Popular Post snatcher Posted July 30, 2022 Popular Post Report 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 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of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways.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 5.0 Compatible with The Dark Mod 2.13 (only) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many 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. Mods included in the pack do 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 tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ FRAGILE BOTTLES Credits: snatcher. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Topic: Breakable throwables ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ MISCELLANEOUS Re-worked Inventory menu (more compact). Items can be sorted. Inventory count removed for non-stackable items. Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives and the Inventory. Decreased brightness of stock newspapers. Player weapons are visually visible in the dark. -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "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. Flare arrow compound or "Starlight": 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: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. 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. Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "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 -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FORWARD LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a subtle forward facing version. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! 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 -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL 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" 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 (to unblock files) 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" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake! Edited 15 hours ago by snatcher 13 Quote
snatcher Posted July 30, 2022 Author Report Posted July 30, 2022 (edited) -:- BEYOND THE MODPACK -:- Let's list here other tools and mods available for TDM. Candidates are supposed to have a degree of completeness, provide some value to players, and work with TDM without much effort. Are we missing anything? Speak up! Refer to the TDM Wiki for an additional list of add-ons. TDM 2.12 introduces Multi-addons support and some mods may not yet be ready for 2.12 but everything will eventually get updated, I am sure. ALL: please use the dedicated topics to comment and/or contact the authors! Do not do it here. Modders: if you don't want your tool/mod listed here, or if you want your tool/mod presented differently, please contact me here or via private message. ~ AngelLoader Credits: FenPhoenix Description: [...] AngelLoader is a standalone fan mission loader for Thief 1, Thief 2, Thief 3, System Shock 2, and The Dark Mod. Unlike FMSel, which requires a separate copy for each game, AngelLoader allows you to manage and play all your FMs in one place. [...] Topic: AngelLoader TDM Support (now released!) GitHub: AngelLoader ~ Unofficial Patch Credits: wesp5 (and other contributors) Description: [...] This patch adds several small improvements to the main game which in my opinion make gameplay more realistic and fun, sometimes easier as well, and it also brings some order to the downloaded missions list! [...] Topic: Unofficial Patch ModDB: The Dark Mod Unofficial Patch ~ Visible Player Hands Credits: jivo Description: This mod adds visible hands when the player crouches and has no weapon equipped, for those who like extra details and believe it adds to immersion. Topic: Visible Player Hands Mod ModDB: Visible Player Hands ~ Nameless Objects Credits: snatcher Description: Adds names to most objects of the game (TDM Modpack required). Topic: Nameless objects... a missed opportunity ~ Autosave Credits: chumbucket91 Description: The mod autosaves the mission every five minutes wrapping around after reaching five saves. Topic: Quick and Dirty Autosave Mod ~ Dynamic Save Room Credits: RedEmber Description: [...] mod intended for the niche of players who enjoy the extra tension/challenge from limited saves. Topic: Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge ~ Fresnel Mod Credits: nbohr1more Description: [...] It enhances the 3D depth of scenes and makes metals, wood, and skin look more realistic [...] Topic: TDM Fresnel Mod ModDB: Fresnel Mod 2.12 ( Unofficial ) ~ Flame Glare Mod Credits: nbohr1more Description: Wanna have beautiful glows with your Torches and Flames? Look no further! Topic: A little experiment with Fire glares... ModDB: Flame Glare Mod ~ Augmentation Mod Credits: MirceaKitsune Description: [...] an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy) [...] Topic: Script: Per limb damage, skill system (WIP) ~ Wearable disguises Credits: MirceaKitsune Description: [...] The player can pick up headwear and equip by using the item, making you a member of the target team when active. [...] Topic: Mod: Wearable disguises ~ TDM Texture Mod Credits: Hugo Lobo Description: 700 textures changed! Post: TDM Texture Mod ~ Alternative Footstep Sound Package Credits: SeriousToni Description: [...] If you like to try an alternative set of footstep sounds [...] Topic: New Footstep sounds ~ Thiefier Sounds Credits: Gin Description: [...] player footsteps sounds for the 3 surfaces that I found to be the weakest in the base game. Topic: Thiefier Sounds (Tile, Wood, and Stone Sound Pack) ~ Collection of adjusted sounds Credits: Ujtudor (aka Anton) Description: A remaster/edit of most of the impact sounds from The Dark Mod. Topic: Collection of adjusted sounds by Anton ~ Railway Lamp Credits: Obsttorte, Dragofer, Goldwell, Amadeus, snatcher (and probably others) Description: First person view (like a weapon) Railway lamp / lantern for the player. Topic: Player Lamp (beta) ~ Small gui tweaks Credits: uyvie Description: Tweaked Lightgem / Tweaked HUD / Health & Air Bar Relocation Post: uyvie's small gui tweaks ~ Adjust player speed with mouse wheel Credits: Obsttorte, snatcher Description: Proof of concept for adjusting the player speed with the mouse wheel using the external app AutoHotkey. Post: Adjust player speed with mouse wheel ~ Lean Modifier Key Credits: snatcher Description: Proof of concept for allowing the Left Alt Key to act as a lean modifier using the external app AutoHotkey. Post: Lean Modifier Key ~ Loot Stealth Stats Credits: kcghost Description: [...] overrides the loot inventory gui and associated script. I got rid of the loot breakdown (jewels, gold, etc.) as well as the loot icon that appears (didn't look right next to longer text). Instead it displays a stealth breakdown and total loot out of the mission's available loot. Suspicions, Searches, Sightings, Bodies, Score, Loot [...] Post: View Stealth Score during gameplay? ~ Stealth Statistics Tool Credits: Dragofer (and other contributors) Description: [...] you will start every FM with a scroll called "Stealth Statistics" in your inventory, which you can "read" to show a small message with current stealth statistics [...] Post: View Stealth Score during gameplay? ModDB: Dragofer's Stealth Statistic Tool Edited January 21 by snatcher 3 Quote
wesp5 Posted July 30, 2022 Report 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
wesp5 Posted July 30, 2022 Report 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
snatcher Posted July 31, 2022 Author Report 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
freyk Posted July 31, 2022 Report 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!
Oktokolo Posted July 31, 2022 Report 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
freyk Posted July 31, 2022 Report 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!
snatcher Posted July 31, 2022 Author Report 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
Wellingtoncrab Posted July 31, 2022 Report 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 =
wesp5 Posted July 31, 2022 Report 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
snatcher Posted July 31, 2022 Author Report 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
snatcher Posted July 31, 2022 Author Report 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
Wellingtoncrab Posted July 31, 2022 Report 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. 2 Quote -= IRIS =- ♦ = SLL =
snatcher Posted July 31, 2022 Author Report 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
wesp5 Posted July 31, 2022 Report 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
Wellingtoncrab Posted July 31, 2022 Report 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 =
snatcher Posted July 31, 2022 Author Report 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
wesp5 Posted August 1, 2022 Report 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
wesp5 Posted August 1, 2022 Report 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
wesp5 Posted August 1, 2022 Report 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
snatcher Posted August 1, 2022 Author Report 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
wesp5 Posted August 1, 2022 Report 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
snatcher Posted August 1, 2022 Author Report 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
wesp5 Posted August 1, 2022 Report 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
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