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Thread: NEW T2 FM: Nosferatu - Volume 2 - updated to v1.1 (08 Nov, 2019)

  1. #51
    Member
    Registered: Oct 2012
    Thanks for the hint Kerrle, found the treasure, now I've only got 2 objectives active

    1. If I use that ethereal gate in the lab, maybe I can find Ambronsius.
    2. I'm just investigating, searching and analyzing yet...

    Didn't find Ambronsius in the mill area, do I need to go back there? Or do I need to carry on investigating and searching the castle?

    Where's the vampire woman, castle or mill area?
    Last edited by fortuni; 3rd Nov 2019 at 06:11.

  2. #52
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Since you're already outside, search for a key to open a cave door. The cave door is close to a house at a frozen lake. Look down. Then you find Ambronsius and even more spoilers

  3. #53
    Member
    Registered: Oct 2012
    Thanks Unna found Ambronsius.

    OMG this is a good mission, stunningly gorgeous on every level, superb custom objects, well written readables with good enough clues to keep you going, brilliant design and excellent build quality. Sensut you've always been one of the best mappers but this mission beats everything you've done before. Thank you for everything.

    Edit: Finished at last, 3hrs 41 mins, 6725/8375, missed a lot of loot but what an experience
    Last edited by fortuni; 3rd Nov 2019 at 07:48.

  4. #54
    Member
    Registered: May 2005
    I'm glad you liked, thanks. You are the real motivation for us developers to continue and make something new every day but at least every year

  5. #55
    Member
    Registered: May 2003
    Location: West Seattle
    the original was great, Sensut, I'm so glad you decided to expand on it!

    mission 2: I've made it to the walled-up tomb filled with garlic but can't find the items that should be in here. hints?

    EDIT: found them, needed to look closer at the head-end of the stone platform.
    Last edited by MrMunkeepants; 4th Nov 2019 at 00:58. Reason: :rolleyes:

  6. #56
    Member
    Registered: Jun 2007
    Location: Cragscleft, Bedfordshire, Eng.
    Enjoying this one, but a bit puzzled.

    Got 2 objectives left: Just investigating...
    Poenari via the mines


    Think I've done most other things. Got the Dust and Igor's Stash. Found the gems in the walled up tomb. i got there by accident - just played around with the revolving obelisks until a door opened. Never found any information on solving this puzzle, or what it was for.

    But my query is, whats with the mill area? What am I supposed to do there?

  7. #57
    Member
    Registered: May 2003
    Location: West Seattle
    frobbin,
    the clue for the obelisks was on the side of the left-most coffin.
    there is a clue for more hidden gems in the area you asked about, that you can't find without getting the documents the thieves are after.

    be forewarned: actually getting to the end area in the mines has an incredibly frustrating slope to climb!

  8. #58
    Member
    Registered: May 2005
    Quote Originally Posted by MrMunkeepants View Post
    be forewarned: actually getting to the end area in the mines has an incredibly frustrating slope to climb!
    Did you find the underwater hole in the mine?

  9. #59
    Member
    Registered: May 2003
    Location: West Seattle
    Quote Originally Posted by Sensut View Post
    Did you find the underwater hole in the mine?

    well, it can be reached either way

    thank you again, Sensut, I look forward to part three+

  10. #60
    Member
    Registered: Jun 2007
    Location: Cragscleft, Bedfordshire, Eng.
    Thanks guys, Although I was there for no apparent reason, I senslessly slaughtered all the thieves and got the objective.

    Finished now. Another really atmospheric chapter, although I was a little disappointed at the end - I thought I was in for some more action! Looking forward to part 3.....

  11. #61
    Member
    Registered: May 2005
    OK, thanks!

    Quote Originally Posted by frobbin hood View Post
    Thanks guys, Although I was there for no apparent reason, I senslessly slaughtered all the thieves and got the objective.
    Let me guess: you skipped the first mission and you had no money for blackjack

  12. #62
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    In mission 2, how do I get this owl lever to work? I doesn't open the next section and keeps switching back

  13. #63
    Member
    Registered: Aug 2004
    Location: CT, USA
    It doesn't anymore in mission 2, but you can still gain access from the Music Room.

