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Thread: T2 Campaign - Keeper of Infinity 2: Mission 1 - Bad Venture (6 Jan 2016)

  1. #426
    Member
    Registered: May 2002
    Location: The Netherlands
    Replaying on expert. Jonas doesn't give me a crystal when I visit him. I went back several times, but he doesn't give me anything. So I can't find the blue sphere above the house of science also. I followed Soul Tears' video walkthrough step by step, but it just doesn't work for me.
    HELP PLEASE

    There're angels who playThief and angels who don't ........ both go to heaven ............
    Dare to join .............

  2. #427
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Gloria Creep, please let me see your last save game and I'll check it. Upload it somewhere.

  3. #428
    Member
    Registered: Dec 2012
    Location: Sweden.
    It seems that the mission is not running healthy for me, the merchant inside the Stumbled Travelers Inn does not provide any conversation, neither does keeper Jonas, when I frob them.
    I used TFix to get all the necessary scripts or so I think, what scripts are you using to trigger the hover text to be displayed when frobbing these characters?
    If you want me to upload my save I could do this but feels more like my KoI 2 is missing a vital script, it feels kinda broken in that sense.

    Because of this I am not triggering the objective " Inspect the House of Science. There's something wrong with this place." like I should be, however I do hear an input from Jonas rambling something when frobbing him, just no hover text of his conversation.
    Last edited by Ghostly; 6th Nov 2019 at 11:12.

  4. #429
    Member
    Registered: Aug 2004
    Location: CT, USA
    I had these same issues trying to play recently, should have reported. Here's a save just before entering the Inn, when you go inside the frobbable guy doesn't respond, then go to basement & talk to Jonas you just hear him but there's no onscreen text, at this point I quit. It only happened this last time, I play it every year or two since it's one of my all-time favorite FMs and it all worked properly until now, likely caused by a change in the latest NewDark, hope you can fix.

  5. #430
    Member
    Registered: Dec 2012
    Location: Sweden.
    Quote Originally Posted by Dahenjo View Post
    I had these same issues trying to play recently, should have reported. Here's a save just before entering the Inn, when you go inside the frobbable guy doesn't respond, then go to basement & talk to Jonas you just hear him but there's no onscreen text, at this point I quit. It only happened this last time, I play it every year or two since it's one of my all-time favorite FMs and it all worked properly until now, likely caused by a change in the latest NewDark, hope you can fix.
    This makes sense, could be broken since I am using NewDark v1.27 and using FMSel v1.1.2 to play, having downloaded KeeperofInfinity2_v1.6ENG of the zip file.

    It's as if something broke down with this complex mission when using NewDark v1.27, maybe you, me and Gloria Creep all stuck for same reasons?
    I love this mission it is so rich and well made, would be great to see it working again should this be the case, I hope this information helps Soul Tear.

    -edit- I went ahead and reported providing Soul Tear with my own save file now.
    Last edited by Ghostly; 6th Nov 2019 at 14:16. Reason: made a report

  6. #431
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Loaded Dahenjos savegame. Confirmed, the NVScript doesn't work. He's using T2fix.

    Ghostly also installed T2fix?

    I'm not sure why NVScript wouldn't work in this case
    -there's an old renamed NVScript in the zip
    -I tested it without T2fix, it's working then.

    Try to delete "NVBegin.osm" from the zip if you're using T2fix. T2fix will load new NVScript in the gamesys.dml.

  7. #432
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Dahenjo View Post
    I had these same issues trying to play recently, should have reported. Here's a save just before entering the Inn, when you go inside the frobbable guy doesn't respond, then go to basement & talk to Jonas you just hear him but there's no onscreen text, at this point I quit. It only happened this last time, I play it every year or two since it's one of my all-time favorite FMs and it all worked properly until now, likely caused by a change in the latest NewDark, hope you can fix.
    I don’t remember which version of NewDark I’m using at the moment, but everything works for me: in this way I successfully completed both Jonas quests using your save.
    Try to use the same version of ND that is indicated in the readme. In the end, you can make a copy of your thief folder.
    However, I have no interest in checking, testing and updating something. This cake has long been baked.

