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Posted
2 hours ago, Wellingtoncrab said:

Always nice to see you! You'd actually be a huge asset in testing the 2.14 beta if you are willing to give it a spin. It hopefully has the fix for THE bug - as in no more ai getting stuck!

I guess I could take it for a spin. Since you twisted my arm so much. 😆

Posted
45 minutes ago, Wellingtoncrab said:

@STiFUyeah I understand that as well. Perhaps given we have already done so many questionable menu overrides it is feasible to stick a “loot spent” statistic somewhere in the end game screen.

Maybe that should become a core-feature. If what you're saying is accurate, that shopping generally affects the loot totals, it should probably always be on the stats page.

  • Like 2
Posted
1 hour ago, STiFU said:

 


@joebarnin, if you are curious, use the command tdm_show_loot at the end to check what loot is still missing. Maybe look on the ground before executing the command so you don't spoil hiding places to yourself.

Yeah I had done that. I was shocked how much I still had to find! What a full mission! (Or maybe I’m just sloppy lol)

  • Haha 1
Posted

Update on the "stuck weapons" bug: it happened again, no weapon animations, no way to select or use weapons via keys or the mouse roller. The inventory panel could be activated however, so I was able to select weapons from there but without any animation or a way to actually use them.

This time there was no "clean" save to go back to, but I managed to un-stuck it by frobbing loot (!). It seems that playing the frob animation (or something triggered afterwards?) somehow resets the whole thing.

Posted

Had to come here while it's still downloading and say that when I checked to see if there was anything new available on the downloader and saw this, it's size and who the authors were, I experienced a moment of frisson. Looking forward to getting into it.

Posted (edited)

Ooh, this looks like a treat - Putting BS4 - Angel of Death on hold, downloading now :) 

Edit:// My goodness, this mission looks absolutely stunning! That intro was pure Twin Peaks mindfuck and the audiovisual looks impeccable.

Will continue in following days :)

Edited by Tarhiel
  • Like 2
Posted
On 2/1/2026 at 3:22 PM, joebarnin said:

I just occurred to me that I've been seeing strange behavior with doors the entire mission (even before I got the you-know-what). When I frob a locked door, sometimes it makes the "locked door" sound, and sometimes nothing happens. Usually after a few clicks it'll work. it seems random. Like I said, this has happened from the mission start.

 

I just confirmed, the problem involves the new Hold/Frob Interact option in TDM 2.14. If this is set to anything but "Disabled", and if tdm_door_control is set to 2 or 3 (3 is the default), then when you do a "slow" frob on a locked door, nothing happens. The frob is basically ignored. "Slow" is relative here; my click was pretty fast, just not blazingly fast.

And, if the Paw is in use, that's when you get the weirdness where you can't change weapons. The workaround is to quick-click the door again: this time the frob works, the door opens, and weapons are available.

This should be recreateable: set the settings as I described, then slowly right click on a locked door (click down, wait, release).

I don't know if this is specific to the doors in this mission, or in general.

  • Thanks 1
Posted

just got stuck in geometry a second time:

next to the chapel of the tarnished, going back over the hazard barrier after looting the mine cart

the first was right at the beginning, I got stuck on the wall side of the bed when I investigated the little box

Posted

@joebarninyeah we have been looking at this today and it seem like this is also causing some of the issues that have been encountered with not being able to frob objects that are bound to movers - such as items in dresser drawers or that bread/potion on a swinging crate.

These currently seem to only work quite as expected when Hold/Frob is disabled.

We are still working out the why though, but @STiFUis looking into it. Good catch and thank you for your persistence!

 

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

The tagline for this Fan Mission, as a player, should be, "Rabbit Hole".

By this I mean if you are someone who is easily distracted/sidetracked by discovering a new path, or door, or spotting a likely ledge or window, then this FM is either a dream or a nightmare depending on if you enjoy getting (purposefully) lost or not.

Explicit objectives are sparse, but the FM forces you to visit each major 'zone' of the map due to the lack of picks to get you through doors and a lot of the one way latches that featured in 'The lieutenant'. There are also a lot of alternate routes and side areas you can visit, though again, there are no actual boxes to tick by going there.

As a showcase of what Dark Mod FMs can do these days it is very impressive, with some outright gorgeous areas and interiors. My only criticism there would be the metal shutters. While DM is generally a steampunk setting, and no stranger to the mechanical, these seems a bit too... modern day industrial, of that makes sense?

Spoiler territory:

Spoiler

Speaking of side content; so much of what was going on in this town was weird even for DM xD.

- Ancient Martian ruins underground that you access by building an aztec cube out of Jiggys from Banjo-Kazooie? Check

- Lots of random corpses that died in weird ways? Check (plus the one meme corpse with the arrow in the knee)

- Some birdfaced dude who may or may not be working for the devil, and wants you to do mini-dungeons/puzzles to find him rare loot? Check

- Headless zombie that is trying to get drunk in an abandoned apartment? Check

- Many, many ghoul infested mines? Check

- Odd messages on the radio? Check

- Bread

^ If anyone spotted anything else feel free to shout it out. 

To the creators, I do have a couple questions if you'll indulge me:

Spoiler

I got that you were going for something sort of surreal story-wise; the strange graffiti, the drink that literally just makes you trip, finding all the aforemention dead folks and culty going's on. But the one thing that left me genuinely baffled was the bricked up door/room in the drunk zombie apartment. That felt like it was going somewhere, but never really tied in to anything. What was that about? 

Final thoughts; having so many of the clues be things you actually had to read in-game rather than the usual frob-the-note affair threw me for longer than I care to admit but was very cool. Having the mission be set at twilight instead of out and out nighttime was also an interesting challenge.

