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Thread: Thief 2 HD Texture Mod

  1. #351
    Zombified
    Registered: Sep 2004
    try editing dark.gam.dml, find

    +ObjProp "CreatureMod" "TimeWarp"
    {
    "" 0.85
    }
    and try a value of 1.00 (that should be the default speed). note that this will affect more AIs, not just the servants, as far as I can tell.

  2. #352
    New Member
    Registered: Mar 2010
    Location: Germany

    Yes, thank you! That´s what I wanted, normal AI walking speed, but more aware.

    Okay, now I did some more testing and guards (haven´t met any creatures yet) are behaving like in Thief 1 Difficulty Mod. (never played the T2-DM, but I guess it´s the same.) Pretty good

  3. #353
    Zombified
    Registered: Sep 2004
    that's the beauty of dml mods - anyone can edit them easily.

  4. #354
    New Member
    Registered: Mar 2010
    Location: Germany
    Yeah, it is indeed beautiful

  5. #355
    New Member
    Registered: Jul 2019
    Location: Germany

    face on the backside

    Hello,

    I've installed a fresh Thief Gold, the patch "darkproject133", the german patch, TFix 1.27 and HD Mod 1.2.
    The textures looks beautiful!!! But the watchman in the training has his face on the backside of his head.
    And in the first mission, the man in the street have a white face. I haven't check out the rest...

    Do you have an idea or help? Thank you :-)

  6. #356
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by IvyLovecraft View Post
    Hello,

    I've installed a fresh Thief Gold, the patch "darkproject133", the german patch, TFix 1.27 and HD Mod 1.2.
    The textures looks beautiful!!! But the watchman in the training has his face on the backside of his head.
    And in the first mission, the man in the street have a white face. I haven't check out the rest...

    Do you have an idea or help? Thank you :-)

    Please follow these install instructions for 'Thief Gold HD mod' <
    Last edited by Gecko; 9th Jul 2019 at 17:52.

  7. #357
    New Member
    Registered: Jul 2019
    Location: Germany
    Gecko: it works, thank you.

  8. #358
    Member
    Registered: Nov 2004
    Location: Twinsburg OH
    Using 1.0 HD mod. everything looks great but the blood splatter on the ground keeps repeating the initial animation. sometimes it just disapears on its own.

  9. #359
    Member
    Registered: Nov 2004
    Location: Germany
    @Tobias

    Is it on original or fan missions?

  10. #360
    New Member
    Registered: Aug 2019
    Location: Wigan, North West, UK
    I'm having an issue in Mission 2 of Thief 2 (Shipping and Receiving) where a number of guards who I'm assuming were supposed to be patrolling on the metal walkways on the 2nd floor of Building A are now on the ground floor in a couple of places close to said metal walkways, some in awkward places where I am now forced to use the walkways above them to get by. I've applied T2Fix to the game as well as the HD Mod where graphics are concerned and for the life of me cannot figure out what's causing the problem.

    Any help or advice would be greatly appreciated.

  11. #361
    BANNED
    Registered: Aug 2019
    Just love it, really so nice.

  12. #362
    New Member
    Registered: Aug 2007
    I wonder is this a bug with the HD mod in particular:


    Spoilers for Thief 2 - level 2 ahead.


    Anyone found when they find a candle in the secret place in President's Rampone's Office and take it, it doesn't go into your loot but just stays in your hands and if you drop it, it floats in mid-air? Even stranger, by grabbing it it resets my "completed loot" checkbox. I'm playing the GOG version with both T2FIx and the HD mod installed.

    P.

  13. #363
    BANNED
    Registered: Aug 2019
    Great job and looking so cute too.

  14. #364
    Member
    Registered: May 2015
    This looks amazing! One little suggestion though, is there anyway we can get a version with flat/vanilla grass but animated leaves on the trees? I like the wind effects, but the grass is too long for my liking. It also has noticeable pop-in/short draw distance, not to mention tanking performance at 4k.

  15. #365
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Quote Originally Posted by Cynder678 View Post
    I'm having an issue in Mission 2 of Thief 2 (Shipping and Receiving) where a number of guards who I'm assuming were supposed to be patrolling on the metal walkways on the 2nd floor of Building A are now on the ground floor in a couple of places close to said metal walkways, some in awkward places where I am now forced to use the walkways above them to get by. I've applied T2Fix to the game as well as the HD Mod where graphics are concerned and for the life of me cannot figure out what's causing the problem.
    I checked this. It's not a HDMod issue, but an issue.
    Guards are supposed to go to patrol points on catpieces. Doesn't always work very well, it's already an issue in Old/NewDark. But in ND 1.27, it became a huge mess, because every guard doesn't find his patrol point on the catpeace any more. So a crowd of guards is going down to the yard standing right beneath their CurrentPatrol point which is on a catpiece actually.
    This is the same issue mentioned here

    https://www.ttlg.com/forums/showthread.php?t=150015

    Some mission data for DromEd as an example: Follow guard 671, he's supposed go to his point 798.

    btw, catpiece 498 has to be fixed. There's a "gap" in pathfinding.
    Last edited by Unna Oertdottir; 20th Nov 2019 at 07:05.

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