  14. #64
    Member
    Registered: Dec 2004
    Location: Germany

    On TTLG.DE, a user named "Taffer" had similar problems like Corsair. He reported that he could neither solve the riddle with the statue needing the rose nor the one with the empty cradle needing a doll. Taffer investigated this further and found out that the mission apparently relies on miss12.osm from the original game despite having a copy of that file in the FM directory as well. That copy is named m12dracul.osm.

    Taffer noticed that the multiplayer version of Thief 2 (the one which can be installed with T2Fix) replaced the game's original miss12.osm with a different one. Restoring the original one or copying the m12dracul.osm back as miss12.osm fixed his problem.

    I investigated this further, and indeed, some option of T2Fix replaced miss12.osm (and at least another one, miss15.osm or miss16.osm), and after that, I could not use the teleporters in mission 1 anymore, and also could not get the secret to work where one has to frob a gem to let one of four plates in a wall slide aside, revealing some loot. I just cannot confirm that it was the multiplayer component which did the deed, since I do not know what exactly T2Fix changed in my NewDark v1.27 install. However, multiplayer was one of the components installed, so it's very possible that it is the culprit.

    I then thought of an easy way to fix the problem, and it looks like I was successful. I copied m12dracul.osm to miss12.osm in the root directory of the campaign's .zip archive. FMSel then installed this version of miss12.osm together with the other mission stuff, and it worked. The teleporter transporting the player onto the lookout platform above the way to the castle now worked again (even with the same savegame which did not work before), regardless of whether I used the NewDark version with the miss12.osm replaced by T2Fix, or the one which was okay (which I copied to another location for my tests).

    I have not been able to replay the mission entirely so far, and neither did I test any other FM loader than FMSel, but this looks promising as a fix so far.

    The reason why Corsair did not notice this problem with the single-mission version of "Nosferatu" is quite simple: The T2Fix we know today saw its first public release in early 2019 AFAIK, but the single-mission version was published in the fall season of 2017. There simply was no T2Fix as we know it back then.

    By the way, I also noticed another little graphical glitch which can be fixed easily as well. The Nosferatu book in the music room of the first mission sometimes shows black squares in the lower corners. To stop that, I copied the files book000.png, book001.png, book002.png and book003.png from \books\book1 to \books\book2. This works with the first single-mission version of Nosferatu as well as with the current two-mission campaign.

    So, if Sensut feels inclined to release a fixed version, I'd recommend a bit of testing, and if indeed these fixes prove to be functional, could be integrated into the current version without much hassle.

  15. #65
    Member
    Registered: May 2005
    OK, thanks. There is a renamed copy of miss12.osm and I loaded both files in the mission because somebody had a problem with it in the original version. The script file did not load and he could not set the clock to open it's safe door. This script file is only for the clock, I don't understand for why affecting those object's frob But Thief is Thief constantly with his surprises. Anyway, I'll remove/modify from the mission that clock setting quest and I'll unload this script module to avoid further problems. I never had this problem and neither with the book texture, thanks for pointing out

  16. #66
    Member
    Registered: Mar 2015
    Quote Originally Posted by baeuchlein View Post
    On TTLG.DE, a user named "Taffer" had similar problems like Corsair. He reported that he could neither solve the riddle with the statue needing the rose nor the one with the empty cradle needing a doll. Taffer investigated this further and found out that the mission apparently relies on miss12.osm from the original game despite having a copy of that file in the FM directory as well. That copy is named m12dracul.osm.

    Taffer noticed that the multiplayer version of Thief 2 (the one which can be installed with T2Fix) replaced the game's original miss12.osm with a different one. Restoring the original one or copying the m12dracul.osm back as miss12.osm fixed his problem.

    I investigated this further, and indeed, some option of T2Fix replaced miss12.osm (and at least another one, miss15.osm or miss16.osm), and after that, I could not use the teleporters in mission 1 anymore, and also could not get the secret to work where one has to frob a gem to let one of four plates in a wall slide aside, revealing some loot. I just cannot confirm that it was the multiplayer component which did the deed, since I do not know what exactly T2Fix changed in my NewDark v1.27 install. However, multiplayer was one of the components installed, so it's very possible that it is the culprit.
    Your analysis is correct. In theory, the multiplayer OSMs are supposed to be completely compatible with the singleplayer executable; however, there is an exception in the case of one particular script due to a bug in the NewDark multiplayer release. Do note that this is an issue with multiplayer rather than T2Fix; playing this mission without multiplayer installed avoids the issue entirely. If you would like to play this mission with multiplayer installed, you can simply extract this archive to the OSM directory. This archive is also required if you installed NewDark and multiplayer without the aid of T2Fix, though it requires more setup.

