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Loginnerer

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  1. Done messing around for now. Bugs 1 and 2 updated.
  2. Noticed all of these only because I played TDM by doing the opposite of stealth to practice swordfights. None of these bugs appeared as long as I played the game stealthily. Should also note that I used Snatcher's Core Essentials @snatcher on and off, but your mod does not alter the AI anyway, correct? Bugs happened both ways. 1) AI freezes in combat - https://bugs.thedarkmod.com/view.php?id=6371 It happens a lot with auto-parry disabled. It never happened with auto-parry enabled. It never happened with some guards, while it happened many times with specific guards. They unfreeze when player dies, or when AI is forced to re-equip the melee when player returned from a spot that usually causes them to throw rocks. Also experienced behavior of them only slowly walking towards me at the pace of "hunched sneakily searching mode", attacking once finally in proximity. 2) AI may collectively lose the ability to hear any of the players noise caused by footsteps / landing. Still unsure of what causes this, but Lockner Manor has a good layout to get to the result. Just follow the right-most path and repeat the process of winning sword-fights with City Watch, and then jump around the next guard to see if they can hear you. If they can not hear you, likely nobody can. If they still can, just combat them too and you will likely have deaf AI by the time you have dealt with the 3 Watch Guards outside. In my experience, when they hear the death scream well enough to run to its location or start searching - the deafening did not work. 3) Helmeted AI does not react to (nor hear) players overhead sword strikes made directly on helmet, stealthily from behind. Not sure if the same issue as deaf AI bug, but happened at least once while it was active. (Lockner Manor) 4) (Moor?) AI may lose the ability to hear AND see player after nearby swordfights and after two slashes to bloody their face. (I may have also Moss Arrowed them to face). Any sword strikes I make simply go through their model with no audio of impact. Collision still gets player detected. (A Good Neighbor) 5) Crash to desktop when archer puts bow away to take out melee (while I may have collided with them on staircase). (Lockner Manor) 6) Crash to desktop when I shot a shortsword-wielding charging Noble. Sound of a deflected arrow played (same that you hear when shooting a stone wall), when I expected a flesh-hitting sound. (A Good Neighbor) 7?) Sometimes AI says "Ow that hurt" merely because I block their strikes. - Is this an intended feature? Do they take actual damage too? Anyway, I didn't find mentions about many of these issues. Reporting aside, if you want me to experiment with something or find ways to replicate - I don't mind updating this thread, as I plan to mess around with sword-fights anyway. Just posted this initial version should anyone want to chime in with similar experiences, and I wanted to know if some of these bugs could be mission-, or mod-specific. Maybe caused by much or unfortunately timed quicksaving / loading?
  3. Just experienced this "press ESC to fail mission" for the second time. This time in Hare in the Snare. Except no saving / loading was used, so I simply pressed "Restart Mission" on unfortunate timing? 2.12 Win 10
  4. As a mere player, I have modified Far Cry 2 and Splinter Cell games. Of course it makes me happy to see folks documenting their methods, because I would not have known where to start without them. I don't have any coding knowledge, but simply follow instructions, and merely experiment a little. As for most of your questions - the more flexibility the better, for sure. Who wouldn't be happy? Always exciting to check in on what new possibilities modders have discovered, even if these features do not interest me, so yeah I have been regularly visiting certain mod pages (including yours). Idk what anyone gets out of flame wars. There was some drama around Far Cry 2 modders some years ago that was such a bummer to see, as the plagiarizing a-hole was the same guy who also actively introduced never-before-seen possibilities. TDM has left me content so far, so I haven't really cared about learning how to mod it, but now that 2.12 introduced a faster mantling which I do not like at all - I'd give it a go if it is not too demanding.
  5. Fantastic. Can't wait for your future work.
  6. If I had to nitpick - I don't know if this is mission-specific, but maybe pickup messages could be visible for a bit longer? Anyone else have trouble getting to read them sometimes? Luckily, the inventory is right there in the corner though. But the swift disappearance of some longer messages has bugged me, personally. Repeatedly.
