Popular Post snatcher Posted July 30, 2022 Popular Post Report Share Posted July 30, 2022 (edited) 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of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways.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 v3.0 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 tools and 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 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. ~ 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. (*) As of April 2023 this mod is not available in the following missions: Hazard Pay, Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II and Snowed Inn. ~ SMART CONTAINERS MOD v1.0 Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Description: Bottom of containers (chests, jewellery boxes, etc...) are made non-frobable at mission start to facilitate looting. ~ STATS INVENTORY MOD v1.1 Credits: kcghost, Dragofer, snatcher. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly. ~ 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 v1.1 Credits: Daft Mugi, snatcher. Description: Mentle is allowed when carrying bodies. Topic: Allow mantling while carrying a body ~ ALT FOOTSTEPS ON WATER MOD v3.0 Credits: SeriousToni. Description: Alternative sounds of footsteps on water. Topic: New Footstep sounds ----- PLAYER TOOLS MOD ----- ~ TOOL: SHADOWMARK v1.2 Credits: snatcher, Obsttorte. Description: When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ----- PLAYER SKILLS MOD ----- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? You can press F1 to access the "Skills" category and F4 to quickly access "Penumbra" (more details below). ~ SKILL: OBSERVATION v1.2 Credits: Dragofer, snatcher, wesp5 Description: When the "Peek Door" item is selected the player can peek through any regular door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION v1.7 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 and some gas lamps. Topic: Extinguish small lights with a blow ~ 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. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION v1.2 Credits: snatcher. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. ~ 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. Press F4 to quickly access this ability. THE PATH TO UMBRA: How to become one with the shadows Spoiler An old transcript tells the story of six pilgrims looking for enlightenment. They settled on some old ruins far in the East and decided to devote their life to the study of the four elements: water, earth, fire and air. Two members would watch after the group and provide shelter, food and water. The other four members would each specialize on one element. Years went by and rumors of bizarre noises and strange sightings spread across the land. The night the locals, out of fear, stormed the place they found nothing but an inscription carved in stone: "The Path to the Void". Investigations led me to a Church in the North-East. It would seem a priest there acquired long ago some knowledge and down in the crypts, in the arch above his resting place, there it was the aforementioned writing: "The Path to the Void". Inside the tomb, along with his remains, I found an old tome: "The Path to Umbra" or, "How to become one with the shadows". Trust me when I say I find the subject most interesting. The tome is incomplete. It describes in detail an intermediate state referred as "Penumbra" but the narration abruptly ends shortly after the introduction of an "Umbra". I have since been meditating on this knowledge and practicing the different techniques and I made progress. Whether the result is achieved by spiritual stimulation and physical training or other mystical forces are at play I cannot say, but I am now ready to put this exhausting ability to good use in the event of a sudden need. Attention! autocommands.cfg file included. Starting with TDM Modpack v3.0 the F1, F2, F3 and F4 keys are reserved for mods: F1: Cycle through the Skills category F2: Cycle through the Tools category F3: Switch between Loot and Stats F4: Direct shortcut to "Penumbra" None of these categories or shortcuts 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 Quit the game 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! Edited April 15 by snatcher 11 Quote Link to comment Share on other sites More sharing options...
