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  • 5 weeks later...
Posted (edited)
On 7/30/2022 at 11:07 AM, snatcher said:

-:- 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.

Does JSGME simply copy the activated-in-it's-gui mod pk4's from folder MODS to tdm's root directory and remove the deactivated mod pk4's and that's it? That's what it seems like.

 

Edit: I asked this before and you answered this already:

On 11/28/2022 at 3:58 PM, snatcher said:

In essence JSGME creates/overwrites/restores/deletes files and folders on demand but it also checks for conflicts among different mods and warns users when a conflict is found (I moved from plain files to pk4 not to trigger any warning).

Edited by datiswous
Posted

Yeah, JSGME basically copies files from the MODS dir to tdm's root and deletes files from tdm's root. It isn't perfect though, review this post for it shortcomings.

20 hours ago, datiswous said:

The only thing is: This also activates other things (part of core essentials), like for example the loot grab animation. I don't like it and so was wondering how to remove that, because the nameless objects, I think I like to keep it activated always.

I will reply to this here, ok?

Core Essentials is a mix of mods that I want to keep together in a single place. There's a little bit of everything in there: small tweaks, intertwined mods and mods that players may or may not like or use but don't deserve (imho) the spotlight on their own.

To remove the loot grab animation open the pk4 with your favorite archiver and delete:

  • script/tdm_frobactions.script
  • sound/meta/game/frob_loot.ogg

Mind you, by deleting the script you will be removing the "Fast Doors" and "Quiet Doors" mods as well!

If you really dislike the loot grab animation but want to keep the rest I can provide an ad-hoc solution for you.

TDM_Modpack_Thumb_50.png

Posted
14 hours ago, snatcher said:

Core Essentials is a mix of mods that I want to keep together in a single place.

Personally I disagree with this, at least that you cannot enable/disable them seperatly. but I'm willing to edit the files myself to do the changes. I only need to edit the script files?

Posted
8 hours ago, datiswous said:

Personally I disagree with this, at least that you cannot enable/disable them seperatly. [...]

Core Essentials must exist in some form or another.

  • "Fast Doors", "Quiet Doors" and "Loot Animations" share the same core file (tdm_frobactions.script). I could probably set them apart but I must analyze the impact and whether it is worth the effort or not.
  • "Dynamic Inventory" and "Stealth Monitor" have nothing to do with each other but share the same file (tdm_loot_gui.script). It took me a good deal of time to get "Dynamic Inventory" right and I am not changing this in the foreseeable future.
  • "Blinking Items", "Smart Objects", "Fragile Bottles" and "Stealth Alert" share the same loop for convenience. "Stealth Alert" could be its own thing but, what's the value?
  • "Smart Containers" could be its own thing as well but again, what's the value?
  • And then there's the miscellaneous tweaks nobody should have any issues with.

The fact that you don't like "Loot Animations" has been noted, @datiswous !

Allow me to say that while I like a praise as much as anyone else what really interests me is what you people don't like or disagree with and I ask everyone to keep the feedback coming, specially if it is non-positive. Be sincere and open, it is the only way to move things forward. I will always take it constructively 🥹

 

9 hours ago, datiswous said:

[...] but I'm willing to edit the files myself to do the changes. I only need to edit the script files?

Open script/tdm_frobactions.script, look for frob_item() and comment out mod_loot_animations(), like this:

void frob_item(entity inv_item)
{
	inv_item.activateTargets( $player1 );

	// mod_loot_animations(inv_item);
}

You need in addition, to delete sound/meta/game/frob_loot.ogg

  • Thanks 1

TDM_Modpack_Thumb_50.png

  • 2 weeks later...
Posted
On 2/11/2025 at 9:22 PM, wesp5 said:

So what's the problem there ;)?

I find it interesting that some elements haven't changed for decades. Can the sacrosanct Lightgem be improved? Let's wait for 2.13 and see...

TDM_Modpack_Thumb_50.png

Posted (edited)

Hi Snatcher,
Amazing work so far. I normally pay new missions without any mods, but I keep an instance with the latest Modpack to have some fun.
I like the modular setup.

I experienced the skill "Peek" only works in Windows. Any chance this will ever work in Linux ? Running TDM in Wine helps, but I prefer native .
In older TDM versions Peek resulted a complete blackness, while TDM 2.13 beta shows the "wrong" side and "messed up" picture.