  7. To replicate: Save before opening the diary, because succeeding will soft-lock you. When diary is open, you have to input this sequence in an extremely short period of time (almost at the same time): First "Next Inv. Item", and then "Use Inv. Item" In my case: Mouse scroll down, and then F. --- This might take a while. Probably easier when not both keys are mapped on mouse, but one separately on keyboard? Maybe this happens for people who have set "Use Inv. Item" to right mouse. I'm pretty sure that was the case for me when the bug triggered by accident. And my finger is often found twitching on RMB. --- Alternate outcome that sometimes happened: Diary became unwilling to open at all even though the green item backlight triggered. It is possible that this happened because I cycled items instead of turning pages, because I timed the inputs wrong. Hope it helps.
  8. Bug 1: In "The Accountant 2: New in Town": "Grab your gear" objective will not complete when using auto-frob. Individual clicking on each item completes the objective. To replicate: [spoiler] Exit starting room and head inside the room to your far right, next to a window. Pull the "lever" to open the secret door leading to your gear. See that auto-frobbing will not complete the objective, while individual clicking does. Bug 2: In "Cole Hurst 1: Eaton" Individual clicking leaves player with 3 functional maps, while auto-frobbing might result with only 1 or 2 of them usable. Auto-frobbing will cause player to pick up, but not acquire map items to inventory. To replicate: Upon spawning, drop to lower floor and pick up items on your table by individual clicking. See that you should end up with 3 separate maps, all of which become usable by "cycle maps" key. Now restart and pick up everything by auto-frobbing. Sometimes you are only left with 1 or 2 maps instead of the 3. If you keep your eye on pickup messages while auto-frobbing, you can briefly notice "acquired -", instead of "acquired (map item name)" You can also see that once first map is picked up, you might have to release the "frob" key and click again to pick up other maps, while other item types do not need the key to be released. Also, inventory item in the corner of the screen might say "special" with no visible icon.
  9. Not sure if intended, but under configurable key bindings - there is "Broadhead", while other arrow types are followed by "Arrow". In-game inventory still shows "Broadhead arrow", so it's consistent with wording of other arrow types, but not consistent with how it is in controls Settings. Edit: I see "Noisemaker" is also without "Arrow", but I'm guessing both of these decisions were made to keep Controls screen more tidy by leaving strings approximately the same length?
  10. Was trying to jump the gate to the west of guard tower. Could not mantle it, so loud landing on pipe ruined my run. Up until that point - very nice atmosphere with alternate routes. Definite revisit.
  11. I love these kinds of long and variating guard routes. Ghosted for like 3 hours and took out 2 targets without any evidence, but at the assassination attempt of 3rd birdman who was guarding the main guy, it went bad. I don't know what I did wrong. Previous 2 both got arrow to the head and died instantly. But this one survived so I had to retreat. Not building up a powerful enough shot? Not accurate enough, even though hitting the head? Should have aimed directly in the back of head, not side? Combat difficulty is on max, and he was completely unalerted. Both of your Ulysses missions have excellent stealth atmospheres, besides the optimal way to camp on the carpet on first mission, where it didn't make sense to remain hidden in the middle of so many people moving around you. But other than this, it really lets TDM shine in it's best light imo. The challenge is fantastic, and I was immersed to a ridiculous level throughout the second mission, especially in basement sections of this, and also at the start of Genesis. I did notice a minor bug of lantern's light briefly intruding through wall of the small room near start (the one where lockbox was on table).
  12. First I was like "eh? hatch in a jungle setting? looks a lot like.... nah, I'm just imagining it." Then came Desmond, Jacob, 815 code, Fleetwood mac albums in the very dharma-like rooms and lightning. I wonder how many references I missed. Very nice mission, however I didn't know what to do with 2 white squares in the undead section. (Not saying it is too hard. I love the difficulty and puzzles of TDM missions, and the lack of handholding. Being challenged by a game seems to get rarer these days.)
  13. Mission: "The Elixir" Reading: Lady Barrington's Diary I checked the mission thread, and nobody else seems to have issues. 2.11 Well, now I found a thread already existed. I can't find a way to erase my topic, so please do so freely. Looks like a hopeless bug. Luckily it is rare.
  14. This sexy auto-frobbing feature is a godsend for dealing with piles of coins and lockboxes, so no more clicking 20 times in a row. Now I need something new to be frustrated about. Much thanks and congratulations.
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