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Thread: T2 FM: Death's Turbid Veil (2nd September 2014)

  1. #301
    Member
    Registered: May 2003
    Location: West Seattle
    thank you, Nicked for making this excellent mission, and posters here for the hints

  2. #302
    Member
    Registered: Jan 2014
    Location: Texas
    Excellent mission.
    Very inventive, interesting puzzle aspects, deep (literally!), complex, fun.

    It was supercalifragilisticexpialidocious! That's the only word superlative enough for the work and thought that went into this creation.

    I doff my hat and bow deeply.

  3. #303
    Member
    Registered: Dec 2001
    Location: Dromed Detention Room
    I am missing something obvious. I am finished every objective except finding another way to leave the manor.

  4. #304
    Member
    Registered: May 2008
    Location: Southern,California
    i can help you take the girl down the well and find a ledge with a level ground ,drop girl before gate and hit lever

  5. #305
    Member
    Registered: Dec 2001
    Location: Dromed Detention Room
    Thanks, downwinder,

    I didn't see that the first time I was down there.

    I killed Marianne though. I feel bad she was an innocent victim, but seeing all that blood, I wasn't going to risk her not being cured and releasing that curse on the town.

  6. #306
    Member
    Registered: Dec 2001
    Location: Dromed Detention Room
    Hey, I've played Behind Closed Doors, Sturmdrang Peak, and now just finished Death's Turbid Veil. What Nick Dablin mission should I play next?

  7. #307
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    All of them, but Memoirs of a Dead God is great.

  8. #308
    Member
    Registered: Dec 2001
    Location: Dromed Detention Room
    K thanks

  9. #309
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    Well that'll teach me to blithely select expert, damn those AI were twitchy, finished with 2 hit points, 3737 loot, all 6 secrets and nearly 6 hours playtime though 1 hour was spent scouring the map for anything that would improve my health there's a fruit in the greenhouse if you need it

    Was it my imagination or did you find a way of waking the AI I'd BJ'd up & making them walk to meet their doom because they do seem to be the original AI, the only survivor was the lone guard in the tower & the only reason I can think for him being alive is he can't climb a ladder

    I really didn't like the absolute darkness but as a design choice I agree it was effective, I hate invisible monsters at the best of times & making me carry a light source so I'm highly visible & can only can spot the bad guys when I'm nearly on top of them was not fun, thankfully you played fair with their placement

    Great mission, aesthetically beautiful, good gameplay, definitely taught me not to be overconfident in future

  10. #310
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Quote Originally Posted by Esme View Post
    Was it my imagination or did you find a way of waking the AI I'd BJ'd up & making them walk to meet their doom because they do seem to be the original AI, the only survivor was the lone guard in the tower & the only reason I can think for him being alive is he can't climb a ladder
    Actually it works by teleporting in replacements for everyone, whether they're knocked out or not. Bit of a brute force approach but it mostly worked.

  11. #311
    Member
    Registered: Mar 2012
    In case this helps someone ......
    In the starting area (in the water), my fps was 5-10 (and occasional crash to desktop).
    Reason is because T2 HDmod was enabled.
    After disabling the HDmod, my minimum fps (outside) is 30-35 which is playable.

    In cam_mod.ini, I put a semi-colon in front of my old mod_path, and added a new mod_path
    ;mod_path hdmod+hdmod\t2skies+ep2+usermods+patches
    mod_path usermods+patches

    Thanks for the mission, nicked! I will play it now.

  12. #312
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Good tip, I've added it to the first post. Thanks!

  13. #313
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    Quote Originally Posted by nicked View Post
    Actually it works by teleporting in replacements for everyone, whether they're knocked out or not. Bit of a brute force approach but it mostly worked.
    It worked very well

  14. #314
    New Member
    Registered: Mar 2017
    Thank you, Nick, I just finished playing the mission. Great atmosphere (especially in the mines!), interesting visuals, and challenging objectives (so challenging that I had to look for one hint in this topic ).

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