    Quote Originally Posted by Sensut View Post
    There is a renamed copy of miss12.osm and I loaded both files in the mission because somebody had a problem with it in the original version. The script file did not load and he could not set the clock to open it's safe door. Anyway, I'll remove/modify from the mission that clock setting quest and I'll unload this script module to avoid further problems. I
    I do not think there is a need for anything quite that drastic. Because this mission relies on both miss12.osm and miss12dracul.osm all that would need to be done to fix this issue would be to drop miss12.osm while keeping m12dracul.osm loaded, as this is the module that is included with the mission.

  17. #67
    Member
    Registered: May 2005
    Quote Originally Posted by Jax64 View Post
    I do not think there is a need for anything quite that drastic. Because this mission relies on both miss12.osm and miss12dracul.osm all that would need to be done to fix this issue would be to drop miss12.osm while keeping m12dracul.osm loaded, as this is the module that is included with the mission.
    It was so in the first version of miss 1 but there was a case when the included module did not load in the game due probably to the FM installation, FM manager or something. So, for this reason I loaded the original miss12.osm in the mission as well, but not included in the zip because this file is included already in the original Thief 2 folder. But there is the question because of what I use always renamed script modules: which version of this script module is installed at the player, because there is 2 versions of it just like the gen.osm, convict.osm and any other custom scripts. To avoid the script version problems, I use and include always the proper script modules renamed in the mission zip. This miss12.osm has 2 versions. One is from the bare main game 1.07 and an another in the patched 1.18 game.

    The first:

    Last Modif. Date : 2000/03/10 15:23:28
    FileSize : 430080 bytes ( 420.000 KB, 0.410 MB )


    And the second, that I use:

    Last Modif. Date : 2000/03/27 12:04:26
    FileSize : 450048 bytes ( 439.500 KB, 0.429 MB )


    What's the difference between them, I don't know, I use it only for one thing, the clock setting. Now I made a test with both versions of miss12.osm and both of them does the job, so my solution is to drop m12dracul.osm and keep and include only miss12.osm. In this way even if the module will be not installed correctly, will be available in the main game and fortunately any version of it fulfills the target. I hope this will solve the problem.

  18. #68
    Member
    Registered: May 2005

    Mission update

    1.1 UPDATE


    Downloads:




    MEGA



    There are no changes in contents and readables, only technical fixes.

  19. #69
    Master Builder 2018
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    I hadn't had the chance to play your mission until just recently (mission 1) and have to say, your castle is simply stunning. I love the feel and look you captured throughout - really immersive with lots of twists and turns to explore, plus a rich, underlying spookiness that feels authentic for the story. I didn't want it to end. Thank you for this gorgeous mission, and look forward to playing part two!

  20. #70
    New Member
    Registered: Jun 2010
    Location: Belarus
    Excellent work. Waiting for the continuation of history

  21. #71
    Member
    Registered: May 2005
    Quote Originally Posted by Elvis View Post
    Excellent work. Waiting for the continuation of history
    Thank you master of objects, glad you liked it. Thank you all !

  22. #72
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Quote Originally Posted by Dahenjo View Post
    It doesn't anymore in mission 2, but you can still gain access from the Music Room.
    Thanks!

    I'm stuck again. How do I fulfill the objective to check Abronsius' room? I went to the caves area, found his key, got the dust, returned and entered his Celtic room, read his journal, but nothing ticked off.

  23. #73
    Member
    Registered: May 2005
    Take his map and padlock key.

  24. #74
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Quote Originally Posted by Sensut View Post
    Take his map and padlock key.
    Ah they highlighted eventually, thanks

  25. #75
    Member
    Registered: Mar 2004
    Location: Cape Breton Nova Scotia Canada
    Sensut, as usual you've created another great mission. The small details in this blew my mind, like the wind blowing the torches it the proper directions etc etc..

    Thanks you for continuing this campaign it was stellar and looking foward to the next part.

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