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Posts
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Days Won
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Everything posted by ERH+
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When I try to load your save the mission starts from the beginning, and the script responsible for frobable loot looks appropriate for this particular coin stash. On higher difficulty the same script is activated after you read the hag's note on level 2 - on lower it is activated on map start, and it works fine when I'm playing. Could you crouch onto chest, directly above this stash, and check if maybe it is just related to small frobbox?
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What difficulty have you chose, with objective is already fulfilled?
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New version! (link in the first post) Some smaller and bigger bugs fixed, but most importantly now player can choose a pocket lantern and/or loot available for harvesting from the start - in the difficulty menu. If anyone want to play the mission as in original version (with bugs fixed) it is now on difficult level. Enjoy!
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Are you using saves from earlier mission's version in updated one?
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Thanks!
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Does it apply for the latest mission update (1.21)? I didn't installed 2.07 hotfix and use win7, don have that problem.
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Strange. Anyway, there is a slightly updated download link in the first post (version 1.21).
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A compass - you have it in your inventory from the beginning! In newest version the room with breakable ceiling have entrance to the sealed level. The same goes with the second room accessible from the window. I will add small lights to the second map and the shovel.
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You need to use the crowbar, and proceed like with lockpicking a door.
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One of mission's text files readme.txt file: Version: 1.1
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readme.txt file: Version: 1.1 BUILD TIME: about 6 months.this info is literally one line above what you just quote.
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With version did you played? It should be in one of text files in unpacked mission folder: 1, 1.1, 1.2?
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Maps? I will add more detailed maps of the keep in the first post's walk-through.
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New download link in the first post. Reduced number of entities, as I presume all dynamically spawned entities (like emitters) were causing the game to exceed its limits. At least I didn't had a crash during normal or quick save/loads, but maybe it can be related to the overall time the gameplay takes. Compass not working - I don't have that issue, but
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Do you guys maybe are using saves between version 1.0 and 1.1? Because their objective structure have changed and objectives trigger different targets now. I'm not saying it in relation to quickload crashes, it may have something to do with entity limit and spawning new objects during gameplay - I will tinker with that.
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You mean it crashes on quickload (f5) or on any load from the save/load menu?
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Are you playing TheDarkModx64.exe or, 32 bit version (TheDarkMod.exe)? Does it make any difference?
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New version of the map in the first post. Tweaked errors in readables, fixed bugs, also few changes in the mission: now second floor have two more entries from the windows, there is more loot, one more secret. Added a short cutscene at the mission end, and a mainmenu custom screen. I will finish walk-through in the first post this evening.
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Is there an established mechanics for secret counter like in Thief 2?
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I will finish the walk-through in first post soon, also finishing a tweaked release to address few bugs.
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6 hours?? I hope you enjoying it .
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The key become frobable when you will be told you should search for it, so maybe you need to fulfil some other objective before you can explore the cellars?
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Loot is scattered across whole building, mostly in the living quarters - often in chests, or on shelves in rooms of nobles. I will make the mission's file update tomorrow and increase value of some treasures, then post hints with their location.
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bodies: second "lockpick": I'm glad you enjoying it.