  8. #433
    Member
    Registered: Dec 2012
    Location: Sweden.
    Yes, I also installed T2fix, was doing some testing and doing as you suggested deleting "NVBegin.osm" from the zip with no results neither from loading my saved game or starting from scratch, same problematic result with NVScript not working it seems then, what else is there I can do?
    I am thinking of reverting to older NewDark 1.23 which this mission was made upon.
    Last edited by Ghostly; 6th Nov 2019 at 18:41.

  9. #434
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Just tested it again.
    The setup in the design note doesn't work with the new NVScript module any more.
    This can be fixed.

    Try to rename "gamesys.dml" in /OSM
    This will prevent loading new NVScript. The old "NVBegin.osm" will be loaded. There might be other issues. Maybe the old script module doesn't work in Win 10.

    Rename "gamesys.dml" again after playing the mission.

  10. #435
    Member
    Registered: Mar 2015
    I do not think there is any need for that. This issue appears to surface only when the newest NVScript module, which is included in T2Fix, is loaded. The aforementioned AI interact with the player by utilizing the NVRelayTrap script. Unna is correct in saying that the data specified in the design note, specifically the method of targeting the destination object, does not function with the newer module. Fortunately, this can be easily fixed by using a different targeting method.

    These DMLs should allow the missions to function normally when using the newer OSM:

    Code:
    DML1
    
    //Keeper of Infinity 2 - Bad Venture: Fix AI interaction. File: miss21.mis.dml
    
    ObjProp 1804 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 2721 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 1152 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    Code:
    DML1
    
    //Keeper of Infinity 2 - Raven's Nest: Fix AI interaction. File: miss22.mis.dml
    
    ObjProp 4194 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks"; NVOnscreenTextFocusRead="0";NVOnscreenTextColour="#FFCC66""
    }
    ObjProp 106 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks"; NVOnscreenTextFocusRead="0";NVOnscreenTextColour="#FFCC66""
    }
    ObjProp 3808 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 1169 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 4270 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 374 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 561 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 4064 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 3809 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 4798 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 4070 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    ObjProp 3073 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{2000:QuestBooks""
    }
    Last edited by Jax64; 7th Nov 2019 at 15:41. Reason: added DML for mission 2

  11. #436
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015

  12. #437
    Member
    Registered: Dec 2012
    Location: Sweden.
    Wow great job, I applied the DML manually and it works now beautifully under NewDark 1.27 as long as you start a new game from scratch.
    Thank you so much for this code!

  13. #438
    Member
    Registered: Aug 2004
    Location: CT, USA
    Quote Originally Posted by Ghostly View Post
    Wow great job, I applied the DML manually and it works now beautifully under NewDark 1.27 as long as you start a new game from scratch.
    Thank you so much for this code!
    How did you make it? Just copy the above from Jax64 into a text file and rename it DML1.dml in the mission folder?

    I experimented too and did a fresh T2 install using TafferPatcher_TMA_216_beta.exe which was the oldest one I had using NewDark 1.23, then when loading my save it worked correctly with onscreen text, I did the errands for Jonas successfully and could proceed. But stuff was still strange like those three guys who go back & forth across the street to the other basement were like frozen in position for awhile in the Inn basement by the tunnel, then when I returned later they were gone but not anywhere around, not across the street or at the inn, just disappeared which isn't right. But maybe playing it from the beginning it would work since the save game may be corrupted in other ways from the problem even though partially working now. Anyway I'll try it under my current 1.27 install if I know that's how to do the DML.

  14. #439
    Member
    Registered: Dec 2004
    Location: Germany
    Dahenjo, you are almost right, except for that the text file has to be renamed to miss21.mis.dml instead of DML1.dml. Its rightful place is the mission folder indeed. Should work then. And you most likely have to restart the mission to make the DML fix work.

  15. #440
    Member
    Registered: Aug 2004
    Location: CT, USA
    Many thanks baeuchlein, I just realized that and was about to edit my post that I saw the correct filename listed in the comment at the beginning. I'll restart knowing it should work correctly now under 1.27.

