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Thread: Minimalist 1.4.1 and T3EnhancED Thread

  1. #276
    Stillwater Giant
    Guest
    So I installed this mod and it fixed a few things that annoyed me about DS.
    However one thing that it didn't change that I would of liked it to is that when you are crouching you are not silent ever even when creeping.
    Is there any way that I change it so that it will be like this,can I just tweak an ini file or something?

  2. #277
    Brethren
    Registered: Apr 2000
    Location: Not France
    Quote Originally Posted by snobel View Post
    this would also include the 'Gold' (merged levels + classic briefing movies) mod.
    I did some searching but couldn't locate any info on this mod - where do I find it?

  3. #278
    Sneaky Upgrader
    Registered: May 2007
    Here. Note that it's work-in-progress, but the loading zone elimination part is pretty far along.
    Widescreen and tweaks patches: The Sneaky Upgrade for Thief 3, the Visible Upgrade for Deus Ex 2

  4. #279
    Member
    Registered: Oct 2009
    Location: Pará de Minas, Brazil
    I recently reinstalled Thief: Deadly Shadows been using the 1.4.1 version of the Minimalist Mod and I must say that it's actually better than I remembered it. I can't even begin to wonder how much work New Horizon had to go through to bend the awkward consolized mess that was the TDS interface and turn it into the sleek beautiful interface we've got now. I appreciate the work.

    But... Not all is flowers. I ghosted the few couple of levels of Thief 3 without the Minimalist mod installed, but when I decided to take the next mission (the Hammerite one) in a more traditional fashion, I found myself unable to knockout any of the hammers with the Blackjack.

    After a bit of trial and error, I've found out that you need to be in a rather arbitrary positioning to knock them out, otherwise you just thwack them with the blackjack and alert them. I couldn't get the 'hang' of blackjacking them, the angle and distance you need to be just seems to vary slightly by each guard, each facing and so on.

    Uninstalling and re-installing, I think this feature is related to the removal of the dagger and blackjack raise, as it also affected the instant murder backstabs.

    I looked around the forums and found no information whatsoever on how did the blackjack/dagger raise got removed. Does anyone know how any way to restore it and keep the rest of the mod working properly?

  5. #280
    Sneaky Upgrader
    Registered: May 2007
    It's not a simple ini-file change as far as I know. I've been dissecting the Minimalist Project because I'm integrating it with my patch in the form of a general mod - you have much more control this way, but the 'enhanced' blackjacking is not available as a setting.

    I'm going to ask New Horizon some questions though, so I'll add this one to the list.
    Widescreen and tweaks patches: The Sneaky Upgrade for Thief 3, the Visible Upgrade for Deus Ex 2

  6. #281
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by snobel View Post
    It's not a simple ini-file change as far as I know. I've been dissecting the Minimalist Project because I'm integrating it with my patch in the form of a general mod - you have much more control this way, but the 'enhanced' blackjacking is not available as a setting.

    I'm going to ask New Horizon some questions though, so I'll add this one to the list.
    It is a simple file change actually.

    All I did was replace the blackjack raising animation with the idle animation. It wouldn't break anything with the hit detection system though since there is no SDK code to tamper with. If you compare the files..I think it might be T3anims.ini or something like that, you should be able to see the blackjack lines that I changed and add them back in.

    That's all there was to that particular hack.

  7. #282
    Member
    Registered: Oct 2009
    Location: Pará de Minas, Brazil
    Quote Originally Posted by New Horizon View Post
    All I did was replace the blackjack raising animation with the idle animation. It wouldn't break anything with the hit detection system though since there is no SDK code to tamper with. If you compare the files..I think it might be T3anims.ini or something like that, you should be able to see the blackjack lines that I changed and add them back in.
    I can confirm this. I messed with the T3anims.ini file without success for a couple of hours before I gave up and simply replaced the Minimalist Project file with the stock Thief 3 file. The dagger/blackjack animations are restored.

    EDIT: After a bit of fiddling around some more, I have found it on T3anims.ini. Changing those values disables/enables the blackjack raise.

