Comrade on 23/1/2014 at 23:03
Ah, well. I definite appreciate the help from all of you. This is something I'm just going to have to deal with and continue forward.
klatremus on 23/1/2014 at 23:32
Quote Posted by Comrade
Question is... if this is indeed intended behavior than why would Pockets Picked be an end level statistic when one technically would never be able to pick pocket this particular guard? [...] skipping this particular guard would only bring me to 10 out of 12 at the end. It just seems wrong.
Like I said, you
can take the key without alerting either of the guards. You can jump over the fence on the left during their conversation, then lean in and get both keys. However, when the one guard leaves, the one remaining behind the window will catch you once you emerge from behind the door. But he won't go anywhere so you can still carry on with the mission unbothered. You just have to take the alert if you want the key is all.
Comrade on 23/1/2014 at 23:51
Yeah, I don't have a problem snatching the key, just thought it was a bug concerning the direction he is facing. Especially considering I wanted to remain undetected without any minor alerts, but if it is intended, I'm perfectly fine with that.
It's been a long, long time for me coming back to Thief so excuse my initial confusion. I haven't evolved my expectations of the game (and what is right, wrong, fixed, broken, etc.) like you guys have nor have I dealt with the since updated community fixes until now.
Thanks, again.
voodoo47 on 24/1/2014 at 14:53
I'm considering making him turn around in the TFixed map. of course, that's not going to help you much, as you are using the hdmod maps. you also mentioned some other problem with pickpocketing on this map - do share.
the hardest part about bugfixing is to find the bugs, so any help is welcome.
//add this to your miss3.mis.dml to make him randomly turn the original direction:
Code:
+ObjProp 481 "AI_IdleDirs"
{
"Min. facing switch time" 10
"Max. facing switch time" 15
"Facing 1: direction" 90
" weight" 10
"Facing 2: direction" 0
" weight"[1] 10
}
mission restart required.
Comrade on 24/1/2014 at 22:46
Well, first I apologize because I wasn't very clear in some of my earlier posts. I can snatch the key, what I meant was snatching the key without any detection or minor alerts (having the NPC go into search mode). The current situation I have, I managed to snatch the key from coming up behind the first guard at the foot of the steps and leaning forward very quickly and snatching it, though this is quite difficult as he can almost see you right through the guard in front of him it seems.
My success with that approach was slim and surely wasn't optimal for the type of player I am. I believe this method only works because the room guard sort of freezes in place ever so briefly (stopping speech while the other guard continues discussion and doesn't react at all) before going into combat mode (running out the room to attack), and merely is taking advantage of seemingly evident wonky behavior.
The other method Klatremus mentioned above worked to varied success too (by going over the wall to the left), but the NPC will definitely go in a search mode alert. I'm all for ghosting or "supreme ghosting" where I can but if it was indeed intended for the guard to remain looking ahead, which certainly would make the most sense, then that is definitely acceptable. I rather play the game as it were intended over unconsciously taking advantage of some minor glitches and/or bugs I was unaware of. Maybe by design the requisite of getting that key was a trade off in concept, purposely raising some enemy awareness but able to make off with it. The game certainly wasn't developed with the masochist self imposed rule set of sneaking the community created that I particularly follow.
The other problem I mentioned you ask was an old bug, though honestly that's probably fixed already and it never bothered me as at the time it was just generally accepted. Where at the end of the level you can only achieve 11 out of 12 pick pockets. I honestly don't recall much of it (and could be thinking of something else entirely) but supposedly it was on a dead body and couldn't be picked up.
Sort of related: Also, I'm not savvy at all when it comes to the internal workings so when you mention "hdmod maps" I'm kind of confused. Yet I think I sort of get it, because another issue I came across while continuing last night, albeit incredibly minor, was the shadow values in Cell Block 4 are definitely not behaving right. Especially those by Cutty's cell. The shadows are visually very dark yet the light gem is oddly lit up like a Christmas tree in some delicate spots. Last night I kind of thought this issue might be related to the mod and that certain things might behave differently with or without it as far as environment goes? Forgive me if I'm wrong, like I mentioned, this is merely musings and guesswork. Using 0.9.1 of the HD Mod, by the way.
Also, I'll try that bit of code out for you and reply with the results for the sake of appreciation. Though I wouldn't want you to conform any work on the Tfixed map for the sake of my small issue. Thanks.
voodoo47 on 24/1/2014 at 23:02
hdmod is using its own set of modified levels, reprocessed with NewDark. this WILL cause differences here and there. TFix currently uses its own levels as well, however, they are still processed in olddark, and therefore are closer to the originals.
the piece of code will work on any level, as all dml fixes are loaded on the fly.
Comrade on 25/1/2014 at 04:00
Tried it out and it works perfectly, appreciate the help much, voodoo47.