Some new ideas:
Is there a way to step further Blinking items and make the loot (jewels, gold, goods) glitter like in Thief 3 Deadly Shadows or shimmer like mementos in the FM "Iris" ? It would make finding loot much easier for starters or anyone preferring it.

What about shooting moss arrows make opponents suffocate like in Thief 3 ?

What about a musket or pistol addon just to make it super fun :) ?

Edited by huntaffer
Posted

Hi huntaffer,

1 hour ago, huntaffer said:

I like the modular setup.

Yeah and know what? In a parallel universe mods are managed in-game in a dedicated screen. You enable and disable the mods you want, click ok, and the game reboots.

We aren't in that universe though but I may some day reach out to @Skaruts when he's done with his TDM Packer and see how bored he is and if he is up for a TDM Mod Manager 😊

1 hour ago, huntaffer said:

I experienced the skill "Peek" only works in Windows. Any chance this will ever work in Linux ? Running TDM in Wine helps, but I prefer native .
In older TDM versions Peek resulted a complete blackness, while TDM 2.13 beta shows the "wrong" side and "messed up" picture.

I am not sure a dedicated topic exists for this bug but consider posting something here: Looking and listening through a keyhole. The more reports / complaints the higher the chances of a solution! My understanding is that this should be fixed in the source code.

1 hour ago, huntaffer said:

Is there a way to step further Blinking items and make the loot (jewels, gold, goods) glitter like in Thief 3 Deadly Shadows or shimmer like mementos in the FM "Iris" ? It would make finding loot much easier for starters or anyone preferring it.

Yes, this mod can be done.

1 hour ago, huntaffer said:

What about shooting moss arrows make opponents suffocate like in Thief 3 ?

I didn't play Thief 3 (can't stand the camera jittering) but are you sure you want to turn moss arrows into "gas arrows in disguise"?

1 hour ago, huntaffer said:

What about a musket or pistol addon just to make it super fun :) ?

I cannot model or animate and this is beyond my abilities but I could make you shoot deadly skulls! (not joking)

TDM_Modpack_Thumb_50.png

Posted
9 hours ago, snatcher said:

We aren't in that universe though but I may some day reach out to @Skaruts when he's done with his TDM Packer and see how bored he is and if he is up for a TDM Mod Manager 😊

Not outside the realm of possibility, but I have very little experience using mods. I use one for displaying alerts and stuff, but it's the only one I've ever used. I don't even remember what it's called anymore. :)  

  • Like 1

My FMs: By The Cookbook

My tools: FM Packer  |  TDM Packer 2

Posted
22 hours ago, snatcher said:

Hi huntaffer,

Yeah and know what? In a parallel universe mods are managed in-game in a dedicated screen. You enable and disable the mods you want, click ok, and the game reboots.

We aren't in that universe though but I may some day reach out to @Skaruts when he's done with his TDM Packer and see how bored he is and if he is up for a TDM Mod Manager 😊

I am not sure a dedicated topic exists for this bug but consider posting something here: Looking and listening through a keyhole. The more reports / complaints the higher the chances of a solution! My understanding is that this should be fixed in the source code.

Yes, this mod can be done.

I didn't play Thief 3 (can't stand the camera jittering) but are you sure you want to turn moss arrows into "gas arrows in disguise"?

I cannot model or animate and this is beyond my abilities but I could make you shoot deadly skulls! (not joking)

Hi Snatcher

Thanks for your response, I am sure we will see more useful or fun mods from you , Cheers

  • Like 1
Posted
23 hours ago, snatcher said:

I didn't play Thief 3 (can't stand the camera jittering) but are you sure you want to turn moss arrows into "gas arrows in disguise"?

I checked some videos and I take this back. The way you put it I thought moss would take opponents down but it seems moss works similar to flashbombs. Excuse my uneducated guess.

 

TDM_Modpack_Thumb_50.png

Posted
2 hours ago, snatcher said:

I checked some videos and I take this back. The way you put it I thought moss would take opponents down but it seems moss works similar to flashbombs. Excuse my uneducated guess.

