Trouble playing The Black Parade missions in DromEd Game Mode. - by Garrett731
voodoo47 on 26/11/2025 at 10:11
try to add the following code snippet to the dml;
Code:
//and now try to exclude pre-placed corpses
+ObjProp "M-PosedCorpse" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
no idea about future BP updates, but
apply_dbmods 0 in the cfg communicates very clearly what they think about mods. also, I believe you have asked somewhere whether the code would work for T2? yes it should.
Quote Posted by Garrett731
some armed civilians have a death field, some do not.
this would have to be handled on the concrete (this is what I would call a misbehaved concrete - in this case probably an AI that is a bystander by archetype, but props on the concrete turn it into a combatant or vice versa). post screenshots with show_stats enabled, and I might take a look.
Garrett731 on 26/11/2025 at 15:27
Quote Posted by voodoo47
try to add the following code snippet to the dml;
Code:
//and now try to exclude pre-placed corpses
+ObjProp "M-PosedCorpse" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
no idea about future BP updates, but
apply_dbmods 0 in the cfg communicates very clearly what they think about mods. also, I believe you have asked somewhere whether the code would work for T2? yes it should.
this would have to be handled on the concrete (this is what I would call a misbehaved concrete - in this case probably an AI that is a bystander by archetype, but props on the concrete turn it into a combatant or vice versa). post screenshots with show_stats enabled, and I might take a look.
Sorry, I just meant an official update/re-collaboration, not a mod.
Anyway, here you are:
(
https://ibb.co/7JcZL7PZ) < Armed civilian in Return to the City without death field.
(
https://ibb.co/h1Bk9w5J) < Armed civilian in The Brand without death field.
(
https://ibb.co/m5MWt94T) < Armed civilian in Death's Dominion
with death field.
(
https://ibb.co/FFZrByD) < Armed civilian in Where Old Faces Fade
with death field.
(
https://ibb.co/Gf2cPp3C) < Horse in Return to the City with death field and without speed boost, also the case with the horses in Arcane Sanctum.
(
https://ibb.co/SqCyCc2) < One of many tomb raider/graverobber corpses in Death's Dominion that emit a death field when picked up and put down, even with the new code.
(
https://ibb.co/Jj622jrP) < Eel/serpentine body in Death's Dominion with a death field.
Hope these help, but no worries if you're done with this. :angel:
voodoo47 on 27/11/2025 at 11:42
modify the knockout code snippet into this, that should take care of the remaining corpse death fields while probably not breaking anything else;
Code:
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange"; NVMetaTrap9On="NULL";
}
add this to take care of the horses;
Code:
//and now try to exclude horses
+ObjProp "Equine" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
the nobleman (1157 miss20, and the other ones too, probably) is special, because he is a bystander that
turns into a combatant if disturbed. maybe fix later. the eel shouldn't have a death field with the last code (M-PosedCorpse).
Garrett731 on 27/11/2025 at 19:39
Quote Posted by voodoo47
modify the knockout code snippet into this, that should take care of the remaining corpse death fields while probably not breaking anything else;
Code:
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange"; NVMetaTrap9On="NULL";
}
add this to take care of the horses;
Code:
//and now try to exclude horses
+ObjProp "Equine" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
the nobleman (1157 miss20, and the other ones too, probably) is special, because he is a bystander that
turns into a combatant if disturbed. maybe fix later. the eel shouldn't have a death field with the last code (M-PosedCorpse).
Hey there. Did some testing and good news:
1. Horses in Return to the City and Arcane Sanctum no longer have a death field.
2. Tomb-raider/grave-robber corpses in Death's Dominion no longer have a death field when picked up and put down.
The eel corpse in Death's Dominion stubbornly refuses to be influenced by your code (it still has a death field), hehe. It doesn't really matter, but you can look into it if you want to.
By the way, is it possible to play one of the ogg. files in The Black Parade's 'snd' folder whenever the player enters the death field? I thought I could find a fittingly panic-inducing sound que through in-game testing, but no worries if it seems extraneous.
voodoo47 on 27/11/2025 at 20:04
I think you need to restart the level cleanly for the eel corpse to not get the field.
yeah, it's probably possible to make the field emit some sound.
Garrett731 on 27/11/2025 at 21:42
Quote Posted by voodoo47
I think you need to restart the level cleanly for the eel corpse to not get the field.
yeah, it's probably possible to make the filed emit some sound.
Restarted Death's Dominion and still the same issue with the eel corpse (not that it really matters). I discovered on further testing that the tomb-raider/grave-robber corpses in Death's Dominion still
occasionally emit a death field when picked up and put down, almost like the code is wrestling with itself, heh. Still, it more or less works.