snatcher Posted July 30, 2022 Author Report Share Posted July 30, 2022 (edited) Still around? I just received a shipment from a distant exotic place but it isn't for the faint-hearted, I was told. Come on down. Let's have a look. -------------------------------------------------------------------------------- ADJUST PLAYER SPEED WITH THE MOUSE WHEEL v6.0 Credits: Obsttorte, snatcher. Description: Err... adjust player speed with mouse wheel? Topic: Adjust player speed with mouse wheel Installation and execution: Download AutoHotkey, install it, open Notepad, paste the below script inside, save it as TDM.ahk and double click on the file you just saved. The script will run in the background. To end the script, go to the Windows taskbar, look for a green icon with an "H", right click on it and select Exit. Configuration: Settings > Controls > Weapons: Remove mouse wheel bindings from Next Weapon and Previous Weapon (or from any other setting you may have set the mouse wheel to) Settings > Controls > General: Make sure Toggle Crouch is enabled and Always Run is disabled Settings > Controls > Movement: The Forward, Backwards, Left, Right, Run and Creep keys must match in both TDM and the script. Settings > Controls > Actions: The Parry/Manipulate key must match in both TDM and the script. Settings > Controls > Inventory: The Next Inv. Item and Prev Inv. Item must match in both TDM and the script. Recommended controls: Forward / Backward / Left / Right: W, S, A, D Run: Z Creep: C Parry/Manipulate: Right Mouse Button Next Inv. Item / Prev Inv. Item: Right Arrow, Left Arrow Known limitations and workarounds: You can move through the inventory, turn pages, numbered dials and move objects you are holding back and forth using Next / Prev Inv. Item or Parry/Manipulate + the mouse wheel. To prepare for a long jump from idle, move the mouse wheel up before executing your move. Remember the script will switch you automatically from running to walking after one second of inactivity. You cannot lean forward and switch speeds at the same time, for some reason... ; ===================================== ; Adjust player speed with mouse wheel ; ------------------------------------- ; An AutoHotkey script for The Dark Mod ; version 6.0 by Obsttorte & snatcher ; ===================================== ; ------------------------------------- ; Configure your keys below ; ------------------------------------- ; In-game movement keys key_left = a key_right = d key_forward = w key_backward = s ; In-game run and creep keys key_run = z key_creep = c ; In-game manipulate key (recommended right mouse button: RButton) key_manipulate = RButton ; In-game Next/Prev inventory keys key_next = Right key_prev = Left ; ------------------------------------- ; Do not edit anything past this point ; ------------------------------------- delay = 1000 ; delay in miliseconds between running > walking [default = 1000] speed = 0 ; init speed (-1 = creep | 0 = walk [default] | 1 = run) state = speed; counter for state switch #IfWinActive ahk_exe TheDarkModx64.exe ; run only when TDM is focused HotKey, *~%key_forward% up, keyForwardHandler return keyForwardHandler: if (speed == 1) ; we are running { sleep, delay if (!GetKeyState(key_forward) && !GetKeyState(key_backward) && !GetKeyState(key_right) && !GetKeyState(key_left)) { speed = 0 ; walk Send {%key_run% up} } } return *wheelup:: if (GetKeyState(key_manipulate)) { Send {%key_next%} } else { state += 1 if (speed == -1) ; we are creeping { speed = 0 ; walk Send {%key_creep% up} } else if (speed == 0) ; we are walking { speed = 1 ; run Send {%key_run% down} } state = 0 Sleep, 300 } return *wheeldown:: if (GetKeyState(key_manipulate)) { Send {%key_prev%} } else { state -= 1 if (speed == 0) ; we are walking { speed = -1 ; creep Send {%key_creep% down} } else if (speed == 1) ; we are running { speed = 0 ; walk Send {%key_run% up} } state = 0 Sleep, 300 } return Change-log: v6.0: You can now use as many mouse wheel steps as you like to switch speeds. You can navigate the inventory, turn pages, numbered dials and move objects you are holding back and forth by using Parry/Manipulate plus the mouse wheel. v5.0: To prevents sudden halts when running, a one-second delay has been added between the moment the player stops going forward and the script takes you automatically back to walking mode. To allow for a greater freedom of movement, the script requires to know now your backwards, right and left keys. v4.0: Altered so that when player is running and stops, you are back to walking mode. v3.0: The script only runs when TDM is in focus (tested in Win 10) v2.0: Second version by Obsttorte v1.0: First version by Obsttorte Edited December 21, 2022 by snatcher 2 Quote Link to comment Share on other sites More sharing options...
