Trouble playing The Black Parade missions in DromEd Game Mode. - by Garrett731
Garrett731 on 29/11/2025 at 01:04
Quote Posted by voodoo47
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";
}
Okay, I'll test it.
Garrett731 on 29/11/2025 at 01:19
Quote Posted by voodoo47
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";
}
Tested your new miss.dml files. Both worked perfectly.
1. The initially unarmed nobleman in Return to the City emits a death field after successfully equipping the propped sword.
2. The armed nobleman conversing with the refined woman in The Brand emits a death field.
(
https://ibb.co/LKYTf71)
If you're interested in death-fielding more nobles, this is another I chanced upon in Where Old Faces Fade. He doesn't have a weapon, but he attacks Hume with pagan magic.
voodoo47 on 29/11/2025 at 10:17
as long as you supply a screenshot, this is literally 60 seconds of work (save as miss21.mis.dml);
Code:
DML1
//enable field for the skull guy
+ObjProp 1184 "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep";
}
Garrett731 on 29/11/2025 at 16:14
Quote Posted by voodoo47
as long as you supply a screenshot, this is literally 60 seconds of work (save as miss21.mis.dml);
Code:
DML1
//enable field for the skull guy
+ObjProp 1184 "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep";
}
Did another quick run-through with your new gamesys.dml and mis.dml files.
1. All currently known enemies (weapon-wielders, magic-casters, spiders, zombies, etc.) I've encountered have a death field.
2. All currently known armed/magic-casting civilians/noblemen I've encountered have a death field, and unarmed/non-magic-casting civilians/noblemen don't.
3. Horses don't have a death field.
4. The tomb-raider/grave-robber and eel corpses in Death's Dominion don't emit a death field when picked up and put down again.
Whether or not there're still other undiscovered anomalies remain to be seen, but everything works as it should. :thumb:
Also updated the thread and credited you at the top: (
https://www.ttlg.com/forums/showthread.php?t=153145)
voodoo47 on 30/11/2025 at 00:07
sure.
then we are probably done here - let me know if you encounter additional bugs, and possibly whether you want some audio/visual effect attached to the filed. no promises on that though.
Garrett731 on 30/11/2025 at 00:43
Quote Posted by voodoo47
sure.
then we are probably done here - let me know if you encounter additional bugs, and possibly whether you want some audio/visual effect attached to the filed. no promises on that though.
I'll let you know. Being able to select one of the ogg. files in The Black Parade's 'snd' folder to play whenever the player is spotted/caught or enters the death field would be nice, but of course, no promises. Thanks for your help, sir/madam. :thumb:
voodoo47 on 30/11/2025 at 09:53
play sound when the field is entered shouldn't be too difficult. we'll see next week, probably.
Quote Posted by Garrett731
sir/madam
electronic old man
Garrett731 on 30/11/2025 at 12:46
Quote Posted by voodoo47
play sound when the field is entered shouldn't be too difficult. we'll see next week, probably.
electronic old man
From a British guy in his early thirties: you're still young and sharp to me. :thumb: Take care. *Air hugs.*