marbleman on 9/4/2022 at 10:38
I see. The issue fixed itself when I launched the game next time, but just to make sure it doesn't re-appear, I'll make sure to update to the latest T2Fix.
jay on 31/10/2022 at 09:11
I am having a problem with putting the darkwood tree root in the chipper in the first mission.
I've got the key and opened the chipper, but just absolutely cannot manage to drop the root.
Looking through the last few pages of this thread, I see that there are some problems related to older scripts in Broken Triad...Could this be related to that or am I doing something dumb?
Appreciate any help that folks can offer!
baeuchlein on 31/10/2022 at 10:05
What you attempt to do should work. My old notes for this mission don't say whether you need to do something before attempting to put the root into the chipper, but the idea is completely right.
EDIT: I have now played the mission far enough to use the wood chipper. It worked. I unlocked the chipper first, opened the lid, and then put the Darkwood root into it by "releasing" (dropping) it. The root cannot be thrown, it has to be dropped so that it falls through the opening previously closed by the chipper lid. If that is not possible for you, then I believe you've found a bug - but I can't replicate it.
jay on 31/10/2022 at 23:44
Omigosh!! I am a dummy and you are a saint!!
I've been trying to "use" it (R click) on the chipper. I never even considered "dropping" it. I'm actually playing it on a Steam Deck so will probably have to do some small shenanigans to use the right key.
Thank you so much!!!
EDIT: Was able to bring up the virtual keyboard and drop it...Thank you again!!!!
downwinder on 1/11/2022 at 00:45
^^^ all hail the master builder
Relayer2112 on 23/12/2022 at 01:27
I've just finished this FM for the first time and it is as close to the perfect FM as I've played (there are still many "classics" that I have yet to play, but this one will be hard to top). Stocked to the brim with logically solvable, but tricky puzzles that made me think outside the box time and time again.
I got stuck many times in both parts of the campaign and I steadfastly refused to look up any hints. It was clear to me from early on that if I was stuck, it was my own fault and that this campaign deserved my full mental effort.
Eshaktaar...thankyou so much for the visual splendor that you provided all those years ago and for the nice workout it provided my brain. If you're still out there, I hope it gives you some satisfaction that your work is still enjoyed greatly by the community.
Hit Deity on 23/12/2022 at 15:29
I just wish I could get it to launch properly. The loadout screen comes up, but no matter what I choose, even just clicking Play Mission, it just crashes after loading almost to completion.
Similar thing happens in Ominous Bequest, except I choose one of the difficulties and then when the loading progress gets almost to completion, it crashes. I've not experienced this in any other FM that I can recall, and certainly not lately (have played over a dozen just fine: old and new).
Hit Deity on 28/12/2022 at 18:07
Ok, solved my issue..
AngelLoader has an option under the Mods tab to disable T2FMDML.. unchecking that lets the FM load fine, and so does Ominous Bequest.
fortuni on 28/12/2022 at 19:38
Quote Posted by Hit Deity
Ok, solved my issue..
AngelLoader has an option under the Mods tab to disable T2FMDML.. unchecking that lets the FM load fine, and so does Ominous Bequest.
That's odd, there isn't a dml for Broken Triad or Ominous Bequest, might want to report that issue to Fen.
FenPhoenix on 28/12/2022 at 22:09
Hmm. Both FMs work fine for me - T2FMDML enabled or not - using AngelLoader v1.6.9.2.
When it comes to mods, AngelLoader is doing the exact same thing FMSel is doing, it's just presenting a fancier UI to do it. It's simply passing a string of "disabled mods" to the game (you can see the string in the "Disabled mods:" textbox below the mod checkboxes). If a mod is enabled (checked), it doesn't get passed to the game at all - the game will just load any mod it doesn't get explicitly told not to load.
Could you try those two FMs with FMSel, making sure the "Mod Path Excludes" textbox is blank for both (right click -> Edit... -> Misc tab), and see if the crash happens then?
It definitely sounds like you have something in your T2FMDML folder that relates to these missions, even if there's not supposed to be anything officially (I can't find anything related in mine). Or there could be something "global" in there that is breaking certain FMs for you, I don't know.
The only other thing I can think of is that if you previously had a * (asterisk) in the "Disabled mods:" textbox, that would mean "disable all mods" which would also disable important "patch" mods that might be fixing FMs that would otherwise break. Then, when you unchecked T2FMDML, it would have removed the * and added just T2FMDML, meaning all other mods would then be enabled. However, I tried playing both FMs with the * in the textbox and they still worked. So apart from the above two things, I can't think of what else could be the problem.