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snatcher

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Everything posted by snatcher

  1. Are you new in town and you want to try The Dark Mod? Spend A Night in Altham. This mission shamelessly but masterfully throws at you almost everything this game has to offer.
  2. Sorry, you were asking for Thief mods in which case AngelLoader does support mods. I don't know if a Stealth Monitor exists for Thief 1 or 2.
  3. TDM mods are scarce (hopefully we can turn this around) and currently AngelLoader does not support mods for TDM (and I don't see how it could support any yet).
  4. The second post of this topic - Beyond the Modpack - now includes a list of other Tools and Mods for TDM. Are we missing anything? Let us know!
  5. Congratulations on the release, joebarnin! Truly intrigued by this mission...
  6. Can I nitpick? I would like to have cross icons right there to remove filters with one click AngelLoader is awesome.
  7. When it comes to expectations any mission that offers Rope Arrows from the beginning directly goes to the top half list in my book. I have enjoyed this one very, very much. It has everything I need and zero complexities: get in, get it, get out. I loved the original setup and the execution. No FPS issues that I recall. Excellent work, @cugzkani. I genuinely had a great time. Thanks.
  8. Good post, @TheUnbeholden. Here is more food for thought. When I started playing TDM I wished there were more mods. I came here and knocked on a door or two. TDM is a sandbox for Mappers. Should TDM, perhaps, be a sandbox for Modders as well? Mods can fill gaps, propel gameplay in new directions, spoil customers with different options, fulfill audiences with different expectations... and last but not least, release the Developers from specific player demands, needs or preferences. Mappers and Modders can do a lot today and that is because, by necessity or plain good judgement, somebody at some point unlocked a door somewhere.
  9. Sorry, I intended to say that just as AI can die, you can also die if your health is low and you step on an armed Shockmine (or you are close when a Shockmine detonates).
  10. Do create (suggesting, not asking) a dedicated topic when ready. Such project will clearly not be limited to "save restrictions" and as the driving force you will have control over the opening post. Great initiative. Good luck!
  11. We get along and players win. Thanks again! Both the Electric Mine and the Shock Mine look more or less the same in-game but the difference in the approach is considerable. I first wanted to do without the Gas stim and use the KO stim instead: To avoid the cough To avoid extinguishing nearby candles and fires Stims are great for things that may or many not happen but when things must happen stims are unreliable and we end up using stims wrongly, creating more issues as we go. The KO stim didn't work: It doesn't hurt the player KOs don't get credited to the player So I scrapped everything and started from zero. A script now takes care of the most relevant events with no room for unintended side effects or failure. It is not a general mine problem, this is how the game is designed and it our problem. If you mean: can I fix it with a few edits? The answer is I have no clue. You must use my version. I took advantage of both built-in "defs" and scripted events. Shock Mines first damage AI: If AI is still alive then AI fall unconscious (KO) If AI is low on health AI dies and so will you!
  12. TDM Modpack v3.8 released!

    Introducing the SHOCK MINE!

    1. Goldwell

      Goldwell

      Ooooooo very cool!

