fortuni on 17/5/2021 at 10:14
What's your set up? Were you using Angel loader as (
https://www.ttlg.com/forums/showthread.php?t=121515&p=2467121&viewfull=1#post2467121) Arrowgrab was and that is why you replaced the NV Scripts?
I played this only a couple of weeks ago using FMsel + ND1.27d and experienced no issues, I also know Athalle also played in the last couple of weeks and had no problems, and I know she uses FMsel, so maybe the problem lies with angel loader not loading the correct NV scripts?
Edit: Just installed Angel loader and Broken Triad loads correctly with me.
baeuchlein on 17/5/2021 at 13:28
Oversight, there are at least three locations I know of where NVS scripts may appear. One is the FM folder, the next one is the game's main folder (e.g., \Thief2 or \Dark2), and the third one is the OSM folder inside the game's main folder, e.g., \Thief2\OSM. This last one apparently became used after NewDark was introduced. I am afraid you have to check all three for old versions of the NVScript files.
Furthermore, there are three script modules present in the zip archive of "Broken Triad", named nvscript.osm, tnhscript.osm and script.osm. Please check for outdated versions of them in the three folders mentioned above.
Oversight on 17/5/2021 at 15:51
Quote Posted by fortuni
What's your set up? Were you using Angel loader as (
https://www.ttlg.com/forums/showthread.php?t=121515&p=2467121&viewfull=1#post2467121) Arrowgrab was and that is why you replaced the NV Scripts?
I played this only a couple of weeks ago using FMsel + ND1.27d and experienced no issues, I also know Athalle also played in the last couple of weeks and had no problems, and I know she uses FMsel, so maybe the problem lies with angel loader not loading the correct NV scripts?
Edit: Just installed Angel loader and Broken Triad loads correctly with me.
Yes I was using the Angelloader, but scripts unfortunately not working in FM.
fortuni on 17/5/2021 at 17:17
All I can do atm is report this issue to Jax, but the scripts appear work without issue if you use FMsel as a mission loader, so it might not be something that can be fixed via T2Fix, but you never know.
Can you check and see if you have any problem when you use FMsel rather than Angel Loader, I didn't have a problem
If it is an Angel loader issue it might be something for Fen to look into rather than Jax.
baeuchlein on 18/5/2021 at 02:22
I have spent the last five or six hours with testing this issue. It appears to be very complex.:sweat:
Things that influence how likely it is that the scripted events after the start work correctly include the FM loader, the OS, the placement of the scripts and whether the path for the scripts is defined with the "uber_mod_path" variable (in cam_mod.ini; no idea whether it can be placed in other files, too). The "outcome" stays the same for every one of the FM loaders until one reboots. It may vary between different loaders used immediately one after another. Three different scripted events may fail independently of each other if scripts get loaded after all: Displaying text on signs (e.g., the plaque for a statue over an arch close to Sheila Jennings' Apartment, or the signs of the shops), the eerie Hammer sequence after leaving Garrett's home for the first time, and removing the blanket covering Sheila on her bed.
The problems did not occur with Windows 7 for me, but often with Windows 10 (Evaluation version 20H2, I think). It never happened with FMSel (from Thief 2 NewDark v1.27 made with T2Fix v 1.27d), but sometimes occurred with AngelLoader (v1.5.2), and often with NewDarkLoader (v1.7.0).
NewDarkLoader additionally has trouble handling the way language was set up in the FM archive, and possibly only when the game's language is not English. I do not think that this is actually NewDarkLoader's fault, but anyway... this causes more problems with NewDarkLoader, so we should currently not focus on that loader while trying to determine what could be done to make loading of the scripts more reliable.
Best results here (on Win10) were achieved with FMSel and up-to-date scripts in the OSM sub-folder in the game's main folder, and this path defined in cam_mod.ini with the "uber_mod_path" variable/line. That variable/line was set up automatically by T2Fix for me, AFAIK. In my case, the line read "uber_mod_path OSM".
Enough testing for today, I think.
fortuni on 18/5/2021 at 05:58
@ Oversight
It would appear that this script issue can be resolved with the latest scripts, patch your T2 with the latest T2Fix (1.27d) and all should be good.
Oversight on 20/5/2021 at 18:43
Just patched my T2Fix and EVERYTHING START WORKING AGAIN! Just how it should!
Thanks everyone! Appreciate your help so much!
marbleman on 8/4/2022 at 17:34
Here we go again...
Quote Posted by marbleman
There is a bug in the second mission with the star gems. When you use a star gem it is supposed to disapper from your inventory, but sometimes it does not. So basically you can just pick one and power up all the devices with it. Is it also the problem of custom scripts?
Replaying this mission today, this bug is still there, and I can't get rid of it. I tried placing every possible version of NVScript both into the mission folder and into my Thief directory, star gems are not consumed on use.
fortuni on 8/4/2022 at 19:07
I recently played this mission and every star gem was destroyed when I used it on a glyph, so don't understand what maybe causing you issue, but have posted a query over at Shadowbox, Jax is the scripting wizard, maybe he can suggest why this might be happening.
fortuni on 9/4/2022 at 05:52
Marbleman it's a NVScript issue. What version of T2Fix are you playing with? Playing with the latest T2Fix 1.27e (must have checked the optional Common Script Module when installing T2Fix) should prevent this issue occurring.
Here's Jax's detailed comments over at Shadowbox
Quote:
Firstly, it is pertinent to note that all custom script modules included with this mission are fairly old and appear to fail to load outright. However, if using T2Fix with the common script modules installed, this is not an issue because the up-to-date third-party script modules have loading priority over those included with FMs. Otherwise, manually replacing the old modules is required to alleviate this issue.
This does not seem to be the issue that marbleman is encountering, however. Rather, it appears to be the issue with NVScript that we discovered in Keeper of Infinity. Specifically, the "^" targeting identifier does not work if a minimum distance is not specified. The receptacles for which the gems are used employ this identifier to target the gem in the player's inventory and decrease its stack count. Thus, the targeting will fail with certain versions of NVScript and the gem will not be consumed. This said, is worth noting that this issue has been fixed since NVScript 1.2.7 (the latest is version 1.2.9) and should not occur with any recent T2Fix release. In fact, this issue should only occur with T2Fix 1.27b and any older versions, which were all released before NVScript was updated to fix this issue. This is why you were able to complete the mission without issue recently.
If marbleman is using T2Fix, the reason that replacing the NVScript module in the FM directory, as well as in the main installation directory, failed to fix the issue is due to the fact that T2Fix places third party script modules such as NVScript in the "OSM" subdirectory. This subdirectory is given loading priority over other locations in an attempt to mitigate issues caused by old modules, like those exhibited in this mission. Consequently, marbleman's issue can likely be solved by either replacing the NVScript module in the "OSM" directory with a newer one (version 1.2.7 or newer) or by simply updating to a T2Fix version more recent than 1.27b.