voodoo47 on 15/5/2015 at 21:14
it probably can, but as I have very little understanding of how objectives work, figuring it out would take considerable amount of time. I was able to fix SOD and Amida because I've received pretty much complete solutions from another Dromeder, and only did the local implementation. I did check the rest of the objective issues, but couldn't tell what's wrong (for example, that problem with the last objective in Trickster Returns - not even a sliver of an idea why would it not tick, and why only on the highest difficulty. all I can say is that it's extremely unlikely that the problem has anything to do with NewDark). this will have to wait.
csamba on 15/5/2015 at 21:33
Quote Posted by voodoo47
...it's extremely unlikely that the problem has anything to do with NewDark. This will have to wait.
Agreed :sweat: and understood :(
voodoo47 on 16/5/2015 at 16:49
note about Mine Shock - two AIs (254, 332) have screwed up creature type property, causing the crash. setting it to "Constantine" resolves the crash, however, it seems like it works only when hard editing the map, a dml is not enough (logs show that the props have been changed, but it crashes anyway). and as I don't want any FM resources at the fix repository, this one will remain unfixed for the moment.
however, what people do at home on their pcs is not my concern, so anyone willing to fix the map for personal use can just open the map with (NewDark) Dromed, type dbmod_load into the command window, load a dml with the code below, and save the map to fix the problem;
Code:
DML1
// Fixes for T1 FM: "Mine Shock" (JIS)
// Affected Files: miss20.mis
//two AIs have different creature type than model, VERY unsupported
ObjProp 254 "Creature"
{
"Type" Constantine
}
ObjProp 332 "Creature"
{
"Type" Constantine
}
manually changing the values in oldDark dromed will work too. //ok, looks like the orig author did give a permission to further modify the FM - in fact, the currently available version has already been fixed up by two TTLGers. that means it should be ok to fix this up and make it available in the repository.
also, would like to wrap up Calendra, anyone got a save for that thing where a fight is supposed to start but it doesn't?
fortuni on 16/5/2015 at 19:43
Thank you for looking Voodoo
don't think anyone expected so many missions to be 'fixed' as it was anyway....these objectives not ticking off does not mean you can not finish the mission, all it means is that you do not see the end of mission cutscene.....no big deal
Dev_Anj on 17/5/2015 at 00:29
Well, but when people say they completed watching a film or a tv episode, they mean they watched it till the credits started rolling. Not that they watched till there were few scenes left. Getting missions completed also has a psychologically more positive effect than just doing the objectives, not having them register and going "whatever".
csamba on 17/5/2015 at 09:45
Quote Posted by Dev_Anj
Getting missions completed also has a psychologically more positive effect than just doing the objectives, not having them register and going "whatever".
Fully agree:D
Oblivion:Voodoo, the recent dml fixed the "Trial 3 gate" bug, but there seems to be another game-breaker: in the Shrine - past the acrobatic ladder - both side gates remain locked. There is a button on the left wall before the ladder, but it does not seem to do anything.
A save is (
https://drive.google.com/file/d/0B4LhJTQiEm7Qazc2U09ickxmUUk/view?usp=sharing) uploaded here.
Isn't it the same type of bloomer (another misbehaving gate)?
However, if you need a rest before burning out of all these fanciful wishlists please just let me know :rolleyes:
Edit:
Calendra's Cistern - In my experience the fight always takes place (in the Shrine, between Brimstone and Calendra), but sometimes I had to wait quite a long time - minutes - for Calendra to arrive. On the other hand, Brimstone receives the first fire bullet from somewhere down there immediately as I open the door, even though there is nobody there to shoot him...
voodoo47 on 17/5/2015 at 10:05
that Oblivion door will open only when all 3 trials are completed. as far as I can see, this is working properly.
for Trickster's Return, see (
https://www.youtube.com/watch?v=AB4BGMTuspE) 34:05 (using ND, and completing the mission on the hardest difficulty) - apparently, the trigger room is a small and very specific place for some odd reason. also, it would be very strange if only the hardest difficulty had this issue, can someone re-confirm?
in theory, I could hotwire this by placing a trigger object somewhere, but it would have to be a place that the player is guaranteed to pass when exiting the castle - if you know such a place, post a save and I'll probably do it (though I'm not very fond of such things, a fix should be proper if possible).
//a save right before the Calendra sequence is supposed to be triggered would be helpful.
csamba on 17/5/2015 at 10:34
Quote Posted by voodoo47
that door will open only when all 3 trials are completed. as far as I can see, this is working properly.
see (
https://www.youtube.com/watch?v=AB4BGMTuspE) 34:05 (using ND, and completing the mission on the hardest difficulty)
Oops - this is a video of "The Trickster's Return", not Oblivion...
I saw the (
https://www.youtube.com/watch?v=u3k254efwj0) youtube video of Oblivion where Nexus played it directly from Dromed, ran into the same problem and removed those gates manually...
It may not be apparent from the save but I did complete all 3 trials (you can see the open trial gates) and used their proper exits, where the buttons duly opened all 3 return doors...
Yesterday I replayed Oblivion on Normal, completed all 3 trials, but those big gates at both sides of the bottom fountain remained just as well closed :(
PS:
Calendra: I'll check if I still have an old save from around that point - not sure at the moment
voodoo47 on 17/5/2015 at 10:38
ah, you mean the moving walls. I see it now - get the new fix from the repository. also fixed the ladder in the same room, now you should be able to use it without killing yourself million times.
csamba on 17/5/2015 at 12:49
Quote Posted by voodoo47
ah, you mean the moving walls. I see it now - get the new fix from the repository. also fixed the ladder in the same room, now you should be able to use it without killing yourself million times.
Thanks a lot, gonna replay it very soon :cool:
Calendra: here is a (
https://drive.google.com/file/d/0B4LhJTQiEm7QZkJkajlRenZkQWM/view?usp=sharing) save made right in front of the Shrine door (on Normal, because of the frequent replays). If you enter and walk down a bit, you'll see Brimstone getting hit by a fire bullet from the background, while nobody is there :confused:
BTW, I found out the most likely reason why Calendra is sometimes so late to come: she tends to get stuck behind the table in her room...