caqo on 19/9/2023 at 21:55
Quote Posted by baeuchlein
If you attempt to steal one of the paintings that belongs to the Lord, this may happen. There is a readable somewhere that explains this. In one of the
Lords' houses, there's that readable telling you that the Lords have one original picture and several almost identical-looking copies which are worthless. Garrett only takes the original ones. Thus, you will have to continue looking for the original one. Be careful, though - an alarm system might not care whether a thief wants to steal a cheap copy or the real thing...Yes I know that, also I taked the real painting, but I'm speaking about the count couthbert painting, there is an objetive where you have to take all three counts paintings, but this one cannot be taken. Don't know if this is a bug.
baeuchlein on 19/9/2023 at 22:24
There is an objective saying "Find and steal a painting from three Kingsbridge counts". This one is present already at mission start and must be fulfilled. It means that the player has to visit each one of the three Lords (counts) and steal one painiting out of each of the count's houses. That is the goal I wrote about above.
There is another objective, an optional one, which is triggered by something later on in the mission, AFAIK, and this objective says: "One of the counts plays dirty. Find something written that incriminates him, take his self-portrait and make a copy. Then, post it on the Kingsbridge bulletin board!" But this does mean that there is just one of the three counts who "plays dirty". You have to identify the one who is "playing dirty", and then you have to steal his, and only his, self-portrait for further processing. Count Crane, however, is not the one "playing dirty" - my notes (and my memory) say it's Count Beardsley instead. (Whether the appropriate Lord is selected randomly on mission start, though, I cannot say.)
I guess that's why you can't take that picture. You did not identify the guilty count so far, and perhaps that's why the game "offers" you his portrait for taking, but ultimately doesn't let you. Time to play Detective again, I guess.;)
caqo on 20/9/2023 at 02:09
Quote Posted by baeuchlein
There is an objective saying "Find and steal a painting from three Kingsbridge counts". This one is present already at mission start and
must be fulfilled. It means that the player has to visit each one of the three Lords (counts) and steal one painiting out of each of the count's houses. That is the goal I wrote about above.
There is another objective, an optional one, which is triggered by something later on in the mission, AFAIK, and this objective says: "One of the counts plays dirty. Find something written that incriminates him, take his self-portrait and make a copy. Then, post it on the Kingsbridge bulletin board!" But this does mean that there is just
one of the three counts who "plays dirty". You have to identify the one who is "playing dirty", and then you have to steal his, and
only his, self-portrait for further processing. Count Crane, however, is not the one "playing dirty" - my notes (and my memory) say it's
Count Beardsley instead. (Whether the appropriate Lord is selected randomly on mission start, though, I cannot say.)
I guess that's why you can't take that picture. You did not identify the guilty count so far, and perhaps that's why the game "offers" you his portrait for taking, but ultimately doesn't let you. Time to play Detective again, I guess.;)
Yes, now I got the point, many thanks my friend. :cheeky:
Marbrien on 8/10/2023 at 16:21
I am replaying this, on expert, and cannot get Garrett to exit the area under the stairs in the tavern basement which counts as a secret. He will not fit through the descending slope back past the barrel. I think I'm using T2Fix_1.27e_with_mods.
Update: I finally managed it after setting the head bob factor in cam_ext.cfg to 1.0.
fortuni on 8/10/2023 at 16:29
Ricebug in his walk says in bold red letters at the top that you must disable all mods + EP2 otherwise you won't be able to see some things, not sure if this will help but worth a try.
If all else fails you can cheat by using the unstick player mod that I include in the ‘All the Cheats' thread (
https://www.ttlg.com/forums/showthread.php?t=152127)
I use this cheat loads of times when I get stuck in tunnels or vents, works 99% of the time.
I have just finished making a map for this mission, took me 3 days but think it was worth the time spent, you can find it in my lootlist
(
https://drive.google.com/file/d/1_JNQzY97zV5s-e2vsCib65o-QhwdxSx9/view?usp=sharing)
baeuchlein on 9/10/2023 at 20:23
As far as I remember, there once was a problem with the Enhancement Pack and the puzzle in the crypt, where buttons with letters should be visible, but something else was visible instead, and that made it impossible to solve that puzzle. I guess that's what Ricebug was referring to.
