DrK on 28/8/2008 at 14:42
Hmm, I can't be of much help here, if you installed the scripts and it still doesn't work, well I have no more idea...
If someone can think of another solution, please post.
I'm tired with that bug, it just seems to be completely random !
Verak on 29/8/2008 at 20:21
OK, I'm not very computer savvy and need some help. How do you install Gaylesaver's script? I managed to install the other one (through darkloader), but this one doesn't have an install. Help, please! :confused:
DrK on 29/8/2008 at 22:59
Well it's simple. Normally, the scripts are in a zip file. Unzip the files and copy them into your thief 2 install.
I think that's it, I don't remember if there's anything special to do.
baeuchlein on 30/8/2008 at 20:11
Quote Posted by Verak
How do you install Gaylesaver's script? I managed to install the other one (through darkloader), but this one doesn't have an install. Help, please! :confused:
Are you certain you installed scripts by Telliamed or NamelessVoice with
Darkloader? I don't think this is possible or makes any sense!
Telliamed's scripts contain the files
tnhScript.osm and
version.osm, although it is not clear whether missions usually depend on
version.osm or not. If these scripts are installed either by their installation programm (called
Quick Install.wsf) or by copying them into the
Thief 2 directory (or folder), you should at least find
tnhScript.osm in this directory.
Gaylesaver's scripts consist of the files
script.osm and
darkhooks.dlx. You can download these as a zip archive which you have to un-pack on your computer (just like with the Telliamed scripts). Then you have to copy
script.osm and
darkhooks.dlx into the
Thief 2 directory. Whether it is possible to un-pack these scripts directly into the
Thief 2 directory I do not know, so I always unpack them and manually copy the files into the appropriate directory.
NamelessVoice's scripts consist of only one file,
NVScript.osm, which once again has to be in the
Thief 2 directory. A second file,
NVDebug.osm, is only meant for mission developers, and should
not be in your game directory.
For
A Night in Rocksbourg 3, you might need the Telliamed and GayleSaver scripts, but not NamelessVoice's scripts. Although none of the scripts should be necessary to successfully play the mission (and indeed I played
ANIR3 without having any of the scripts installed and did not run into any problems), sometimes there is some strange kind of bug which prevents players from successfully completing the mission if the scripts are
not present.
So, check whether there are files in your game directory which are named
script.osm,
darkhooks.dlx,
tnhScript.osm and
version.osm. If all four are present, the GayleSaver and Telliamed scripts are installed, and you are ready to play.
Be aware, however, that if you started the mission
without the scripts, saved your game, installed the scripts and then continue with your old game, you might still run into problems. You have to start a new game in this case, since the script's absence is somehow included with the saved games, meaning that
Thief 2 will not use any scripts that were installed after you started a mission.
Last but not least: There is some question about "installing some scripts" which pops up when you install Darkloader 4.3, but this question is not about the three scripts I talked about. It just deals with some scripts that are part of the original
Thief games, not GayleSaver's, Telliamed's or NamelessVoice's scripts. Maybe you got confused by this question and thought you had "the other scripts installed"?
DrK on 30/8/2008 at 20:23
Quote Posted by baeuchlein
Although none of the scripts should be necessary to successfully play the mission (and indeed I played
ANIR3 without having any of the scripts installed and did not run into any problems)
See ? This bug is completely random, depending on one's computer ! I never had any trouble with this book before release.
Now, comes to think of it, you're from germany so you must have the german version of the game. I have the french version of the game.
What if there was something special in the european releases of the game, maybe a very little modification made to adjust the game. There were modifications done, that's for sure, as voice acting in german and french have been made and I noticed a few files in the install folders which I never saw or heard ingame. Maybe there is something more which is involved in this bug.
Somehow, it doesn't make sense, but who knows. Maybe we don't need the special scripts, while taffers from other countries do need them to make that book sequence to work, just because of our version of the game...
(Yeah, I'm that desperate, to imagine compatibility features...) :(
bukary on 30/8/2008 at 22:21
Well, I also can't finish this great mission. Book of the Names bug strikes again. :(
I returned to this guy. He asks me to leave the book *here*. No matter what I do and where I drop this book, nothing happens. It seems I will not be able to finish ANIR 3. It's a pity.
Could anyone tell me if this is almost the end of the mission? What is going to happen next?
Anyway, wonderful mission, DrK!
DrK on 31/8/2008 at 12:29
Nope, nothing much. Once you dropped the book, assuming you completed all the other objectives, a door is opened by Soul Vlain in the portals, and you end up in an a flat in the city. The end.
