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Thread: Thief 2 FM: The Rebellion of the Builder 2 (06 August 2017)

  1. #76
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    @ Dr.Sahnebacke
    The reason I made version 1.22 was due to the minor changes and missing files for version 1.20. The files are now in that version.

    Yeah, mission 9 can get a bit rough when confronted with the AIs (especially in the castle's library), but it's possible to get rid of most of them with your sword. There are a few moss arrows in the mission (should be some near the beginning of the mission).

  2. #77
    Member
    Registered: Sep 2007
    Location: Leipzig (Germany)
    Thank you Thinking robot and GORT for your tips.
    I am now prepared for the only way to fight through the mission.
    Kind regards and thanks for this huge fan mission paket.

  3. #78
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    Way past due, but here's a mirror for versions 1.22:

    https://drive.google.com/open?id=0B-...2RQMXdOWFFsZGs

  4. #79
    Member
    Registered: May 2013
    Location: Poland
    I finished this campaign a few days ago. I have to admit that the missions are very difficult because of riddles. So I needed walkthrough. The missions are also hard to ghost even when playing Garrett. But I like the whole campaign very much. I love the Mechanist aircraft carrier, planes and cars in the last mission
    The idea with Saria gameplay is also great. Every mission in this campaign has its own textures, environment, climate, spirit, gameplay and so on.
    Well done.

  5. #80
    Member
    Registered: Oct 2013
    Just a quick question. Playing highest vr no 1.22 - how do you disable subtitles? Thanks.

  6. #81
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by Cigam View Post
    Playing highest vr no 1.22 - how do you disable subtitles?
    a) After installing the campaign, delete the file fm.cfg in the campaign's sub-folder of the FMs folder.
    b) After installing the campaign, delete the folder Subtitles in the campaign's sub-folder of the FMs folder.

    Choose whatever you like. Or whatever works.

  7. #82
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    You don't want to delete the FM.cfg file. The FM needs that in order to work correctly. Taking away the subtitles folder would be the best way.

  8. #83
    Member
    Registered: Dec 2004
    Location: Germany
    GORT is right. In the case of this FM campaign, deleting FM.CFG should be avoided. Next time I should check the file contents before posting solution a).

  9. #84
    Member
    Registered: Oct 2013
    Thanks. I deleted the subtitles folder and that seems to work.

    Another query about the "enhancements" that need to be switched off. Does this just mean Necro, EP2 or HDM? Or does it mean everything in the modpath line, such as the following items:

    .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\MODS\NTEX+.\patchedmis

    Although the most important question I have is, is anything in this FM incompatible with SEEP? I miss the cleaned-up sounds of SEEP. Does this FM override any of the original soundfiles? As in, there are new sounds with the same filenames as old sounds, intended to replace them?

    I have manually installed SEEP via the modpaths, and am worried that it might be "taking precedence" and so the FM's own new blackjack.wav might be getting overridden by SEEP's blackjack.wav? Any such sound filename conflickts? Thanks.

  10. #85
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    It mostly has to do with the visuals. I'm almost certain that the audio is okay. I think I made all of the custom audio files with their own names.

  11. #86
    Member
    Registered: Oct 2013
    Great, will re-enable SEEP. Thanks.

  12. #87
    Member
    Registered: Oct 2013
    I am using NewDark 1.23 (I think) is this OK? Also is there any need to install the FM scripts offered by Tafferpatcher? Thanks.

  13. #88
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    This FM requires V.1.24 or higher. I haven't tested it on previous versions, but it could give you problems or it may even crash the game.

  14. #89
    Member
    Registered: Oct 2013
    Well, according to Tafferpatcher's thread latest TP uses 1.23, but according to NewDark_Release_Notes within my T2 folder, it is 1.24 so guess it is OK. Just trying to exhaust all possibilities for why I could not complete the 'free prisoners' objective in m5, or access the secret mission from m4. Thanks anyway.
    Last edited by Cigam; 17th Dec 2017 at 18:16.

