ManBehindTheLight on 24/5/2011 at 07:41
ok i see it now. it was something with my browser indeed.
jtr7 on 24/5/2011 at 07:45
\o/
ManBehindTheLight on 26/5/2011 at 10:03
btw - i didnt heard any conversation in 'masks' but on the dark wiki website u can see two of them (other are unused in original game): first between hammerite (father norell) and guy from gervasius' personel and second between same guys who were talking about 'strange things in the library' in the mission 'casing the joint'. have you same problem guys?
another thing is - i've seen that tafferpatcher fixes conversation in two missions 'shipping... and receiving' and 'masks'. it actually adds two conversations which doesnt exists on the dark wiki website in 'masks' - so called 'benny's last stand' and conversation between mechanist and masked servant. i saw mechanist and servant near chapel but as i said they werent talking to themselves like nobody else but i didnt saw benny in any corner of the mansion - is he really there (i also didnt saw those guys talking about library in this mission)? if any of you have transcripts of those two missing conversations ill be pleased if you write it here or add to the dark wiki website. also i've heard three conversations in 'shipping..' and the dark wiki website also includes three of them, does tafferpatcher adds some other conversations or just fixes those three (whats wrong with them anyway?)?
jtr7 on 26/5/2011 at 12:15
We transcribed and uploaded every conversation in all the Thief games into the Dark Wiki. If a conversation is marked "UNUSED", it is not heard in-game, but it exists in the game files.
Thief Gold has 53 unused conversations (mostly two-liners), and Metal Age has 7. It doesn't necessarily mean something was wrong with them, they just needed to be removed to improve gameplay, create challenges, speed sections up, and other reasons.
The conversation in Shipping...and Receiving between Uriel and Kilgor is broken. They say everything they're supposed to say, so no voice files are missing in-game, but they are supposed to go indoors when they are done talking, yet they just stand outside instead, so that has been fixed.
The later conversation between the High Priest (it's not Norell, who's a Hammerite, but Huxley, a Mechanist) and Masked Servant was simply omitted because it doesn't work well, and it's very expository. Huxley is oblivious to the suffering of the Servant, so it's a morbid joke. Huxley says a line, and the Servant randomly speaks one of two specific lines about suffering or asking to be killed or set free, after each of Huxley's lines, and back and forth like that.
The conversation between Dumb (Benny) and Smart Guard was removed entirely from in-game, and the characters were moved away from each other for gameplay's sake (Benny guards an entrance, instead of standing somewhere below the second-storey patio). I also believe it was removed because it strongly suggests the two were parting ways, which wouldn't service a sequel well, and is just too sad. :p
ManBehindTheLight on 26/5/2011 at 13:31
thx for quick response.
is good to know that two conversations tafferpatcher adds to 'masks' arent missing because of bug but removed by game developers. and im strongly against making of patches by gamers including things developers didnt wanted add to original game. i prefer developers' way of gameplay without fans' add-ons.
but as i said there are two others conversations in 'masks' and they dont appear in my game. u can see them on the dark wiki - the only two which were used. i know that mechanist from the chapel isnt a hammerite :) but there is a hammerite named father norell who talks with guy from lord gervasius and they are in the northern part of the first floor. another two guys talking about happenings which took place in the library in last mission - 'casing the joint' (in 'casing the joint' they also have a conversation). i dont hear these conversations i dont even see those guys talking about ghosts in library. am i only one who have this bug?
edit: ok now i see guys talking about library, conversation doesnt starts anyway.
jtr7 on 27/5/2011 at 00:35
If you aren't unknowingly alerting them even a little, or disrupting the script with your gameplay choices, before you get near the characters, then you do have some kind of bug, which, as far as I know, isn't very common.
Jah on 27/5/2011 at 07:06
I've never heard the Father Norell conversation in-game. I believe someone said the trigger for starting it is broken.
I also believe those two were meant to start patrolling after finishing their dialogue. As it is, it's practically impossible to get past them without being seen.