    You're up late, I'm pretty sure my sister in Wolfsburg is snoozing away.

  16. #441
    Member
    Registered: Dec 2012
    Location: Sweden.
    Quote Originally Posted by Dahenjo View Post
    Many thanks baeuchlein, I just realized that and was about to edit my post that I saw the correct filename listed in the comment at the beginning. I'll restart knowing it should work correctly now under 1.27.

    You're up late, I'm pretty sure my sister in Wolfsburg is snoozing away.
    It will work and in case it isn't, you probably did one step wrong and if that is the case I would suspect the underlined part is what you may have forgotten.

    Just to recap that you applied DML properly; text file named as miss21.mis.dml then copy and paste the code Jax64 provided into it, lastly save as type "all files" and then having it tucked into your fan-mission folder.
    Sorry I noticed your replies here pretty late, that's how I applied it.
    Last edited by Ghostly; 6th Nov 2019 at 22:59. Reason: spell checking

  17. #442
    Member
    Registered: Aug 2004
    Location: CT, USA
    Quote Originally Posted by Ghostly View Post
    It will work and in case it isn't, you probably did one step wrong and if that is the case I would suspect the underlined part is what you may have forgotten.

    Just to recap that you applied DML properly; text file named as miss21.mis.dml then copy and paste the code Jax64 provided into it, lastly save as type "all files" and then having it tucked into your fan-mission folder.
    Sorry I noticed your replies here pretty late, that's how I applied it.
    Yes, thanks, it worked perfectly once I named it correctly & now I'm beyond that same point without any problems. I'm still pretty sure it was working properly between NewDark 1.23 and 1.27 though because I'm sure I played through it successfully within the past couple years.

  18. #443
    Member
    Registered: Aug 2004
    Location: CT, USA
    Quote Originally Posted by Jax64 View Post
    This DML should allow the mission to function normally when using the newer OSM:

    Code:
    DML1
    
    //Keeper of Infinity 2 - Bad Venture: Fix AI interaction. File: miss21.mis.dml
    
    ObjProp 1804 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{5:QuestBooks""
    }
    ObjProp 2721 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{5:QuestBooks""
    }
    ObjProp 1152 "DesignNote"
    {
    	"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{5:QuestBooks""
    }
    When I got to the 2nd mission (Raven's Nest / miss22.mis) I ran into the same issue with the door-thief outside the pawnshop not responding & couldn't get that objective to gain entry. Using that save game with a Tafferpatcher w/NewDark 1.23 install it worked so that I could proceed normally. But first I tried adapting your DML to see if I could continue under my main ND 1.27 install, thinking it's the same issue so might work, just made a copy of the first one & renamed it to 'miss22.mis.dml' and restarted but had same issue still when I got to that point. Is it not that simple and would need more specificity for miss22, or you'd need to look at that mission's setup to determine? I'm able to proceed using my other install but am just curious whether the entire campaign could be made to work under 1.27.

  19. #444
    Member
    Registered: Mar 2015
    Yes, this is entirely possible. See my updated post above.

    Do note that this is not an issue with NewDark 1.27 or T2Fix specifically, but rather it appears to be an odd discrepancy between two versions of a script module used in this mission.

  20. #445
    Member
    Registered: Aug 2004
    Location: CT, USA
    Quote Originally Posted by Jax64 View Post
    Yes, this is entirely possible. See my updated post above.

    Do note that this is not an issue with NewDark 1.27 or T2Fix specifically, but rather it appears to be an odd discrepancy between two versions of a script module used in this mission.
    Thank you again! I got well past that point last night using the second DML so I'm pretty sure it's fixed now. I see that each mission needs this done separately depending on its own construction. With the solutions now found perhaps the author might update it for future players to enjoy this fine work.

  21. #446
    Member
    Registered: Dec 2012
    Location: Sweden.
    Completed both missions of this campaign and it works on NewDark 1.27 enough to be playable after you've applied the DMLs and can be completed, with all loot, all secrets and all pick pockets on your end stats.