  13. TDM Modpack v3.8 released in the opening post Introducing... the SHOCK MINE MOD v1.0 We must thank @wesp5 for this one! Flashmines are a rare item nowadays. Shortly after production begun blueprints of a more practical equivalent made it into the streets and Flashbombs took the market by a storm. To make matters worse, Flashmines had a critical flaw and the inferior chemical components degraded over time and Flashmines were quickly known to have caused misfortunes. The Flashmines that remain in the black market are now old, unpredictible, and dirty cheap. "I am not interested, chap. Too dangerous! A single spark and I am out of business!", could be heard from a merchant in a tabern. Later that evening a few Flashmines had a new, mysterious owner. A couple of nights after the first altered Flashmine was put to the test with shocking results. The original "Electric Mine" can be found in wesp5's Unofficial Patch. Stims are, in my experience, unreliable and for this new take on the infamous mine I ended up scripting everything. New sounds, different effects... but more importantly, KO's are now credited to the player. A Shockmine is a powerful, silent weapon that can put most of your opponents down but be careful, Shockmines can be deadly. Whenever you stumble across a Flashmine just grab it! Our protagonist knows well what to do with it. Big thanks @wesp5 ! HUNTER BOW MOD v1.1 Something that buggered me from day one is the mandatory reload when you miss a shot with the Rope Arrow. The Hunter Bow Mod has been upgraded so that when you miss the shot you have the opportunity to retrieve the arrow. Sometimes arrows will land in inaccessible places but hey, you at least have a chance now. CLASSIC BLACKJACK MOD v1.3 A little update to conclude the "It Just Works" exercise. The blackjack is now as reliable as it can get... KO guaranteed: no indicator and no quick-save required. FLASH GRENADE MOD v1.1 Flashbombs no longer clip through the world and the script has been greatly improved. There is no way Flashbombs can fail now: if AI are within range and sight, AI will be blinded. I consider this the definitive version. --------------------------------------------------------- Thanks to @Dragofer & Company, The Dark Mod 2.12 will allow different mods to coexist so expect a reorganization of the mods included in the pack sometime early next year. Until then, have fun with the TDM Modpack! The download can be found in the opening post. Full changelog: ============================== v3.8 - New release ------------------------------ • STANDALONE SHOCK MINE MOD v1.0: Initial release. • FLASH GRENADE MOD v1.1: Resolved clipping issues, better AI blind detection. • HUNTER BOW MOD v1.1: Retrieve rope arrows when missing shots. • CLASSIC BLACKJACK MOD v1.3: Improved collision detection. • PLAYER SKILLS MOD - DISTRACTION v1.4: Revised mod, new method. • Modpack: Minor general corrections. Cheers!
  14. Yes, toggle-grabber is what I meant because hold-grabber doesn't feel good if you have to press movement keys (or the mouse, depending on controls) at the same time.
  15. @acdcbelmar I hope you are doing well and all that but know that it is very rude to disappear like this
  16. Impossible and uncomfortable. You got this wrong. It isn't about me, I am set. Consider my comments a voice. 90% of the changes in this initiative are great additions. Players switching lose everything.
  17. Thanks. Can you prototype an extension of your extension (option 2) with the following change? EDIT - I think I mean Toggle-Grabber (current TDM behaviour) Entity type Short Press Long Press Bodies Toggle-Grabber Shoulder/Unshoulder
  18. Serious question, how many people you think play TDM?
  19. Fair enough, Welli. From what I have seen in videos the primary frob in Dishonored is to acquire items bodies may have and the hold frob is reserved to shouldering. Thing is developers apparently kept the hold frob to shoulder bodies even when the body has nothing of value. Consistency, I think, and to prevent unintended actions perhaps? Anyway, they prioritized one action over the other, and each action remained in its own place. The material is, what would have done the devs of these games you mention if manipulating body limbs was a key mechanic along with shouldering? Right: Absolutely terrible, imho. No fun to be found there. I learned not to bother pretty quickly.
  20. Hold actions naturally translate as if making an effort: Get the BJ ready for the KO Get a timed sword attack or parry Keep an arrow on the release till ready to fire Launch a Flashbomb away from you Concentrate and extinguish a candle Manipulate the mechanism to turn on/off portable lamps Shoulder a body on your freaking shoulders ...
  21. Didn't play Deus Ex, Dishonored 1/2 or etc but, can you manipulate body limps in these games? And, don't you have to hold frob to shoulder bodies in dishonored games? Patiently waiting for a hold frob to shoulder / unshoulder bodies prototype. If anything, to prove how wrong some of us are.
  22. Not sure I was clear enough, sorry, but it is ok. With the information at hand I understand updating add-ons today to be 2.12-ready is a pointless exercise. Let's then resume this topic sometime in February. Thanks for your work.
  23. This is very much appreciated. Many thanks @Dragofer & Co! Thinking of the "transition period", I have a question: what happens if by the time 2.12 comes out an add-on has both a "tdm_user_addons.script" and a "tdm_user_addons_spiders.script"? First come first served, I guess. In the case of conflict the Modder (Addoner?) publishing his/her work last should be around listening and can be warned and take action.
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