Yesterday, I have entered and left the room below the stairs in "Kingsbridge" several times with and without the EP2 installed. In both cases I sometimes got stuck somewhere between the ends of the passage from the cellar with barrels to the place directly below the stairs. It might have been a bit more frequent with the EP2 than without, but the difference is insignificantly small. I don't think the EP2 is the reason for this problem, but rather a somewhat tight passage. I have seen things like this in other FMs, too. Maybe Garrett has gained too much weight to fit some passages.:p
To escape from such a room, one can try the following:
1. Walk before the entrance to any passage you can't enter non-crouched.
2. Put away all weapons.
3. Crouch, then jump up (even if you hit the ceiling then).
4. Crouch again and try to pass the obstacle now.
Of course, there's no guarantee, but it has helped me sometimes. I had to retry it one or two times on occasions, though.
fortuni on 9/10/2023 at 20:43
Sadly getting stuck in tunnels is something we can't fix with dml's.
There's a secret in Revenge of Lt. Hagen that's impossible to get to due to the tightness of the tunnel, I checked playing via Olddark and still found it impossible to get through. So although I like to think Garrett has put on a bit of weight since Olddark days, I suspect the cause of Garret getting stuck in some tunnels is somehow connected to the difference in how FMsel and Darkloader work. I know they operate/read Dromed in different ways maybe Darkloader reads the widths of tight spaces slightly wider than FMsel does?
Marbrien on 10/10/2023 at 12:10
Slightly off topic I guess, but is there a way to check which mods are installed? And indeed a way to check exactly which version of New Dark you have?
baeuchlein on 10/10/2023 at 15:06
The NewDark version is visible in the beginning of the
thief2.log file that usually is written to the game folder. Whether one has to enable writing that log in any of the configuration and
.ini files I don't know. Anyway, my
thief2.log file says:
Code:
: -----------------------------------------------------------
: App Version: Thief 2 Final 1.27
: --------------------- misc config -------------------------
Btw, in Thief 1, updated with TFix, you should have a version number in the picture on the title screen as well.
So, if this version number is all you want, then it's easy to find out. However, many people also want to know whether a certain Thief 2 installation was made withT2Fix v1.27d, T2Fix v1.27e, etc. etc.. AFAIK, there is no easy way to find out which T2Fix version was used the last time a Thief 2 installation was installed or upgraded with T2Fix. You can try to compare Thief 2 installations made with known T2Fix versions to find out what change can be used as an indicator for what T2Fix version was applied last time, but this is a tedious process. I would look at the T2FMDML package shipped with the T2Fix versions, but of course that does not work if T2FMDML was not installed.
It's somewhat similar with the mods. There are enough mods, little patches, and other changes that can applied in various ways, and the only way I see would be to check what is present in the defined mod paths or in the game folder.
Thus, if you need to see what mods are installed, you have to ask yourself
why you want to know it. If, for example, you want to know whether the Enhancement Pack 2 ("EP2") may be responsible for some problem you have, look in the game folder and its subfolders for the files
ep2.crf (older releases of EP2) and
ep2.zip (newer EP2 releases). Then, check whether these folders are in any defined mod path or the main/root folder of the game. To make sure the EP2 was used when the problem occurred, I'd also think about moving the
ep2.crf/
ep2.zip out of the game folder hierarchy to some other place where the game doesn't look for it, and then checking again whether the problem exists.
But that is only
one of the mods that might exist in your game folder. Others (e.g., DML fixes which one might also call a "mod") may not be so easy to spot unless you know what you're looking for. It's very complicated.
Marbrien on 13/10/2023 at 14:54
Thank you for the explanation.
I finished the mission with only one other issue: I couldn't seem to place the hired ladder against the house where a sign suggests you need a ladder to gain access, and I could not get rid of the ladder and was unable to use any other inventory item or weapon, so had to restart from a saved game from before the ladder rental. But there is another way into that house, so it didn't matter. All the buttons in the crypt were legible and worked correctly.
In my thief2/mods folder I have a folder called EP, but not one called EP2. I don't know if that makes a difference.
It seems to me there could be an opportunity for someone with the necessary skill set (not me) and inclination to write a program that allows the user to manually switch mods on and off from a simple menu whenever they want, eg before starting a particular FM, without having to move directories themselves or rerun T2fix. It could also display exactly which version of T2/New dark they are running. So the mods are there all the time, but can be switched on and off. A mod controller. Just a thought.