wesp5 Posted July 30, 2022 Report Share Posted July 30, 2022 (edited) Nice idea! I already have a lot of these mods included in the Unofficial Patch, because I like the all-in-one way to do things ;). but I like the loot-item-reversal mod, which I would like to include too. I'm not sure if a whistle mod is needed, I normally just hit a wall with the blackjack, but I will take a look how simple it is. If you need more ideas, snatcher, check out the "Things that could be improved" thread. A lot of cool ideas have been poster there over the years, but most never did make it into the game... Edited July 30, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
wesp5 Posted July 30, 2022 Report Share Posted July 30, 2022 (edited) P.S.: I checked out the whistle and I like it! It's a great counterpart to the blow tool, but again I'll use another dds... Edited July 30, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
snatcher Posted July 31, 2022 Author Report Share Posted July 31, 2022 14 hours ago, wesp5 said: Nice idea! I already have a lot of these mods included in the Unofficial Patch, because I like the all-in-one way to do things Both the Unofficial Patch and these set of mods can coexist independently and complement each other. Such effort would require coordination, a little work and some compromises. 14 hours ago, wesp5 said: check out the "Things that could be improved" thread. A lot of cool ideas have been poster there over the years, but most never did make it into the game... Many topics mixed in a single place but sure, I will keep checking pages at random. Thanks. 13 hours ago, wesp5 said: P.S.: I checked out the whistle and I like it! Glad you do! Quote Link to comment Share on other sites More sharing options...
freyk Posted July 31, 2022 Report Share Posted July 31, 2022 (edited) Nice app, but are those mods not installable through the internal mission downloader? Edited July 31, 2022 by freyk Quote Info: My portfolio and darkmod graphical installer Amnesty for Bikerdude! Link to comment Share on other sites More sharing options...
Oktokolo Posted July 31, 2022 Report Share Posted July 31, 2022 16 minutes ago, freyk said: Nice app, but are those mods not installable through the internal mission downloader? They are mods, not missions. They modify the core game, so you can enjoy their benefits in all missions you play. Quote Link to comment Share on other sites More sharing options...
freyk Posted July 31, 2022 Report Share Posted July 31, 2022 (edited) But what if the mission downloader downloads a mod and put inside the folder of a mission? (Or extract the modded files to the downloaded pk4 of the mission) Edited July 31, 2022 by freyk Quote Info: My portfolio and darkmod graphical installer Amnesty for Bikerdude! Link to comment Share on other sites More sharing options...
snatcher Posted July 31, 2022 Author Report Share Posted July 31, 2022 Not gonna happen, lad. No spoon feeding in this lair of pirates. Modding requires some patience, knowledge, effort and management on your side. Quote Link to comment Share on other sites More sharing options...
Wellingtoncrab Posted July 31, 2022 Report Share Posted July 31, 2022 Well mission authors could certainly include modded mechanics such as these directly in their missions if they like - in that sense they would then be available in the mission downloader. For example I like the flint tool which is now integrated in the unofficial patch and will probably incorporate this “patch” into my mission so all players experience it. Might be worth pointing out these packs/patches are also tool boxes that represent opportunities for mappers to do more in designing their missions without having to start from scratch instead of solely focusing on the player base interested in altering existing missions - I don’t know how widespread that appeals tbh. Quote -= IRIS =- ♦ = SLL = Link to comment Share on other sites More sharing options...
wesp5 Posted July 31, 2022 Report Share Posted July 31, 2022 (edited) You can avoid any mod editors by using the Unofficial Patch which has just been updated ! But speaking of modded mechanics: Snatcher, I noticed that there is loot in Thomas Porter 4 that doesn't have the fly animation. Please check out the Builder church and the loot on the altar and in the desk drawer. I looked inside the map and they are bound to the desk and altar, I also noticed that we don't get the animation when frobing bound items from NPCs. Can this be fixed? Edited July 31, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
snatcher Posted July 31, 2022 Author Report Share Posted July 31, 2022 1 hour ago, Wellingtoncrab said: Well mission authors could certainly include modded mechanics such as these directly in their missions if they like - in that sense they would then be available in the mission downloader. For example I like the flint tool which is now integrated in the unofficial patch and will probably incorporate this “patch” into my mission so all players experience it. Sure but think twice. A time capsule is a good snapshot of a point in time but content keeps aging the same. When it comes to base content and as of TDM 2.10, including a base script in the mission is like carving that script in stone. If there ever is an improvement or bug-fix for that script there's no (elegant) way players can get the enhancements unless the author updates the mission. Quote Link to comment Share on other sites More sharing options...