  15. #90
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    Hmmm... I have a question. Would you please check to see if your installed version of this FM has these files included?
    darkhooks.dlx and ThiefLib.osl

    These files are needed.

  16. #91
    Member
    Registered: Oct 2013
    Yes, both there. Am using Vr 1.22 and haven't manually changed anything within the install folder.

  17. #92
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by Cigam
    I am using NewDark 1.23 (I think)
    Quote Originally Posted by Cigam
    according to Tafferpatcher's thread latest TP uses 1.23, but according to NewDark_Release_Notes within my T2 folder, it is 1.24
    Quote Originally Posted by Cigam View Post
    Yes, both there. Am using Vr 1.22 and haven't manually changed anything within the install folder.
    Now what are you using, NewDark 1.22, 1.23 or 1.24? Version 1.22 should not display any subtitles, v1.23 most likely will show subtitles in the wrong language, and v1.24 should display the right text as subtitles. At least that's what I wrote down a while ago. And v1.22 of the "Rebellion of the Builder 2" campaign does have subtitles and forces them to be enabled, IIRC.

    The newest TafferPatcher (at the time of writing this post) installs NewDark 1.25, as this thread states correctly, although v1.23 is mentioned a bit further down as well, which may have confused you.

  18. #93
    Member
    Registered: Oct 2013
    Sorry for the confusion. I am using Vr 1.22 of Rebellion 2. I am not using the most up-to-date version of TP, but nonetheless within my T2 folder there is a txt doc to indicate that ND 1.24 is being used.

    Though you have reminded me that I did indeed modify the Rebellion2 install, as I deleted the subtitles folder to disable them. Maybe I'll restore it and try these missions again. Seems unlikely that this would be causing the glitches, but can do no harm to check.

  19. #94
    Member
    Registered: Sep 2007
    Is this similar to the first rebellion of the builder?

  20. #95
    New Member
    Registered: May 2016
    How does this compare to the first Rebellion of the Builder in terms of accessibility and difficulty?

  21. #96
    Member
    Registered: Sep 2007
    I apologize. Yes SuaveSteve. I found the first one to be really fun because of the difficulty and loved the layout but some parts were (in my opinion) illogical or a bit troll.

  22. #97
    Member
    Registered: Oct 2013
    OK, starting another playthrough and using NecroAge. I know this will cause glitches (already noticed the m2 lava acting oddly) but if I can live with those glitches is there likely to be anything gameplay-affecting? Like, I don't know, maybe a script is reliant on a custom effect or some such?

    On another note, does Rebellion 2 use a custom NVSciprs.osm? I tried to use the latest version of NVScripts but both times I attempted m1 there was a glitch. Only one of the two guards who are meant to enter Temple 2 and have a chat, appears. It was only after I restored the version of that file that comes with this FM, did that sequence work correctly.

  23. #98
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by Cigam View Post
    does Rebellion 2 use a custom NVSciprs.osm? I tried to use the latest version of NVScripts but both times I attempted m1 there was a glitch. Only one of the two guards who are meant to enter Temple 2 and have a chat, appears. It was only after I restored the version of that file that comes with this FM, did that sequence work correctly.
    TROTB2 seems to use an older version of NVScript.osm. Apparently, there's a reason for doing so. Just leave it that way, and with a bit of luck, everything will be fine.

  24. #99
    Member
    Registered: Nov 2003
    Location: X:0.0000; Y:0.0000; Z:0.0000
    I've noticed that some of you may not want to have subtitles enabled. If you want to disable them correctly, take out enable_subtitles from the FM's FM.cfg file.

  25. #100
    Member
    Registered: Oct 2013
    I am trying to compile a list of hidden or secret objectives. So far I haveve found:

    m1: find scarab beetles & find girl's gem
    m2: find golden hammers
    m5: free the prisoners

    Can anyone name any others?

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