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Posts posted by ERH+
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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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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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Since the compass doesn't work, is there some other way to determine which way is South East? The 0 floor map doesn't really
help, as there's no way to work out where I am on it. It all looks the same.
Maps?
There are three maps of the keep: one (the least detailed) in the cargo shaft room, where you find first note next to a lantern; the map is in one of the arched alcoves. More detailed map is in the south-west room of attic, on a round table next to an armchair. The third one is to the right from the entrance in the library (accessed from the first floor, southern west corner of the keep).
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
That is appears to be a driver issue, not all users are affected.
See: http://bugs.thedarkmod.com/view.php?id=4986-
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Yes. Switching to TheDarkModx64 made a difference, although the most recent quicksave instantly crashed the same way. I switched to a slightly older save, and things are still working after a good bit of play. Thanks for the tip.
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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i have a strange problem
TDM crashes while loading quicksaves and savegames for this mission
in version 1.0 it happend while i'm down in the cellar
now version 1.1 crashes even in the beginning eg. new game; quicksave ;quickload = crash
i have tried other missions no issues there
I hit the same problem: original release, 64-bit TDM, Win8.1. After it started crashing on load, I tried starting the mission anew and it still crashed. I switched to 32-bit and was able to restart the mission, but I can't say for sure that's what fixed it.
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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I am about 6 hours into it.
Got the task to
exhume the 5 skulls and do a ritual.
Made it to the
cemetary, but found nothing but 5 candles.
So, I concluded that I need a shovel and crept back to the workshop. To no avail as the equipment there is not meant to be picked up.
What am I missing?
6 hours?? I hope you enjoying it
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bodies are in the cellars, if you got the key from the tree in the north-east corner of swamp, you can enter the cargo hatch. And there is a shovel too, but you supposed to decapitate the bodies and put the heads on the cementary.
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Thanks. The key never gets highlighted, I'm not able to pick it up. I could climb the tree.
The mission looked promising and I liked the different approach. I might try later the bugfixed version if there will be one.
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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Can I get some help?
I read in the forum above the key to the cellar is at notheast from the castle. I found a halloween pumpkin there but no key yet. Do I need something before going there? I didn't find hints in the two books I have about the location of the key and the castle is too big to search randomly.
Next to the pumpkin tree, there is another one with a horse skull, a shed snake-man skin, and on the high branch there is the key you need.
Great mission thanks! I've managed everything except the loot total. Any hints please?
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:
maybe there are a bit too many plants around coffins, but right in the middle there is a shovel you can pick.
second "lockpick":
It is a driller, and you can find it down in the cellars, near the entrance - you have to go left behind the double metal doors.
I'm glad you enjoying it.
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I'm glad I've made something entertaining, through some ideas (like occupying player's hands with lantern) were risky.
Fan Mission: Marsh of Rahena by ERH+ (2019/4/5)
in Fan Missions
Posted
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?