 

Bug report:

- Few paintings in the historical museum floating away from the wall.

- Memory error on Linux that seems to affect larger FMs with many actors on 2.13 still present. Several game crashes and one complete Desktop Environment crash that closed my session entirely and booted me back to GDM login screen. 
Specs: AMD Ryzen 7 9700X CPU, AMD ATI Radeon RX 7800 X GPU, 32GB RAM, Ubuntu 24.04

  • Like 2
Posted

I've completed my main objective but there are two areas I'd like to access under Blackbriar Manor; one requires collecting

Spoiler

relic fragments:

Spoiler

from graveyard in SW corner above small mine

secret room off canal

historian's office, museum

Blackbriar Manor stairs

excavation under Blackbriar Manor

???

so I need that last one, which might require getting into a safe - I haven't figured out the clues for the safes at 

Spoiler

the baker or the hideout above the hotel.

And then the second area, which is blocked by a metal screen. There are button boxes in the elevator shaft, but I don't know that they are connected.

Then there is the number sequence on the radio, which might be a red herring... or a clue?

Posted

Pretty incredible, I keep finding more and more places and can't remember where they all are. Glad I didn't stay up until 3 the first night, I would't have been far along. Been waiting for something like this.

Spoiler

So far, I found a lodestone and a falcon. It looks like there is room on the shelves for 6 items. Are there 4 more?

Posted
1 hour ago, DaffyTaffer said:

Pretty incredible, I keep finding more and more places and can't remember where they all are. Glad I didn't stay up until 3 the first night, I would't have been far along. Been waiting for something like this.

  Hide contents

So far, I found a lodestone and a falcon. It looks like there is room on the shelves for 6 items. Are there 4 more?

I found three more; two just by exploring, one required purchasing 

Spoiler

the paw 

 

Posted
11 hours ago, joebarnin said:

I just confirmed, the problem involves the new Hold/Frob Interact option in TDM 2.14. If this is set to anything but "Disabled", and if tdm_door_control is set to 2 or 3 (3 is the default), then when you do a "slow" frob on a locked door, nothing happens. The frob is basically ignored. "Slow" is relative here; my click was pretty fast, just not blazingly fast.

And, if the Paw is in use, that's when you get the weirdness where you can't change weapons. The workaround is to quick-click the door again: this time the frob works, the door opens, and weapons are available.

This should be recreateable: set the settings as I described, then slowly right click on a locked door (click down, wait, release).

I don't know if this is specific to the doors in this mission, or in general.

This is a different issue than what @Wellingtoncrabreferenced. It is already fixed and will hopefully come to next beta, see frob changes beta thread.

Posted
18 hours ago, STiFU said:

Maybe that should become a core-feature. If what you're saying is accurate, that shopping generally affects the loot totals, it should probably always be on the stats page.

I think this would definitely be a worthwhile addition. I even looked into making a custom statistics page a while back (after all, what's overwriting one more illegal gui file among friends) but it was a gargantuan effort that just had to be put aside

Posted
On 2/2/2026 at 7:00 AM, datiswous said:

It's better to set it via script at mission start and then use setm instead of seta. It will revert back to user/default setting on mission quit. I just tested this by setting this command in console when the mission was already started.

This works great. I extracted mission.cfg into FM's root directory, replaced them like that and it doesn't mess up the global settings anymore.

Posted (edited)

Each time I try to

Spoiler

drink the potion, I crash to the desktop.

I am on 2.13 and thought about trying the beta and maybe I should have. I have so many saves, I am definitely going to finish the game before having to start over. Am I missing much because of that?

Edited by DaffyTaffer
Posted
6 minutes ago, DaffyTaffer said:

I am on 2.13 and thought about trying the beta and maybe I should have. I have so many saves, I am definitely going to finish the game before having to start over. Am I missing much because of that?

Yeah, unfortunately, this is linux-related bug present in 2.13. This has since been fixed, though in 2.14. But to answer your question, no you aren't missing too much, and certainly nothing that will prevent your progress or lock you out of anything

Posted
13 hours ago, hightide said:

I've completed my main objective but there are two areas I'd like to access under Blackbriar Manor; one requires collecting

  Hide contents

relic fragments:

  Hide contents

from graveyard in SW corner above small mine

secret room off canal

historian's office, museum

Blackbriar Manor stairs

excavation under Blackbriar Manor

???

so I need that last one, which might require getting into a safe - I haven't figured out the clues for the safes at 

  Reveal hidden contents

the baker or the hideout above the hotel.

And then the second area, which is blocked by a metal screen. There are button boxes in the elevator shaft, but I don't know that they are connected.

Then there is the number sequence on the radio, which might be a red herring... or a clue?

Spoiler

I'm in the same position with the relic fragments.

I used the jacknalls paw to open the hideout safe. Just 1 gold and a hat in it.

To open the bakery safe the clue is in the bread. Count the bread on each wall section to get the code. Inside the safe is another safe. I used jacknalls paw to open that and there is just a joke letter.

So... no relic in either.

 

Posted
4 hours ago, Wellingtoncrab said:

No areas or items in the mission require purchasing an item to access or acquire - though you can take advantage of easier or alternate routes.

I don't see any viable routes into Hotel Rm3 to access the 

Spoiler

starborn seed

The door and windows are bolted from inside; climbing and blindly frobbing revealed 

Spoiler

a metal surface behind the chair and a vent grate that could swing open, but it is behind the wall - and using noclip shows the vent doesn't go anywhere.

 

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