kcghost on 29/8/2016 at 18:13
So I recently played through Thief Gold and I was looking for a little more of a challenge when playing Thief 2. I was happy to see these "FailOn" "anti-cheats" are available in Thief 2:
Quote:
cheats_active
;nokillgoalcheat
;lockcheat
FailOnSee
;FailOnKO
FailOnKill
I don't really like being honor bound, these cheats automatically fail all your objectives if an AI sees you, or if you KO or kill someone.
FailOnSee works great for the most part (and that is good since it would be impossible at times to be honor bound), and FailOnKill is not really needed for the most part but it also works.
But "FailOnKO" seems to be very broken on a few missions. The first mission is problematic for obvious reasons (knockouts are an explicit objective), but more mysteriously starting the second mission and a few others down the line trigger the failure as soon as the mission is started. And it appears the cheat only takes affect if it is there when you load/restart the mission, so you can't start the mission, save, then enable the cheat, it simply won't have any affect.
I am playing Thief 2 with the latest Tafferpatcher (TMA_217) and HD mod. I also tried the unpatched missions and the gen.osm from "ThiefScripts".
The anti-cheats are handled in gen.osm: (
http://www.thiefmissions.com/telliamed/scripts.html) http://www.thiefmissions.com/telliamed/scripts.html
I looked through the leaked source code and found exactly where the cheats are handled.
Does anyone know of any mission or gen.osm fixes that might fix this issue? Or alternatively, I have msys/mingw tools, anyone know how to rebuild gen.osm from the sources? Perhaps I can try a few tweaks to the code.
kcghost on 3/9/2016 at 18:24
I guess nobody has any solutions to FailOnKO, but in case anyone is curious, I did just complete the game with the above settings (most notably FailOnSee). As I mentioned, FailOnKO contradicts a few missions' objectives, and is broken on start with others. So I did KO as honor bound, only using it when necessary by objectives or if there was a glitch.
FailOnSee is actually a bit of a misnomer, it is really a failure if Garret is *caught*. When an AI is absolutely sure they have seen you, and thus usually start fighting you, you fail.
This allows you to distract guards, drive them crazy, etc., so long as with enough time, they would return to their post and reassure themselves.
The only really bad spots that I remember:
In Precious Cargo, Lotus seeing you is enough to fail the mission. To avoid it, I had to quickly hit him with a gas arrow. Not ideal, since he isn't an 'enemy' and gassing him skips his dialogue.
In Sabotage at Soulforge, the turret room seems very difficult near the beacon doorway. To manage it you would likely need to destroy a few turrets, and it seems like that requires explosives (or the glitches I was running into affected their destructibility) . Thankfully you don't need *all* the beacons, so I ended up skipping that room.
In Kidnap, I assume you have to KO Cavador to complete the mission. I forgave myself KOing a few more people on that mission since Cavador got stuck in Site 3, hardly an ideal place to pick him up.
Unrelated, I ran into some crazy issues with items on Soulforge. I guess due to the abundance of items you can acquire on the mission. At one point equipping fire arrows had a 50/50 chance of crashing the game, and were seemingly not effective 50% of the time. Then it got worse. At some point equipping any weapon consistently caused the game to crash, and using items would often cause a drop of all items in midair. Which includes all weapons, and the compass oddly enough. Some of the items were able to be picked back up from the air, the rest disappeared entirely.The compass would hang in the air, as on object, unable to be picked back up.