I feel sorry everytime I see someone is unable to finish the mission because of this damn bug, and worst is I can't find a solution to it... :(
baeuchlein on 31/8/2008 at 13:54
Quote Posted by bukary
Book of the Names bug strikes again. :(
I returned to this guy. He asks me to leave the book *here*. No matter what I do and where I drop this book, nothing happens. It seems I will not be able to finish ANIR 3. It's a pity.
Could anyone tell me if this is almost the end of the mission?
If all other objectives are fulfilled, then you have seen almost all that there is. Returning the book to the interpreter whom you met near the beginning, the one who gave you your initial tasks (nicely written into a small book or ledger), gives you one or two conversations (not anything really new, if I remember correctly) and then opens the way out. You're sent to another guy you have met before - the one who immediately knew who you really are - and who will then open a portal back to the city, as agreed upon before. And that's all.
Various people here in the thread mentioned that it mattered for them where exactly you put the book, and how. Sometimes, dropping (
not throwing) the book on the little table to the right of the fireplace works. Sometimes, throwing the book near the fireplace does the trick.
I myself had a sudden invasion of evil thoughts and tried several things at that point: Putting the book on the table, waiting for the interpreter's babblings to finish and then removing it :cheeky: . Tossing the book around the room. Throwing the book into the fire (alas, didn't burn :ebil: ). Dropping the book in the room with the little child servant. Running and jumping into the interpreter at high speed. But no matter what I tried, everytime the book was in my inventory, the objective was unchecked (even if I took the book back after dropping it on the table), and whenever the book came to rest somewhere in the interpreter's rooms, the objective was checked (fulfilled). No matter what I tried, I couldn't break that script.
Quote Posted by DrK
See ? This bug is completely random, depending on one's computer ! I never had any trouble with this book before release.
I never doubted that. Such things happen.
Quote Posted by DrK
you must have the german version of the game. I have the french version of the game.
What if there was something special in the european releases of the game, maybe a very little modification made to adjust the game. [...]
Somehow, it doesn't make sense, but who knows. Maybe we don't need the special scripts, while taffers from other countries do need them to make that book sequence to work, just because of our version of the game...
(Yeah, I'm that desperate, to imagine compatibility features...)
You don't have to be desperate, it makes perfect sense. And I've seen bugs that were much more weird. For example, there's a problem with the NV scripts. That leads to crashes sometimes, but only on Windows 98. And if you have drivers for an ancient Voodoo 2 graphics card installed, the crashes stop, even if you removed the Voodoo 2 (but left the drivers installed). If, on the other hand, you have that bug but ensure that Garrett dies and the "death" movie plays properly, the bug vanishes for some time. NV told me that the bug is caused by a compiler which has been compiled with an older version of himself, and if you re-compiled the compiler with himself and
then re-compiled the scripts, the bug should stop... :weird:
If you're interested in finding what causes the "Book of Names" bug, you should ask what operating system people use, and which version (including version number, language and possibly whether a NoCD-patch is used) they use. Even asking for the dates and times of the .osm files (the ones containing
Thief's own scripts) could provide some information. They've had that problem with Mission X recently, as far as I understand.
"The Torture never stops" (Frank Zappa).
bukary on 31/8/2008 at 17:20
Fortunately, it's almost the end of this great mission.
DrK, once again you've created a masterpiece. Gold Hammer masterpiece. ;)
Yet I have a question regarding some design issues: why was architecture in two places (dark zone and transition area between nort and south complex) cubical? It differed much from the rest of "Ink & Dust". Was it because you hit some DromEd limits? Was it intentional? Or perhaps I have some problems with fog in Thief and these areas seem to be 'raw' (is there any fog in these places?).
Once again: great, great mission! :thumb:
DrK on 31/8/2008 at 18:28
Quote Posted by bukary
Yet I have a question regarding some design issues: why was architecture in two places (dark zone and transition area between nort and south complex)
cubical? It differed much from the rest of "Ink & Dust". Was it because you hit some DromEd limits? Was it intentional? Or perhaps I have some problems with fog in Thief and these areas seem to be 'raw' (is there any fog in these places?).
It was intentional, to make them look completely different from the compound, from the city, from the reality per say. And to make you feel them weird, unexpected, wrong, strange... compared to the rest of the mission.
Also, it's a way to solve dromed's limits in disquise. :p
And yes, there is fog in these places, to limit long empty views and to make them look and feel darker.