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Posts
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Days Won
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Posts posted by Wellingtoncrab
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@KlatremusYep - that is it - Calvin is technically standing in a neutral part of the weapon shoppe. I have this fixed it but yeah pulling off getting to the back without turning off the camera would be tricky. The timing is such that you can pass the camera but it would undoubtably spook the shoppe owner.
And yes the only way to loot a shop is to incapacitate the owner.
Thanks for catching that patch sticking out as well - go that fixed.
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40 minutes ago, Klatremus said:
One thing I noticed is that the weapon shop owner doesn't react to any sounds you make in the back of the shop. Naturally, he is friendly to anyone entering the front, but I still imagine he would react to activities elsewhere in his establishment. Perhaps that is difficult to script, I'm not sure.
I’ll definitely take a look at that - theoretically since the back of the shoppe is a hostile area it should work just like that but in this case where he standing at the counter might still technically be within the weapon shoppe proper so he is not getting covered by the new script.
Hopefully easy to fix by just tweaking the bounds between the areas!
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8 minutes ago, Klatremus said:
Aha! I see what you did with the mysteries of the void there. You sneaky bugger. Any hint to what part of town the other one is in?
SpoilerSearch above the manor of The Rat.
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14 hours ago, Klatremus said:
I could no longer enter Cloak & Dagger's top floor window without a level 1 alert for example.
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.
12 hours ago, hightide said:though people on the street got mad at me for being in my own house
Hmm ... this should not happen unless the player is brandishing a weapon or something. Do you recall anything that might have occurred prior to the ai becoming hostile while you were in the starting location?
12 hours ago, hightide said:- Some vertical elements seemed like I should have been able to climb them, but I fell and took damage (the apartment elevator chains, the vines in the decrepit manor fountain area). Speaking of climbing, when coming through the wall from the basilica the chain down just disappeared when I frobbed it. I reloaded and it dropped correctly.
- Found some clipping: I walked through the low wall with a lamp in the Corpsegrinder's lair. Same with the low wall by the stairs next to the brewer's in N Slough.
SpoilerI was able to fix everything on your list that wasn't related to the asset from the core mod itself or the voice acting (as that will need to be redone at some point) with a couple of points:
Vines are plentiful in the mission and are not typically climbable so for consistency sake I would not change this - though I agree the elevator chains should be and I will add this.
I was not able to replicate the clipping issues you mentioned - there is only one low wall with a lamp in that area so I am pretty sure what you are pointing out but this was world spawn and I could not clip through it - I put a large clip volume around it just to be certain. I could not find any low walls in sloughgate with clipping or collision issues either - would you be able to point out specifically which one had the issue?
Updated beta branch of Iris have been pushed to link including key drop, LOD fixes and more!
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@hightidethanks for playing and glad you enjoyed it! Thanks for the bug reports as well - I will take a look.
8 hours ago, hightide said:One thing I would have liked to have was a map file I could print and make notes on.
Here are high resolution versions of the in game maps if you would still like them:
Red Rook: Southbridge & Brewbower
SpoilerHollowbrook: Brewer’s District
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@Klatremus I see - so supreme ghost doesn't have a requirement to get all of the loot? (makes sense as I imagine there are many missions where that isn't achievable). Still I think this small change is an improvement as the suspicious door behavior was a bit strange and if it also helps support being able to experience more of the mission with the playstyle I am for it in this instance. I have included this change in this updated beta (same link)
Glad to hear the first impressions of the ai changes are good! I really appreciate you taking the time to test it out. The changes are mission wide including Rookbridge and Brebower, though as you progress there were more and more areas where AI were always hostile to the player so the impact becomes less. There are many elements in the scripting which are manipulating the AIs relationship to the player, so I would be quite surprised if something didn't get a little weird as a result of the change but so far it has been working quite well in my testing.
The difficulty increase is what concerns me, so I would be very curious as far as what you think of how it affects the balance of the mission. I already have this change restricted to the medium and highest difficulty settings, but I might change it to only be the highest.
I might recommend given whatever was going on with the AI path finding in last version to try cleaning out the fm directory completely before dropping the beta package in.
Thanks again!
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@Klatremusthe guards are supposed to notice the door being opened but they are not supposed to be able to close it again (it seemed strange for them to not react to this mysterious vault being opened).
I of course did not take this into account that it may make the mission unghostable at a certain level.
I did attempt to design Iris to enable as many playstyles as possible including on the very extremes, so in this instance I do think it is appropriate to make a change to enable the vault to be accessed for these types of players.
So I am thinking instead of them reacting suspiciously to the door I will add additional patrol paths so the ai explore the vault if the door is opened. This more or less achieves the same thing "narratively" and will add a nice bit of tension to trying to loot the vault without busting a ghost playthrough.
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@Klatremusno that is definitely correct - I ask as files extracted to the directory take load precedence over stuff packed in the .pk4 , so it's possible that if certain files were in the directory they could be overwriting the archive contents but sounds like that is definitely not the issue.
I will try installing the stealth tool as see if I can load the save.
15 minutes ago, Klatremus said:Did you see my question about the monument hall door closing above btw?
Ah sorry I missed that! Interesting - the door is flagged that ai should not interact with it but I can confirm with enough time they will eventually close the door even sealing the player inside (for me this took them roughly 10 minutes). Definitely not as intended and I will fix this!