snatcher Posted July 31, 2022 Author Report Share Posted July 31, 2022 56 minutes ago, wesp5 said: You can avoid any mod editors by using the Unofficial Patch which has just been updated ! Different approaches but thanks for the continued effort and thanks for sharing! 56 minutes ago, wesp5 said: I noticed that there is loot in Thomas Porter 4 that doesn't have the fly animation. Please check out the Builder church and the loot on the altar and in the desk drawer. I looked inside the map and they are bound to [...] Interesting case. I will dig deeper if only to understand what's going on with that binding. 56 minutes ago, wesp5 said: I also noticed that we don't get the animation when frobing bound items from NPCs. Can this be fixed? I decided to limit the animation to (valuable) loot precisely to avoid the effort and amount of editing required to make other items work. See, I like mods to be as good as possible but as little intrusive as possible at the same time. The more you dig the more you go down the rabbit hole. Having get used to it, I don't know if the following is a solid reason or simply a justification but: I like the idea that only static loot get the animation. The animation provides a gratifying moment for something that has no value other than numbers. For the rest of the items we have an instant grab and custom sounds to alert the player (keys, potions...) or tension (loot bound to AI). I will add your request to the list but no promises. Cheers! Quote Link to comment Share on other sites More sharing options...
Wellingtoncrab Posted July 31, 2022 Report Share Posted July 31, 2022 1 hour ago, snatcher said: Sure but think twice. I don’t follow really - your mod and others will need to be maintained as well and some very popular missions include alterations to base content of the game - which is one reason I don’t install patches/mods as a player because I know FM authors do this and a patch won’t even work in those circumstances - another benefit of integrating directly into missions is you don’t actually have to replace things when you can just add them. Just pointing out there may be something of interest to mappers in these mods/patches instead of just players, as mechanics tend to shine when they are accounted for in the design. Even if it’s not for everyone you all seem to put a lot of work into these mechanics - I don’t know how many players mod the game but it’s pretty much a guarantee they all play fms so if you’ve got something cool getting some mappers on board seems like a way for more players to see your work. 1 Quote -= IRIS =- ♦ = SLL = Link to comment Share on other sites More sharing options...
snatcher Posted July 31, 2022 Author Report Share Posted July 31, 2022 (edited) Very valid arguments, Wellingtoncrab. Food for a lengthy discussion with a couple of pints. 2 hours ago, Wellingtoncrab said: I don’t follow really Simple: perhaps someday players ask you directly why the cannot use the latest and greatest gadget or mod in your mission. 2 hours ago, Wellingtoncrab said: your mod and others will need to be maintained Yes, with every major version of TDM comes a revision to support +150 mission in one go. Edited July 31, 2022 by snatcher Quote Link to comment Share on other sites More sharing options...
wesp5 Posted July 31, 2022 Report Share Posted July 31, 2022 (edited) If mission authors stick to the standard procedure and only use tdm_custom_scripts to add unique changes instead of tdm_user_addons which is intended for patches and mods, everything should be fine for most missions. The only exception would be if a mission changes the exact same script a patch or mod changes in another way, in which case I don't know which one is selected first. Maintaining a patch or mod to keep up with all core game revisions is a pain though, so it would be really cool if some of the new features could end up in the core game anyway. For example the reverting of the loot item is such a simple improvement that can't break anything and it should be considered to be part of 2.11 in my opinion! The loot animations are great too, but might need a switch to enable/disable them for players who don't want these. Finally I guess Obsttorte might get the fast doors in, as known developer, while I doubt we can get whistle and blow... Edited July 31, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
Wellingtoncrab Posted July 31, 2022 Report Share Posted July 31, 2022 The script from the fm is selected first - unless the patch puts replacement scripts directly into the fm directory. IIRC That means if a patch edits bow handling for example and installs to the main directory, these would not be compatible with missions that have also edited this (which are many). I like the loot animation as well and might crib that from the patch if I ever make another mission. The fast doors are cool but I’d be ecstatic to see that blackjack animation prompt make it into 2.11 Quote -= IRIS =- ♦ = SLL = Link to comment Share on other sites More sharing options...
