Search the Community
Showing results for tags 'tdm modpack'.
-
Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. ------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of TDM Modpack v2.8 I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. ------------------------------------------------------- TDM Modpack v2.8 Compatible with The Dark Mod 2.11 (or greater). A lightweight, non-intrusive, mission-friendly Modpack for The Dark Mod that includes some enhancements and a new set of abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. This pack does not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new abilities or not. The TDM Modpack can be easily enabled/disabled and installed/uninstalled. Check below for the instructions. What's included in the pack? This application is required to run mods safely and it is included in the pack. ~ JSGME v2.6 Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A freely distributable "Mod Enabler" required to prevent TDM from breaking when adding/removing mods. Refer to the install instructions section. ----- GENERAL MODS ----- A variety of mods from the best modders of TDM: ~ FAST DOORS MOD v4.2 Credits: Idea and programming by Obsttorte. Treatment by snatcher. Description: Doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS MOD v1.0 Credits: An idea by SeriouToni (Sneak & Destroy mission). Mod by snatcher. Description: A large number of doors play a more subtle, sneaky sounds when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS MOD v1.2 Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Description: Moves the loot towards the player a bit before putting it in the inventory upon frob, thus underlining the impression of actually taking it. ~ STATS INVENTORY MOD v1.0 Credits: kcghost, Dragofer, snatcher. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use". ~ DYNAMIC LOOT INVENTORY MOD v1.0 Credits: snatcher. Description: When the player picks up loot, the inventory changes to the Loot Info item. The Dynamic Loot Inventory Mod displays the loot info but will shortly after revert back to the last non-loot item selected. ~ QUIET OBJECTS MOD v1.0 Credits: snatcher, Dragofer. Description: Moveable items will not make any noise when in contact with the environment for as long as you are holding them. Exception: bodies. Topic: No impact sounds while holding an object ~ SHOULDERING BOOST MOD v1.0 Credits: Daft Mugi, snatcher. Description: Mantling is allowed when carrying bodies. Jumping is restricted to counterbalance the new ability. Topic: Allow mantling while carrying a body ~ SMART CONTAINERS MOD v1.0 Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Description: Bottom of containers (chests, jewellery boxes, etc...) are not frobable to facilitate looting. ~ ALT FOOTSTEPS ON WATER MOD v3.0 Credits: SeriousToni. Description: Alternative sounds of footsteps on water. Topic: New Footstep sounds ----- PLAYER SKILLS MOD ----- A new "Skills" category is added to the inventory on mission load and the category includes the following abilities: Did you know? You can press F1 to access the "Skills" category and F2 to access the "Tools" category (more details below). ~ SKILL: OBSERVATION v1.1 Credits: Dragofer, snatcher, wesp5 Description: When the "Peek Door" item is selected the player can peek through any regular, human-sized door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION v1.6 Credits: Dragofer, wesp5, Obsttorte, snatcher. Description: When the "Ignite / Blow" item is selected the player can light up and blow out candles and oil lamps. In addition, players can ignite portable torches. Topic: Extinguish small lights with a blow ~ SKILL: ORIENTATION v1.2 Credits: snatcher, Obsttorte. Description: When the "Shadowmark" item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. Topic: Find more details in this post AI will not normally mind a single card laying around but keep in mind that cards can sometimes be noticed by AI... ~ SKILL: COMBINATION v1.1 Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Press repeatedly the icon to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Darkdust: widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Moonlight: a recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. ~ SKILL: DISTRACTION v1.2 Credits: snatcher. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. Whistling is an ancient, difficult to master Dark Art that can put the caster in danger... ~ SKILL: ALTERATION v1.1 Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will eventually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water... Attention! autocommands.cfg file included. Starting with TDM Modpack v2.4 the F1 and F2 keys are reserved for mods. If you have any key bound to F1 and/or F2 please use a different key. Since the number of skills keeps increasing the F1 key is now a shortcut to the" Skills" category. And since the Tools category sometimes includes useful custom items (such as the Magic Glasses or Peculiar Lenses) the F2 key is now a shortcut to the "Tools" category. Neither of these two categories can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. The autocommands.cfg file included in the Modpack can be easily deleted by accessing the Modpack in the MODS folder. ----- EXTRA MODS ----- These mods can be enabled / disabled separately: ~ CLASSIC BLACKJACK v1.2 Credits: Obsttorte, snatcher. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by Thief Gold. Never miss a KO again. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking DOWNLOADS & INSTRUCTIONS So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" File "JSGME.pdf" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" File "JSGME.pdf" ------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!