was the compartment door itself, plus a drawer immediately underneath the compartment plus a readable item and various pickupable objects. The density of highlightable objects may be a factor. Maybe changing resolution would trigger a solution ?? Because not everybody has had this problem and everybody doesn't play at the same resolution ( I play at 2560x1440)

  9. @CountMorillonite, have you tried leaning in to frob the coin purse or failing that fully opening closing the compartment door.

     

    Can a mod move this to the relevant thread please

    Hi Bikerdude,

     

    Thx for the quick reply.

     

    Yes, I leaned to and fro, right and left at an angle, and played opening and closing the compartment door a number of times. There was a crate whose contents I couldn't grab elsewhere in this mission, but perseverance rewarded me when I closed the crate door and opened it again. Such is not the case here.

  10. I don't know if this is the proper place to raise the topic of a potential bug (Feedback & Support instead ??).

     

    I've come across this before. Many times an item is next to impossible to pick up, but eventually (with contortions) it will highlight. In this case I could not pick the "purse" up off a desk.

     

    post-38134-0-19838400-1513963117_thumb.jpg

     

    It is in the Balakin Manor ( blue wallpaper) and on the desk in the only room on the top floor.

     

    I remember an explanation for this and it was pretty involved (for a non-programmer), but can be fixed when notified. Nevertheless, is there something I can do to get this item now or do I have to wait for a fix to be applied and uploaded.

     

    This is an awesome mission btw.

     

     

     

     

  11.  

    If I recall correctly...

     

     

     

     

    1. You can't get in by the door. Go outside, head right, then turn around and look up. You should see a window, which you can break with an arrow, then rope up and enter the bedroom.

     

    2. When you're on the zombie-invested floor of the tower, go for the partially open/broken window, go outside, then turn the corner to your right. Then you should just be able to arrow up to the platform with the wine bottles on it.

     

     

    That should be where those two pieces are, though I could be wrong.

     

    You're right on the first one. That's a great location for loot. AND it was the 175 in jewels I was missing.

     

    I'm not sure that you're right about the second one. The lootlist is generally linear and the "battlement" reference comes after the Priest's Dining room stuff ( cutlery, etc on the dining room table). So I'm thinking the Battlement Hatch is in the area after the Priest's Dining room but before the chapel.

     

    Later.....

     

    I found it but it's not where you suggested.

     

     

    The Battlements are where I thought they were. Where the patrolling guard with the lantern circles around the open area, you can't enter any of the corner "battlements" because the doors are locked and can't be opened. But you can climb up to the second level and enter the unlocked battlement door that way. Just find which one is North, then go downstairs, past the locked door you couldn't open from the other side, then find the "hatch". A Crate is just outside the hatch and contain 2 wine bottles.

     

     

    Thanks for your help. It would have been a long time before I figured them out.

    • Like 1
  12. LOOT

     

    Playing on Expert, I couldn't end the mission because I only retrieved 2344 out of 2700 needed. I found a loot list and apparently I'm missing 175 in Jewels ( I have 0), but the list doesn't mention any gems at all. Also, 2 items mentioned I'm pretty sure I missed but I don't know where the location is....

     

    1. A Dresser in Curio's bedroom contain a purse. Where is Curio's Bedroom ? Is this the small bedroom at the base of the stairs leading to the Priest's Attic ?? I checked the dresser there but found nothing.

    2. 2 Wine Bottles located at the "North Battlements Hatch" (by a "Ledge Crate"). I don't know where this is and it doesn't help not having a compass to differentiate North Battlement from the other 3 battlements.

     

    Together, these would put me over 2700.

     

    Loving the mission regardless.

     

     

  13. I'm only now beginning to feel comfortable with the controls, being used to the classic Thief games. An improvement in many respects. A little more clarity when underwater would help out a lot though.

     

    A very difficult mission to play, but it trains you to "look up" a lot and explore absolutely every corner of the map. Is there a place to rate TDM missions ?

     

    Penny Dreadful should never disappear from anyone's favorite mission lists.

  14. GRUNT

     

    I thought I handled Grunt but I guess I didn't as the objective never checked off. And now I can't remember where he is or what to do with him. Everything else is done (missing 10 loot but that's minor). The map shows where his manor is, but how do you identify him and what are the options of "dealing" with him ?

     

    btw....this mission is very impressive.

     

     

    "later"

     

     

    I found Grunt, knocked him out and threw him into the skeleton area where he drowned. Objective checked off :)

     

    • Like 1
  15. I just tried frobbing that item, running TDM 2.05 under (32-bit Slackware 14.2) Linux and it was exactly as you experienced. No matter what I did, it would not highlight.

     

    Curiosity got the best of me and I dug into it. It turns out that the fix is very simple. After a lot of trial-and-error testing, I eventually got the idea for the simplest fix from the last paragraph of the Wiki page about frobbing.

     

    Basically, when this line is added to the problematic entity (named 'atdm_loot_spilt_purse_silver_1'), it becomes properly frob-able once again:

    "frobbox_size" "0"

    To the map's authors: If you decide to make a change, I think you'll find that the "DresserFrobControl" entity is unneeded. In fact, removal of that entity, even without the addition of a "frobbox_size" specification on the loot purse entity, will make the purse frob-able as well. I'm no mapper, but if I understand correctly, the loot purse's default frob-box area intersects with the clip area of that "DresserFrobControl" entity.

     

    To CountMorillonite: If you'd like to try the fix, extract the contents of the mission's PK4 file (it's just a zip file with a ".pk4" extension) in place. To be safe, rename (or move) the original mission PK4 file once you've done that to avoid any possible "collision". Edit the (text-format) 'allthewayup.map' file. Find this entity (the un-frob-able loot purse):

    // entity 409
    {
    "classname" "atdm:loot_spilt_purse_silver"
    "name" "atdm_loot_spilt_purse_silver_1"
    "inv_loot_value" "25"
    "origin" "4051.08 1667.42 -115.399"
    "rotation" "0.819153 -0.573577 0 0.573577 0.819153 0 0 0 1"
    }
    

    If, say, after the "inv_loot_value" line, you add the line mentioned earlier, the purse should become frob-able once again.

     

    Good luck (and thanks for reporting the bug)!

    I've gone past that mission and onto Part 3 of Penney Dreadful. But your fix is greatly appreciated. For me because I now know it's not something wrong with my setup, and for everyone else for when they come across this problem in the future.

  16. I don't recall anyone else having this specific problem, but I think it is something that can happen every once in a while. Sorry!

     

    I noticed that highlighting in general was picky. This may be a sensitivity issue particular to my setup, but I can't find anything under Options to alter it. I noticed a few messages ago, by V-Man339, that he speaks of a similar problem if not the same one. Was that resolved ?

  17. Unfrobbable Loot

     

    There is a purse on a bedside table that I cannot highlight, no matter what position or angle I approach it from. It was surrounded by other coins and assorted frobbable items, including sliding drawers, but i just cannot pick the purse up. There are 2 video walkthroughs that I checked and both had no problem in acquiring the purse. I actually came across switches that were very difficult to highlight, but eventually I succeeded. Is this a general problem with DarkMod ?

     

    I've attached a picture of the loot. It's in a room accessed via balcony and is the room where you can frob a picture on the wall to fetch a necklace on a bust.

     

    post-38134-0-21863000-1510876466_thumb.jpg

     

     

     

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