snatcher Posted July 31, 2022 Author Report Share Posted July 31, 2022 @wesp5 Keepers of TDM ($), Senior and Junior Developers, Artists, Mappers, Modders, Players, Supporters, and the odd fellow nobody knows what's doing in here... We all have our place. As long as modders are allowed to exist we shall stick to our business. Nothing will ever be part of the core game, that's the starting point. Quote Link to comment Share on other sites More sharing options...
wesp5 Posted August 1, 2022 Report Share Posted August 1, 2022 (edited) 9 hours ago, Wellingtoncrab said: I’d be ecstatic to see that blackjack animation prompt make it into 2.11 Speaking of that, has this already be changed to be the other way around? I found the first version misleading with the blackjack being lowered when the timing is right and therefore didn't use it for the patch. Maybe I should reconsider? Edited August 1, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
wesp5 Posted August 1, 2022 Report Share Posted August 1, 2022 (edited) 9 hours ago, snatcher said: Nothing will ever be part of the core game, that's the starting point. Maybe right now it is, but I hope that with time more and more people might discover that some of the changes don't affect the core game as much as some purists here believe, and one or the other feature might creep in in the end ;)... Edited August 1, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
wesp5 Posted August 1, 2022 Report Share Posted August 1, 2022 P.S.: I found and fixed the issue with bound loot not giving the taking animation. Just add this line before defining bird: inv_item.unbind(); Quote Link to comment Share on other sites More sharing options...
snatcher Posted August 1, 2022 Author Report Share Posted August 1, 2022 Good detective work (!) but potential issue (?) Example: loot is bound to something, player picks the golden goblet up and this triggers an action. Aren't we breaking anything by unbinding it? I don't know if this makes any sense or not code-wise. Quote Link to comment Share on other sites More sharing options...
wesp5 Posted August 1, 2022 Report Share Posted August 1, 2022 I believe by getting the loot you automatically break the bind, only we need to do this before the animation. Quote Link to comment Share on other sites More sharing options...
snatcher Posted August 1, 2022 Author Report Share Posted August 1, 2022 (edited) Ok but let's play safe and activate targets before the bird, in case inv_item triggers something or gets altered. void frob_item(entity inv_item) { // DYNAMIC LOOT INVENTORY MOD if ($player1.getCurInvItemName() != "Loot Info") { thread dynamic_frob_item_thread($player1.getCurInvItemName(), $player1.getLootAmount(LOOT_TOTAL) + inv_item.getFloatKey("inv_loot_value")); } inv_item.activateTargets($player1); // LOOT ANIMATIONS MOD // Original source: Noble Affairs mission by Goldwell // New functionality by Obsttorte, adjustments by snatcher and wesp if (inv_item != $null_entity) { inv_item.unbind(); entity bird = sys.spawn("func_static"); bird.setModel(inv_item.getKey("model")); bird.setFrobable(0); bird.becomeNonSolid(); bird.setOrigin(inv_item.getOrigin()); bird.setAngles(inv_item.getAngles()); // vector plBody = $player1.getOrigin() + (($player1.getEyePos() - $player1.getOrigin()) * 0.65); vector plBody = $player1.getEyePos() - '0 0 20'; vector moveVec = plBody - bird.getOrigin(); moveVec_z += inv_item.getFloatKey("frob_offset"); moveVec /= 24; float i; for(i = 0; i < 24; i++) { bird.setOrigin(bird.getOrigin() + moveVec); sys.waitFrame(); } bird.remove(); } } Edited August 1, 2022 by snatcher Quote Link to comment Share on other sites More sharing options...
wesp5 Posted August 1, 2022 Report Share Posted August 1, 2022 (edited) 1 hour ago, snatcher said: Ok but let's play safe and activate targets before the bird, in case inv_item triggers something or gets altered. I will move the active line up there too, but why do we need the null_entity control? Also you changed hide to remove? Edited August 1, 2022 by wesp5 Quote Link to comment Share on other sites More sharing options...
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