    Thief: Deadly Shadows defaults:
    Code:
    [BlackjackDrawBackS]
    Name=GAR_BJ_outerradius
    Name_3P=GAR_BJ_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackM]
    Name=GAR_BJ_outerradius
    Name_3P=GAR_BJ_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackF]
    Name=GAR_BJ_outerradius
    Name_3P=GAR_BJ_inrange3_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackI]
    Name=GAR_BJ_outerradius
    Name_3P=GAR_BJ_inrange0_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopS]
    Name=GAR_BJ_outerradius_loop
    Name_3P=GAR_BJ_inrange1
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopM]
    Name=GAR_BJ_outerradius_loop
    Name_3P=GAR_BJ_inrange1
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopF]
    Name=GAR_BJ_outerradius_loop
    Name_3P=GAR_BJ_inrange3
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopI]
    Name=GAR_BJ_outerradius_loop
    Name_3P=GAR_BJ_inrange0
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndS]
    Name=GAR_BJ_outerradius_fail
    Name_3P=GAR_BJ_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndM]
    Name=GAR_BJ_outerradius_fail
    Name_3P=GAR_BJ_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndF]
    Name=GAR_BJ_outerradius_fail
    Name_3P=GAR_BJ_inrange3_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndI]
    Name=GAR_BJ_outerradius_fail
    Name_3P=GAR_BJ_inrange0_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine

    The Minimalist Project
    Code:
    [BlackjackDrawBackS]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackM]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackF]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange3_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackI]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange0_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopS]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange1
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopM]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange1
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopF]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange3
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackLoopI]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange0
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndS]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndM]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndF]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange3_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BlackjackDrawBackEndI]
    Name=GAR_BJ_hand_loop
    Name_3P=GAR_BJ_inrange0_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    And now for the dagger backstabs.
    Thief: Deadly Shadows defaults
    Code:
    [BackstabDrawBackS]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackM]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackF]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange3_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackI]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange0_start
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopS]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange1
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=Spine
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopM]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange1
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=Spine
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopF]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange3
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopI]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange0
    Looping=true
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndS]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndM]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndF]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange3_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndI]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange0_end
    Looping=false
    Translate=false
    TweenTime=0.25
    Speed=1
    Bone=RightShoulder
    Bone_3P=Spine
    The Minimalist Mod
    Code:
    [BackstabDrawBackS]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackM]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange1_start
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackF]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange3_start
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackI]	
    Name=GAR_DA_outerradius
    Name_3P=GAR_DA_inrange0_start
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopS]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange1
    Looping=true
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=Spine
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopM]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange1
    Looping=true
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=Spine
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopF]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange3
    Looping=true
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackLoopI]	
    Name=GAR_DA_outerradius_loop
    Name_3P=GAR_DA_inrange0
    Looping=true
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndS]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndM]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange1_end
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndF]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange3_end
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    
    [BackstabDrawBackEndI]	
    Name=GAR_DA_outterradius_fail
    Name_3P=GAR_DA_inrange0_end
    Looping=false
    Translate=false
    TweenTime=0.35
    Speed=0.8
    Bone=RightShoulder
    Bone_3P=Spine
    Last edited by Brazilian Taffer; 15th Oct 2013 at 14:54.

  8. #283
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by New Horizon View Post
    It is a simple file change actually.
    Right, nicely overlooked by me.

    It should then be possible to add NoAutoRaise options to the SU - on by default when the MP is active.

  9. #284
    Member
    Registered: Oct 2013
    Please help: Is there ANY working T3enanchED download link? I haven't fount anything...

  10. #285
    Member
    Registered: Oct 2013
    Nothing ?

  11. #286

  12. #287
    Member
    Registered: Oct 2013
    VERY BIG THANK to you, clearing

  13. #288
    New Member
    Registered: Jun 2010
    Location: Australia
    Greetings.

    I downloaded T3EnhancED by the link provided by Clearing but upon installation all the .dds files are corrupted....

    I installed it into the root of C drive @ c:\T3EnhancD

    The error reads

    An error occurred while trying to copy a file:
    The source file is corrupted.