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@Klatremusdarn - unfortunately the save doesn't want to load for me even on 1.12 Iris (pre hotfix) and 2.10 release. I am sure there are plenty of reasons a save wouldn't load, but would there be any other reason for differences in you local TDM version or Iris? (Like are you on a dev build, have mods installed, do you have the fm extracted from the .pk4)
So for now I have fallen back to just watching the patrols routes for these AI's at 10x speed hoping to see where they might get bound up but I haven't been able to replicate it on any of the recent versions of Iris. Given how many AI in your playthrough have the issue it's almost like there may be an issue with the .aas file which contains the pathfinding info for all the AI, I just have no idea how.
I would typically recommend redownloading the mission, but since this no longer matches your local version my guess is it would break your save.
My apologies at it certainly spoils the immersion a bit.
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@Klatremus sure! That actually could help figure out what’s going on provided I can still load the save. 5 ai getting stuck at this point definitely means something is off.
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@Klatremushmm ... that's a tricky one. I spent quite a bit of time at 10x timescale observing these ai and couldn't replicate them getting stuck. Normally I would think the AI must have gotten alerted and deviated from their patrol paths managing to get stuck but since you're doing a ghost playthrough this would also be strange. I moved some geometry out of their way and put more aggressive clipping in these ai's patrol paths which hopefully would prevent them from getting stuck.
These changes, as well as the updated AI scripting and other tweaks are available here in this beta branch of Iris
Obviously no pressure to test it, but they are there if you are interested. Replace your iris.pk4 with irisbeta.pk4
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@Klatremusvery helpful - thank you!
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2 hours ago, Klatremus said:
Almost done with my ghost run now, but I'll definitely take a look after that. The lack of tension while ghosting areas that are supposed to be hostile in most of Red Rook is the biggest con I have so far. Hollowbrook is a whole different story since everyone is fully hostile there. Got 4 stuck guards in total, which was strange.
Thanks! Your feedback there will be greatly appreciated.
Do you recall the areas where the AI were getting stuck? I can take a look at that as well.
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@Klatremus I have been working on some improvements to the AI scripting in the southbridge areas you pointed out which should make those AI act more consistently with the base game (reacting suspiciously to player sounds in areas that are hostile for example). Admittedly I am not much of a scripter so while it seems quite promising I am worried I have broken something or thrown off the mission balance.
I could use some help testing the changes and your play style would be well suited if you are willing, but unfortunately while it is just a script swap it doesn't seem to be compatible with older saves so I understand if you're not interested at this point in your playthrough.
Still I am attaching the beta version of Iris here which you would just need to replace iris.pk4 in FM's directory with this irisbeta.pk4 if you (or anyone else) are interested in testing it.
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This was a very cool playthrough of this great mission @marbleman- "let's plays" are interesting in themselves but it was a nice change to watch such a practiced playthrough and some of the creative solutions you came up with along the way.
I am looking forward to seeing you run through Noble Affairs!
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2 minutes ago, Klatremus said:
Makes sense, thanks. Another question (sorry I've got so many):
This time I can't seem to trigger the Hero of Red Rook objective. I read all 3 Red Rook History volumes, as well as the book in Rodere's locked drawer, but nothing. Was there anything else needed in order to trigger it?
No problem - it’s quite interesting to hear how the mission works with this play style and I am glad anyone enjoys the mission enough to even try.
SpoilerYou need to find Lord Rodere himself - which shouldn’t be an issue if you’re collecting most of the mementos.
If you need a more explicit hint:
SpoilerLord Rodere’s alter ego is Rat Man and you can find him in the decommissioned drain along with the Rodent’s Cowl.
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1 hour ago, Klatremus said:
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.
It is a limitation of the custom scripting that handles whether AI are hostile or not in these types of areas - since they are only hostile to the player if they witness the player committing a crime they are technically neutral while you are making that noise.
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7 hours ago, Klatremus said:
Is the bug in v1.12 game breaking? I started ghosting now after your first update, but don't want to restart if the hotfix is just nipickings. Or can I just replace it without a restart? I kinda doubt it.
No, it was a very minor thing regarding something which was added and doesn’t break the mission at all. No need to restart imo.
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Well I managed to both include some unnecessary files in the archive (somewhat undermining my effort to reduce its size) and introduce a new bug - so here we have the better and smaller IRIS 1.12 Hotfix available here or in the the original post.
All apologies - though deepest apologies to @nbohr1more for having to update the archive server side twice.
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8 hours ago, datiswous said:
Hey, are there plans for an Iris 2?
I know what I want to do as a follow up at this point - but as much as I’d like to it’s very hard to say if I would be able to finish a project like that again!
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Spoiler
I believe you have them all - though the wording will change contextually for those with multiple solutions so they may appear different in different playthroughs.
-Last remembrance from this place is indeed collecting all the mementos
-Hero of Red Rook means you have both read the origin story and found the unfortunate end of Lord Rodere
-Glimpse the poison page means you have managed to enter Ursine's vault
-Regarding the radiant path - you have followed it to it's end for now
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"In the dark one might even mistake its sheen for gold."
-{REDACTED}IRIS has been updated to 1.12
Download is via the link in the original post or here
Changelog:
- Modest decrease in the archive size
- Lots of small bug fixes
- Fixed issues related to loot totals reported by @Klatremus
- Added some clues regarding an optional objective
- For those who cannot stay in bounds added greater mysteries of the void. (thanks for the catch @Dragofer)
- Regarding the white {REDACTED} in {REDACTED} the player can now reveal {REDACTED} when wearing {REDACTED}
Carry the light of The Builder, unto its end.
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Fan Mission: Iris by WellingtonCrab [TDM 2.11 Required] (2022/02/13)
in Fan Missions
Posted
@Klatremusit just finished uploading and is available here