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Posted

Is there a console command to complete a mission, so that the green tick appears alongside it in the mission menu? Im usually very patient with TDM fan missions and appreciate the work put into them, but Im playing one now and have pretty much lost my patience with it. The mission in question is Thiefs Remorse, and the lack of light sources, and general lack of purpose or reason for what Im doing has made me lose all interest. Is there a console code to beat it? Really not a fan of these supernatural / undead missions.

 

Thanks and otherwise enjoying the other missions.

 

 

Posted

Is there a console command to complete a mission, so that the green tick appears alongside it in the mission menu? Im usually very patient with TDM fan missions and appreciate the work put into them, but Im playing one now and have pretty much lost my patience with it. The mission in question is Thiefs Remorse, and the lack of light sources, and general lack of purpose or reason for what Im doing has made me lose all interest. Is there a console code to beat it? Really not a fan of these supernatural / undead missions.

 

Thanks and otherwise enjoying the other missions.

 

 

Not that I know of but there are cheat codes that greatly simplify the gameplay like notarget or tdm_show_loot

Posted (edited)

I have been asking for something like this for a long time, there is even a bug tracker for it. My reason was that the training missions have no ending! We almost got it working with the help of Durandall and nbohr1more, but then we stopped because we would need some overall GUI improvements. I don't know if they are planned for 2.07, guys are you reading this?

Edited by wesp5
  • Like 1
Posted

There are no plans to implement this for 2.07.

 

Since the data is saved in a text file, presumably you could go and edit it manually. I think the details have been posted before.

  • Like 1
Posted

There are no plans to implement this for 2.07.

That's a shame! The last thing nbohr1more wrote was this, and I assumed this was to end up in the main mod. Maybe I'll have to bug them again if it is possible to inlcude this in my patch instead...

Sent 15 June 2018 - 05:32 PM

I'll compile a local copy later this weekend. It may take me time to grok what's been done here. I've added Obsttorte since he's more of a GUI specialist than I and might be able to offer feedback more quickly.

 

Edit: Now the coffee is sinking in. Yes, we need to update the GUI to match your backend variables which are now

more in line with the functions we need. I got it.

  • Like 1
Posted

There are no plans to implement this for 2.07.

 

Since the data is saved in a text file, presumably you could go and edit it manually. I think the details have been posted before.

 

What do I need to edit?

 

I just want the green tick to appear to prevent me choosing the level again.

Posted

The file is fms/missions.tdminfo. Inside you'll see entries like this:

 

 

tdm_missioninfo newjob
{
"last_play_date" "2018-07-08"
"mission_completed_0" "1"
"mission_loot_collected_0" "225"
}

tdm_missioninfo nhat3
{
"downloaded_version" "3"
"last_play_date" "2018-05-13"
}

 

You need to add the bolded line, although I think you have to replace the "0" with a number not already used. I've never actually tried it myself.

  • 3 weeks later...
Posted

you think someone would have added an exit room to the training missions to show how a mission is ended. show that there's a pause before the end and a fade to black, and all the other stuff that happens at the end like the mission stats screen.

Posted

you think someone would have added an exit room to the training missions to show how a mission is ended. show that there's a pause before the end and a fade to black, and all the other stuff that happens at the end like the mission stats screen.

That's a great idea which basically would make this feature request obsolete at least for official missions! So who created the two training missions? Or who would be able to do something like that?

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