    I click ignore and the next file is the same.
    Downloaded it again but now it is very very slow 5kb a sec..... 10 hours to download... no sorry.

    Is there a faster link available for download. The first download took over 2 hours.

    any tips would be much appreciated.

    Windows 7 Ultimate 64bit
    My Thief DS is a Steam installation

    EDIT:
    As for editing, I have used Ued before with Deus Ex. I am looking forward to actually working on my Thief DS FM again, if I can get this to install.
    A question, how much of a difference is there between T3EnhancED and the original editor?

    I apologize if this is in the wrong thread.
    Last edited by Leenuks; 13th Jun 2014 at 04:19.

  14. #289
    Member
    Registered: Aug 2006
    Location: Deutschland
    You can always get the dds files from a vanilla setup or even your game install with JohnP textures. T3EnhancEd is in some ways pre-configured and has a modified GameSys and custom scripts. Since you can modify both yourself when creating an FM, any pre-existing changes would collide with what comes with T3EnhancEd. For this reason (and because having multiple T3Ed installs didn't work at that time) I haven't really tested it when I had it on my hard drive.

  15. #290
    Member
    Registered: Apr 2005
    Location: Heart of Darkness
    I just barely got through Shalebridge Cradle on the Minimalist "Ghost" difficulty. The part where you need to go into the basement cage puts you in a transparent container that you can't immeditately escape, with a guard spawning right in front of it looking straight at you, with a mission objective that doesn't allow you to be discovered even once. I had to exploit the way the level is designed, by throwing an oil bottle on the ground in the present, and then watch the guard slip and fall over in the past.

  16. #291
    Sneaky Upgrader
    Registered: May 2007
    That can happen also without Minimalist. I remember having trouble there too, either playing vanilla T3 or testing the T3G version. Maybe another item for the T3G to-do list?

  17. #292
    Member
    Registered: Apr 2005
    Location: Heart of Darkness
    Quote Originally Posted by snobel View Post
    That can happen also without Minimalist. I remember having trouble there too, either playing vanilla T3 or testing the T3G version. Maybe another item for the T3G to-do list?
    Yeah but I don't really care about getting caught once due to faulty level design, by a ghost inside the haunted memories of an abandoned asylum. They can't exactly go and report me to the police. The problem is that the minimalist project doesn't make a distinction between perfectionist ghosting and tactical ghosting. Garrett is not avoiding getting caught because of the consequences. The player needs to avoid getting caught because otherwise it's game over.

    Though I suppose it makes sense because the unreasonable mission restrictions and objectives of the harder difficulties reflect Garrett's egomania rather than his professionalism. He's not a moral person who doesn't kill out of the goodness of his heart. He just wants to do things that are harder because it makes him feel special. Even if it's much more dangerous and literally insane.

  18. #293
    New Member
    Registered: Jan 2015

    I will not go into reasons why I don't like most of the stuff within this mod (especially UI changes), but there are features I like very much:
    - weapon exposure
    - faster animations
    - eating food
    - reduced maximum item count (though not sure if it should be so drastical)

    Is it possible to somehow leave only those features or at least some of them?

    I tried using only a small subset of files from the mod folder to have faster animations, but it looks like all other changes I want are somehow compiled in specific t3u file together with playstyles feature (which I don't like) and I don't know how to edit it without SDK.

  19. #294
    Member
    Registered: Aug 2006
    Location: Deutschland
    All aspects of the MP which are based on ini tweaks could be used individually, either by manually changing the files or by asking snobel to add them to the Sneaky Upgrade config tool (although I wonder if we should introduce a "custom mod" directory where people can throw in their altered files for the SU to handle them... in case they are too lazy for the old-fashioned backup copy). This should apply to everything you listed except for the edible food. The latter would also require a bit of balancing with healing potions so I'm not sure if it would be worth the hassle to change every map file for it (I cannot do it like in the MP since it's done with a GameSys change which we try to avoid to ensure mod compatibility).

  20. #295
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by phobos2077 View Post
    - weapon exposure
    What do you mean by this, exactly?

