Jump to content
The Dark Mod Forums

TheUnbeholden

Member
  • Posts

    199
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by TheUnbeholden

  1. On 3/15/2024 at 12:53 AM, Hooded Lantern said:

    Try the following: set the npcs' reaction to noise higher via the console by entering tdm_ai_sndvol 2 or 3. i recommend to use not higher than 3, cause if the value is too high, the npcs will hear you from much further away, which could brake the game. with this setting you need to move slowly more often and running around like a beheaded chick is no more. it somehow works for me.

     

    maybe u want it harder, then make the movement a bit slower with these settings. e.g: 
    pm_mantle_fastMediumObstacleHeight 0
    pm_fastLowObstacles 0
    pm_creepmod 0.75
    pm_runmod 2.00
    pm_walkspeed 60
    pm_mantle_push_msecs 1200
    pm_mantle_hang_msecs 1125
    pm_mantle_pushNonCrouched_msecs 825

     

    hf

    What do I do with those settings, do I just paste it into the end of the darkmod.cfg or autoexec.ini?

  2. On 4/12/2024 at 1:47 AM, wesp5 said:

    I think this is being discussed for the core game and maybe some day it is included. For now if you want some order, just download the Unofficial Patch and only copy the fms folder in the archive into your TDM directory to get a better listing!

    Nice one. I'll have to try that out. 

  3. On 3/14/2024 at 5:05 AM, wesp5 said:

    v2.1 08.04.2024
    ----
    Increased torch glare by using new particles, thanks to nbohr1more.
    Packed non mission files into pk4 archive and updated mission names.
    Removed Whistle and Peek Door to make distinction to modpack clear.
    Changed several subtitles that imply death if target is knocked out.
    Unified frob distance of keys and other entities to the default one.

    Ah I see. I didn't see that until now :)

  4. On 3/14/2024 at 5:05 AM, wesp5 said:

    I had this discussion a lot with my Bloodlines Unofficial Patch and honestly, nobody really knows what an unofficial patch can or should do, because a) it's unofficial and b) many developers add or change features with their patches (just look at CP2077 2.0 or TDM itself). I kept the name because it's similar to the other patches I do and does not stray as far away from the original game as e.g. Snatcher's Mod. Also to me, being able to extinguish candle flames but not oil flames, or enemies getting magically immune just by noticing the player are bugs. If not of the pure computer gameplay kind, then certainly of the consistent world building kind ;).

    I suppose your right. The Dark Mod was originally made to be a challenge for those familiar with the Thief games, in terms of difficulty and perhaps lower in accessibility to the newer players. It wasn't meant to be a re-creation of what its like to fight or sneak or stealth takedown enemies at all of those games or to mimick real life in anyway. Its just supposed to put all our skills to the test. With that said, I sorta wish the dark mod took a different turn and made the gameplay and difficulty more organic and natural, rather than always relying on bumping it up by forcing certain rules on myself when playing. Like no tools except lockpicks, no KO's, and no killing any human NPC's, put everything back where it was except loot, and keep being spotted to a minimum by only moving around when the enemies our out of sight if I can help it. Your mod is certainly a improvement by a significant margin because its got some consistency that I appreciate 🙂 And its also got a whistle and peek through doors 🤩 Great work of course.

    • Like 1
  5. Excellent. This will take up my whole upcoming week, I'll take all my time off to good use testing the latest release candidate and suggest if there's really any problems. The devs are right that the beta sounds like its no longer regressed between introduced features. This is going to make my week! 

    • Like 1
  6. On 12/19/2023 at 6:49 PM, wesp5 said:

    I can confirm that the water is pitch black in "Noble Affairs". Also I suggest to remove "guard" from the tip on auto-search, because other NPCs carry items too, better make it like this: "Take all items from a body on first frob." Overall a nice release with several features that I can now remove from my patch, like directly extinguishing lights and mantling with bodies :).

    Really? What else are you removing now that its being implemented, I thought that would be it?

  7. 1 hour ago, chakkman said:

    I just found out that this is by the guy who did level design for Dishonored (for the Flooded District levels, I think?), which raised my interest level from low to very high. :) Never really played FMs on Thief Gold or Thief 2, so, I'll have to check out how it works again...

    What about Dishonored 2? Or did he leave before then?

  8. Where might be basement key be? I remember in previous versions of the beta, there was a basement key found alongside the parchment in the room that opens the attic stairs down. But now it doesn't spawn with the parchment at all. So I'm kinda lost wandering around the place. Also another issue is that if I try to just noclip may way through the basement door, then it kinda messes up a bunch of different triggers/scripts so.. I'll have to complete it fair and square.

×
×
  • Create New...