That's interesting. I made a flash arrow a while ago, been trying to get it in a state where it fits the desires of most players and mappers to maybe get included. It had two functions as of last time: Blinding enemies like a flashbomb in arrow format, while acting as a flare that illuminates an given area for a limited amount of time... a third idea was to make it temporarily turn off electric lights but that has too many complications and never got anywhere.

Although it's not something for this mod pack as it's a new item: Whoever wants to use it should include it with their FM. My only complaint was you need to copy the player definition to change the weapon slots because of the hardcoded weapon sockets, still wish we could do something about those.

Posted (edited)

I never understood the use of the flash mine and I don't understand the use of the flash arrow either. If NPCs are far away, why would I need to blind them? As far as I know the flash bomb is used as a last minute resort if you have been spotted, mines and arrows are only the same thing but more complicated to trigger...

Edited by wesp5
Posted
8 hours ago, wesp5 said:

I never understood the use of the flash mine and I don't understand the use of the flash arrow either. If NPCs are far away, why would I need to blind them? As far as I know the flash bomb is used as a last minute resort if you have been spotted, mines and arrows are only the same thing but more complicated to trigger...

Might remove the blinding effect and just let the arrow illuminate the spot where it hits for a while. But especially then I'd want it to temporarily disable or dim electric lights. Which is problematic as I don't know how to make them flicker or do this without breaking switches, it would likely require engine changes which I'm not familiar with doing.

Posted (edited)

I would not need a light in the distance either, but disabling electrical lights would be a very useful application! I created some sparks for my electrical mine, which is easy, but disabling the lights themselves would only be doable if they have an off-state in the scripts.

Edited by wesp5
Posted
22 hours ago, snatcher said:

I checked some videos and I take this back. The way you put it I thought moss would take opponents down but it seems moss works similar to flashbombs. Excuse my uneducated guess.

 

No worries, I am glad that you checked it. There were so many funny inventions in the Thief series. Just wondered if it can be implemented in TDM too with a simple mod addon or this requires to modify the main executable or else too ?

Some days ago I found a "visible hands" mod on moddb

https://www.moddb.com/mods/the-dark-mod/addons/visible-player-hands

which is nice, but not a big deal.

Posted
23 minutes ago, huntaffer said:

Just wondered if it can be implemented in TDM too with a simple mod addon or this requires to modify the main executable or else too ?

Something like it would be difficult to do, at least for me, because I don't think we have the animations and the sounds (different gender and voices) to "fake it" in a believable way.

Oh, and the Visible Player Hands Mod is a big deal regardless of whether you like it or not. Let's put it this way: it's taken 15 years to have anything like it.

TDM_Modpack_Thumb_50.png

Posted
10 hours ago, wesp5 said:

I never understood the use of the flash mine [...]

Yeah, me neither. Such a weird tool... fortunately a twisted mind came up with the Electric Mine and considering mappers were diligent and included flash mines in many maps it became a valid alternative and wesp5 has since had a place in the Inventor's Guild!

Thanks @wesp5 !

  • Like 1

TDM_Modpack_Thumb_50.png

Posted
21 hours ago, MirceaKitsune said:

That's interesting. I made a flash arrow a while ago, been trying to get it in a state where it fits the desires of most players and mappers to maybe get included. It had two functions as of last time: Blinding enemies like a flashbomb in arrow format, while acting as a flare that illuminates an given area for a limited amount of time...

I am not sure if you are aware or not but your flash arrow was the inspiration for the "Alchemy" skill and your idea was fully realized in the form of a "Starlight" mixture. Developers and Mappers weren't interested in the flash arrow but a selected group of players are right now having fun with your invention in any mission and for that we are grateful to you!

21 hours ago, MirceaKitsune said:

[...] a third idea was to make it temporarily turn off electric lights but that has too many complications and never got anywhere.

And this was also kind of realized in the form of a "Darkdust" compound. It isn't exactly what you had in mind but it gets the job done, I guess. Give it a try.

21 hours ago, MirceaKitsune said:

[...] My only complaint was you need to copy the player definition to change the weapon slots because of the hardcoded weapon sockets, still wish we could do something about those.

The system I created is standalone and independent of anything else and it allows for an unlimited number of different arrow types. Thing is I tried many ideas but all arrow types I came up with ended up unbalancing gameplay too much. I may someday review what's in the shelf.

@MirceaKitsune

You are constant source of ideas. Please keep them coming! Thanks!

  • Like 1
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