    Quote Originally Posted by Beleg Cúthalion View Post
    All aspects of the MP which are based on ini tweaks could be used individually [...] This should apply to everything you listed except for the edible food.
    Speed of animations should be possible to implement as a general SU tweak. Is the maximum item count changeable through the ini files? Do you happen to know where?

    although I wonder if we should introduce a "custom mod" directory where people can throw in their altered files for the SU to handle them...
    Hopefully the next version of the tweaker will allow custom mods.

  21. #296
    Judith
    Guest
    Quote Originally Posted by Beleg Cúthalion View Post
    All aspects of the MP which are based on ini tweaks could be used individually, either by manually changing the files or by asking snobel to add them to the Sneaky Upgrade config tool (although I wonder if we should introduce a "custom mod" directory where people can throw in their altered files for the SU to handle them... in case they are too lazy for the old-fashioned backup copy). This should apply to everything you listed except for the edible food. The latter would also require a bit of balancing with healing potions so I'm not sure if it would be worth the hassle to change every map file for it (I cannot do it like in the MP since it's done with a GameSys change which we try to avoid to ensure mod compatibility).
    Actually it might be a good idea to have a tool for easy changing values in ini files, but... To make most of it, every parameter will have to get it's own description, what it does, value range in units, etc. Since you did a total menu and UI overhaul for your mission, you're probably the most qualified person to do it I bet you're exhausted with T3G now, but that might be a good idea for another project. Sometime later, that is

  22. #297
    Member
    Registered: Aug 2006
    Location: Deutschland
    Quote Originally Posted by snobel View Post
    What do you mean by [weapon exposure], exactly?
    This should be the multiplier by which Garrett becomes more visible with drawn weapons. I don't know right now where those values are stored.
    Speed of animations should be possible to implement as a general SU tweak. Is the maximum item count changeable through the ini files? Do you happen to know where?
    I'm not sure now, I thought most of it was ini-related but the ini tweak guides indicate that a lot of stuff is GameSys-related:
    http://www.ttlg.com/forums/showthread.php?t=83801
    http://www.tweakguides.com/TDS_6.html

    I know that the value ("selling price") of loot is a GameSys thing but I'm not sure about the prices in shops or the amount of stuff Garrett can carry. Meanwhile I wonder whether or not we could hex-edit the GameSys.
    Quote Originally Posted by Judith View Post
    Actually it might be a good idea to have a tool for easy changing values in ini files, but... To make most of it, every parameter will have to get it's own description, what it does, value range in units, etc. Since you did a total menu and UI overhaul for your mission, you're probably the most qualified person to do it I bet you're exhausted with T3G now, but that might be a good idea for another project. Sometime later, that is
    Yeah, I'm pretty busy at the moment and the UI stuff I had in my FM was mostly taken from the existing tweaks or the MP (smaller font size, less bulky mouse look etc.).

  23. #298
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Beleg Cúthalion View Post
    This should be the multiplier by which Garrett becomes more visible with drawn weapons. [...] I know that the value ("selling price") of loot is a GameSys thing but I'm not sure about the prices in shops or the amount of stuff Garrett can carry.
    If these are one-per-level properties and you can figure out which ones, then there's a chance I can make tweaks for them. (Should be similar to the fog tweak.)

    Meanwhile I wonder whether or not we could hex-edit the GameSys.
    That's probably possible but I'd like to keep it all in T3Main.exe if I can...

  24. #299
    The Necromancer
    Registered: Aug 2009
    Location: thiefgold.com
    It had been a couple years since I'd played T3, but still had it installed with the mod. When I tried it again today, the main menu options weren't lined up. Changing the resolution doesn't make a difference (it's not a huge issue, but if there's a fix...):


  25. #300
    Sneaky Upgrader
    Registered: May 2007
    Looks like you're using an old widescreen patch, which doesn't handle the menu video.

    I'd of course recommend uninstalling the original MP and instead installing the Full Edition of this. It'll give you the same mod with easier configurability. After installation use the tweak tool to enable MP.

    Keeping the original MP installed and installing the Update Edition should also work, although I haven't tried it.

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