That would be cool. Any way alerted enemies/being caught could play an audible ogg. for the player too? Of course, I'd have to test each ogg. individually in-game to see what fits.
voodoo47 on 28/11/2025 at 12:53
well, the eel corpse works ok for me - the full dml, try to compare it to yours to see whether you maybe have a mistake somewhere;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
"Script 1" NVRelayTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="FieldOff"; NVMetaTrap9Count=1; NVMetaTrap9CountOnly=1; NVRelayTrap9On="Slain"; NVRelayTrap9TDest="[Me]"; NVRelayTrap9TOn="FieldOff"; NVRelayTrap9TOff="FieldOff";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange"; NVMetaTrap9On="NULL";
}
//and now try to exclude pre-placed corpses
+ObjProp "M-PosedCorpse" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
//and now try to exclude horses
+ObjProp "Equine" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
example of a corpse that occasionally still gets the field? also here is the code for the model changing nobleman, save it as miss20.mis.dml;
Code:
DML1
//enable field for the nobleman
+ObjProp 1157 "DesignNote"
{
"" NVMetaTrap9On="ResetModel";
}
this one will need a level (or rather, a game/campaign) restart.
Garrett731 on 28/11/2025 at 14:30
Quote Posted by voodoo47
well, the eel corpse works ok for me - the full dml, try to compare it to yours to see whether you maybe have a mistake somewhere;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
"Script 1" NVRelayTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="FieldOff"; NVMetaTrap9Count=1; NVMetaTrap9CountOnly=1; NVRelayTrap9On="Slain"; NVRelayTrap9TDest="[Me]"; NVRelayTrap9TOn="FieldOff"; NVRelayTrap9TOff="FieldOff";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange"; NVMetaTrap9On="NULL";
}
//and now try to exclude pre-placed corpses
+ObjProp "M-PosedCorpse" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
//and now try to exclude horses
+ObjProp "Equine" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
example of a corpse that occasionally still gets the field? also here is the code for the model changing nobleman, save it as miss20.mis.dml;
Code:
DML1
//enable field for the nobleman
+ObjProp 1157 "DesignNote"
{
"" NVMetaTrap9On="ResetModel";
}
this one will need a level (or rather, a game/campaign) restart.
Thanks. I'll test it now.
Garrett731 on 28/11/2025 at 15:34
Quote Posted by voodoo47
well, the eel corpse works ok for me - the full dml, try to compare it to yours to see whether you maybe have a mistake somewhere;
Code:
DML1
//load nvscript
#script "NVScript"
//to speed things up, we need to create a custom metaprop
CreateArch "MetaProperty" "TurnOnTheSpeed"
{
}
+ObjProp "TurnOnTheSpeed" "TimeWarp"
{
"" 0.50
}
//remove the TimeWarp prop from all concretes upon beginscript so that the TurnOnTheSpeed meta would take effect once assigned to a concrete
CreateArch "MetaProperty" "KillTimeWarp"
{
}
+ObjProp "KillTimeWarp" "Scripts"
{
"Script 0" NVRemovePropertyTrap
"Script 1" NVMetaTrap
}
+ObjProp "KillTimeWarp" "DesignNote"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="TimeWarp"; NVRemovePropertyTrapCount=1; NVMetaTrapOn="Sim"; NVMetaTrapMeta="TurnOnTheSpeed"; NVMetaTrapOff="NULL"; NVMetaTrapCount=1;
}
+MetaProp "Creature" "KillTimeWarp"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 10
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
"Script 1" NVRelayTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="FieldOff"; NVMetaTrap9Count=1; NVMetaTrap9CountOnly=1; NVRelayTrap9On="Slain"; NVRelayTrap9TDest="[Me]"; NVRelayTrap9TOn="FieldOff"; NVRelayTrap9TOff="FieldOff";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange"; NVMetaTrap9On="NULL";
}
//and now try to exclude pre-placed corpses
+ObjProp "M-PosedCorpse" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
//and now try to exclude horses
+ObjProp "Equine" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
example of a corpse that occasionally still gets the field? also here is the code for the model changing nobleman, save it as miss20.mis.dml;
Code:
DML1
//enable field for the nobleman
+ObjProp 1157 "DesignNote"
{
"" NVMetaTrap9On="ResetModel";
}
this one will need a level (or rather, a game/campaign) restart.
Erased my code and tested yours with a total restart. You were right:
1. Tomb-raider/grave-keeper corpses in Death's Dominion no longer emit a death field.
2. Eel corpse in Death's Dominion no longer emits a death field.
However, something interesting happened to the nobleman in Return to the City:
(
https://ibb.co/0jMSC6FD)
He doesn't pick up the sword (he just performs the animation) and only emits a death field when alerted.
To be fair (and if it's less of a hassle), I don't mind armed civilians/noblemen not having a death field whatsoever, it's more the inconsistency that's weird -- some randomly having it (like the stage actor in Where Old Faces Fade) and some not.
voodoo47 on 29/11/2025 at 00:53
oh yes, I've overwritten something I shouldn't have. correct the miss20.mis.dml code into this (will need a level/campaign restart);
Code:
DML1
//enable field for the nobleman
+ObjProp 1157 "DesignNote"
{
"" AlertRoutineOnly=true; NVMetaTrap9On="ResetModel";
}
and here's the code for the other armed guy who should have the field but does not (save as miss24.mis.dml)
Code:
DML1
//enable field for the Valmont guy
+ObjProp 1558 "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep";
}