    However I noticed two odd things.
    1) Mission 1, it only happened to me once after DMLs been applied, could not get the loot from purifying a zombified thief with holy water but on another replay it worked just fine, weird.
    2) Mission 2, achievement for successfully escorting lady Adaline to safety it remains sealed up even though I had her and her peers escorted to safety and having talked to all the related NPCs, maybe I did something wrong after all but even the objective is marked finished on my ending screen and all guards associated were rendered unconscious just fine from the shadows too.

    Overall I loved the story telling and the mystery aspect and my best memory would be sneaking past three guards who all remained fixed on a female apparition, classy this is the kind of ghast experience I love when given in small subtle doses.

    These gems work just great now on NewDark 1.27 with the provided DMLS that I can understand if author would rather focus on his third part if one such exists*, due to the complexity.

    *Unless the idea of part 3 being released under newer NewDark such as 1.27 comes to fruition and the solutions already provided would not take that much effort, it would make sense to have them improved and ready alongside part 3's release, bottomline is I will respect if this is all we got for now as I imagine a break would be much desired for Soul Tear, one would have to be DromEd fanatic to devote least another one or two years which I imagine it could take to bake a third cake!

    Thank you so much for this experience Soul Tear and I love the idea of how Hand Brotherhoods got used!
    Last edited by Ghostly; 9th Nov 2019 at 15:13. Reason: spell checking

  22. #447
    Member
    Registered: Aug 2004
    Location: CT, USA
    I had the same problems playing on 1.27 even though the original issue was fixed. Same with the zombified thief, also AI positioning was different & sometimes enough to be disadvantageous/fatal, some AI would freeze, quicksave was often not working (game unstable & get that onscreen counter instead), and other minor glitches although nominally playable. If you hard-saved when quicksave not working I think it might mess up further progress, so I quicksaved a lot both to see when unstable & not to have to replay too much from my last stable save.

    That said, I also played the entire campaign over the w/e using a separate T2 install with TafferPatcher_TMA_218_beta.exe (the last/latest using 1.25) with almost none of these issues & it was a much more enjoyable experience, well worth doing imo. So I found that by starting a new game instead of using my 1.27 save from August when I first ran into the problem (reported above, only tafferpather 216 with 1.23 worked for that) everything was fine. I think now I'll manually apply ND 1.27 to that install just to see if the latest is also working or not & will report back

  23. #448
    Member
    Registered: Dec 2012
    Location: Sweden.
    Well I had only the two issues mentioned, my NewDark 1.27 was spot on flawless otherwise, I had no differences with AI positionings, no freezes and nothing messed up with saving in both forms normal and a quicksave, is very much stable and enjoyable I just feel the complexity of this is pushing the old engine to trivial issues differing between us and the hardware we the players use to play it, I have a strong rig and maybe that helped me have an insanely immersed experience even under NewDark 1.27, so I don't know why you have those hassles compared to older NewDark, is not the case for me, getting curios to hearr your respondes back.

  24. #449
    Member
    Registered: Aug 2004
    Location: CT, USA
    You're right, Ghostly, I did a fresh T2Fix install and played through both missions without the quicksave issue, so it must've been something in my main T2 install even though other FMs all work fine. I'd say it looks/plays a bit better/smoother (and it was already gorgeous at 3840x2160) with whatever latest under the hood 1.27 fixes coupled with T2Fix's full resources high-res setup.

    The AI positioning definitely was off with some characters compared with many earlier replays, like the beast down in the mine who stood almost in the path you need to take past him then saw/attacked me before I could climb up which never happened before. Farage was way over on the far edge of his bed which had never happened, also the two zombies in the sewers weren't together making it impossible to get past them stealthily. I did find that reloading or replaying from a save or two back usually gave better positioning but it still wasn't quite default either, though not being a Dromed-head I don't know what would cause this, and most AI weren't affected by it.

  25. #450
    Member
    Registered: Aug 2004
    Location: CT, USA


    Looks good in 1080p too, but really nice on a 4k screen.
    Last edited by Dahenjo; 25th Nov 2019 at 00:36.

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