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Thread: TG and T2 Carry Body mod

  1. #1
    Member
    Registered: Jan 2001
    Location: Formby, NW England

    TG and T2 Carry Body mod

    When you pick up any body in Thief, everyone has the same low-poly Hammerite model:


    I've created two mods so you can see bodies that match the AIs. I'm almost 100% confident this covers the AI in all the original missions, and it should work with FMs that use original AIs.

    Screenshots from TG

    Servant outside Bafford's:


    Guard in the opera house:


    Screenshots from T2

    Rumford's guard:


    Another servant:


    Download links

    TG: http://catmanofiowa.com/RSoul/CarryBodyThiefG.zip

    T2: http://catmanofiowa.com/RSoul/CarryBodyThief2.zip

    Even ghosters may want these because you might have an objective to move a body!

  2. #2
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Awesome work, R Soul! I remember integrating an early version of the Thief2 Carry Body mod into Thief2 Fixed. I found it really enhancing for the gameplay. Glad you released a Thief1/G version. ^_^

  3. #3
    Zombified
    Registered: Sep 2004
    and it's a dml mod - sweet. ok to integrate into TFix, please?

    also (looking at the readme), why wouldn't it work with T1? I don't think there is that much difference between gold and non-gold.

  4. #4
    Member
    Registered: Oct 2012
    Location: On parole
    Superb....was always a bugbear of mine to pick up say a servant and see a guard instead
    thank you

    As an aside, when playing Lorgan's Web the other day I noticed than when I had to carry Lorgan to the sewers, sometimes if I used a gas arrow to knock him out I could carry him at a normal walking pace rather than the slower plodding pace if I used a blackjack. Can anyone explain this minor oddity ?

  5. #5
    Member
    Registered: Oct 2012
    Location: On parole
    Computer dummy question #273

    I already have miss3/5/9.mis.dml files in my ThiefG folder, do i overwrite the existing files, which appear to have completely different instructions in them. Or do i paste and keep both files ? If so will this mod still work when these miss files are renamed miss3(2).mis.dml etc

  6. #6
    Zombified
    Registered: Sep 2004
    no, it's not ok, you should never overwrite dmls - but if you are using a TFixed install, just drop the MESH folder and the dmls into the USERMODS folder and you are good.

  7. #7
    Member
    Registered: Oct 2012
    Location: On parole
    Quote Originally Posted by voodoo47 View Post
    no, it's not ok, you should never overwrite dmls
    yeah, guessed that was the case.....USERMOD folder it is then....thanks

  8. #8
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I'm not familiar with 'usermod' folders. The instructions in my readme should leave you with this folder structure:
    ThiefG\CarryBody\*.dml and ThiefG\CarryBody\Mesh\*.bin

    However, the location of the files doesn't matter as long as nothing is overwritten and cam_ext.cfg knows where they are.

    Quote Originally Posted by voodoo47 View Post
    and it's a dml mod - sweet. ok to integrate into TFix, please?
    Yes, these can go in any other package

    also (looking at the readme), why wouldn't it work with T1? I don't think there is that much difference between gold and non-gold.
    It's more that it hasn't been tested. The objects should be fully compatible, but the dmls will need to be changed. E.g. gamesys.dml contains references to mages, who didn't exist in TDP. I'm sure NewDark is robust enough to handle dmls trying to modify things that don't exist, but we have to be more classy than that.

    The mission dml files refer to specific objects by their IDs, but those IDs can change as objects are added or removed, so a prisoner in TG's Cragscleft may have and ID of 1242 but it could be different in TDP, depending on what changes LGS made.
    Last edited by R Soul; 29th Jul 2015 at 12:22.

  9. #9
    Zombified
    Registered: Sep 2004
    USERMODS is an extra modfolder created by TFix, it allows easy install of an extra mod as long as it has standard folder structure (mesh, obj, strings etc). anything dropped there will receive top mod priority over whatever mod set you have selected while patching up.

    while I can't say for sure what will happen if the cb mod is used with a manually NewDarked T1 install, I'm very sure it will work without a hitch with TFixed T1, as it already uses the gold gamesys and gold maps wherever possible. the only occasion of a dml referencing a not existing object would be 1485 in miss9, and Dark will live just fine with that. or I can go bananas and fingerprint the dml so it would only activate when the gold map is detected. dml power!

  10. #10
    Member
    Registered: Apr 2007
    Glad to see you release this. Any new changes since I last tried it?

    Great work R Soul!

  11. #11
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    No, except I rewrote the T2 readme so it was easier to understand. Originally it was a resource for Dromeders with the dml files as a bonus, but now it's just a mod for players.

  12. #12
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Is it compatible with the Thief Gold HD mod?

  13. #13
    Zombified
    Registered: Sep 2004
    yes, BUT you will probably need to set the mod up in cam_mod.ini (unless hdmod leaves the usermods folder from TFix active).

  14. #14
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Quote Originally Posted by voodoo47 View Post
    yes, BUT you will probably need to set the mod up in cam_mod.ini (unless hdmod leaves the usermods folder from TFix active).
    It works.

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