That issue hasn't been fixed yet, but if you upload a savegame from right before the end of the museum mission I'll try to fix it. You'll need to continue using the same T3G version as before of course.
Last edited by Klow; 28th Nov 2014 at 18:23.
That issue hasn't been fixed yet, but if you upload a savegame from right before the end of the museum mission I'll try to fix it. You'll need to continue using the same T3G version as before of course.
At this point I'm not sure anymore whether or not I want this bug to appear in my current playthrough. I'll have to enter the Keeper Compound now, so stay tuned. Does anyone remember if it was possible to enter the Forbidden Library right before doing the Compound mission? These guards are barely ghostable on Expert difficulty and I'd like to see if interesting stuff is happening up there on day six.
I'm having a weird problem with Thief 3: gold with the fat sneaky update 1.1.4: When I enable thief: gold on the sneaky tweaker the game runs fine without problems, but after I quit the game and later restart the "load game" option is disabled and none of the saved games show up anywhere.
Saving and loading the games works fine during one play session as long as I don't quit the game between saving it and loading. The save files get written on the disk and stay there. For example after three restarts of the game and doing a quick save at the start of the tutorial on each restart leaves me with "quick save" "quick save(2)" and "quick save(3)" folders in the save game folder, but none of the saves show up when I start the game.
I have tried with and without the "Human readable save names" option and with and without the "recreate save game index on start" option but they don't help.
I have also tried emptying the save folder completely and even moving it to c:\thief3\save by editing the register setting, but it didn't help either.
Only thing that seems to affect this issue is whatever I enable thief: gold on the sneaky tweaker, I have tried all of the mods alone and the community texture mod and minimalist mod together and the savegame issue only manifests itself when thief: gold is enabled.
I'm running the steam version of Thief 3.
Any ideas what might cause this or what data I might provide to help with debugging it?
You're not alone. I'll look into this tomorrow and get back to you.
A beta is out, which should fix this. Please try it out if you can.
A little update from the map side: I'm inside the Cradle, having made notes about minor bugs alongside. One not so small issue was that apparently several AIs in the City sections don't patrol although I bet they should, e.g. the City Watch guard in the street corner of Stonemarket proper, to your left hand when you enter it from Plaza. Another was a guy at Old Quarter's gate to Auldale, although later he (or a different one) patrolled there. Still, a hammerite stood firmly at the end of the small tunnel leading to the place where you can see the Cradle and enter the sewers with the Pagan shaman.![]()
This could be a good Modernization patch for Thief: Deadly Shadows.
I do hope however that too many artistic liberties are not taken and that in the end it will be a viable option for people wanting to experience a bug-fixed very-vanilla-feeling play through with full size maps/levels. (yeah.. that development hindering 64MB of RAM on the original Xbox truly was such a detriment to TDS / DXIW.)
The combining of the split levels into full ones sounds fantastic, the addition of 'proper briefing videos' I don't know, depends how close they feel to the artistic style of the original developers existing work in other areas of the game... and why the removal of the ambient fog & blue tint- i always pictured The City as a medieval era city in England- fog included. Idk... somewhat reminds me of what would happen if you removed the green tint from Fallout 3?
Keep up the good work- will stop back by in the future and check it out further then
The fog has been restored. As for the briefing videos I'm sure they'll be optional.
I've prepared a museum map file that fixes the empty endgame bug. Now I'll turn to the dozens of other (hopefully) small issues. With luck, things should be ready before Christmas.
Edit: New ibt export feature worked well!![]()
Just an anticipating player dropping by. What do you think, when the final release will be available? I kind of want to replay TDS (and really finish it this time), but I'm not sure should I just wait a bit longer, or...
Great work everybody!
I would love to get it off my back before Christmas, if alone for my own mental stability.I'll see what I can do this evening, it more or less depends on if the bugs I've noticed are indeed small-scale or symptoms of something bigger.
No real idea, but I've removed the game day script from one of the Difficulty actors. The others didn't have it as far as I could see so I don't know where the second is hiding.Originally Posted by snobel
Edit: Made it through app. half of the list. The fixes include several original ones, the most notable of which are the missing blue glyph emitters in the Keeper Compound after destroying Orland's seal. I'm not sure about a female elder and a male scribe near Artemus's room. They have "patrols" to just stand there and look at things which seems rather odd. However, it would be a major intervention to give them more natural patrols. What do you guys think?
Last edited by Beleg Cúthalion; 16th Dec 2014 at 15:58.
Unless it's a bug, or other oddity, I wouldn't bother "fixing" it. If the designers set them up to stand around and look at things, they might have been simply trying to increase the variety of things that NPCs do.
Apologies if this has been asked already, but how close if at all is all ther training stuff to being removed from the tavern at the start of the game?
It would be easy to simply remove e.g. the footprints but my idea was to completely disable the dozens (!) of tutorial features for any difficulty above EASY or NORMAL. However, this task will take considerably longer and would only be doable until Christmas if I had nothing else on my schedule. I'll try to get something done but it will be for an update somewhere in the future.
Meanwhile, a couple of bug fixes, among them the clipping error with the sliding museum floor panel and a navmesh bug which caused one of the enforcers in Old Quarter to walk against the solid Keeper door (although I'm thinking to remove it permanently from the navmesh since most AIs are not supposed to see the way through the wall anyway). I'm also inclined to add a new notification once you've read Carmen's advice about the artefact replicas (or bought them) because it's rather unintuitive to frob the pedestals in the museum after stealing the original, especially since the plaques and buttons make it less likely to be highlighted straight away.
I'll probably have to go back to the vanilla SouthQuarter and do all changes (hehe...which were it again?) if the Perry thing talking about Lady E constantly cannot be fixed otherwise. I'll surely be busy on Wednesday morning.
Edit: Maps have been sent to snobel. Not everything is shiny yet but the endgame bug should be gone and several other issues.Merry Christmas everyone!
Last edited by Beleg Cúthalion; 24th Dec 2014 at 05:09.
Merry Christmas! New maps received - getting an update out might take a few days...
Edit: It's out.
Last edited by snobel; 26th Dec 2014 at 05:39.
I am having an issue completing St. Edgars Cathedral, I put holy symbol in, and the gear to bring the cage down, and grabbed the Chalice, but the objective is not checked off.
I haven't tried the version that just came out yet, as it sounds like it won't fix this issue.
I believe I fixed it:You might be able to smuggle a savegame from e.g. Garrett's apartment (since this map wasn't changed for quite a while) into the T3Gold mod folder (the new Sneaky Upgrade creates a menu for these folders in the start menu now) so you don't have to play everything up to St Edgar's to test it.
If you're installing the fat SU 1.1.4.2 and want to continue from a City save, then besides copying it into the correct savegames folder ("SaveGames-T3G-1.1") you need to make sure that it contains a text file named SaveGame.txt, and that that file contains the text "T3G-1.1" (no quotes). Otherwise the save won't show up in the game.
Mod saves are in the standard SaveGamePath location btw., in a mod and version specific folder as shown above. It's only for FMs that they are in the FM installation folder itself.