Wallaby on 15/6/2023 at 11:12
Ok guys, thank you very much for your help, but I think I have a problem with this keeper, infact, right after the flashback of the apprentice mage the games refuses to go on, and I'm blocked again, can someone just go on until the keeper stops talking and then give me back the save?
(
https://drive.google.com/file/d/1PhETymM8vQ8119IenrdUCXox8r2zPwff/view?usp=drive_link) https://drive.google.com/file/d/1PhETymM8vQ8119IenrdUCXox8r2zPwff/view?usp=drive_link
Wallaby on 15/6/2023 at 11:19
Quote Posted by baeuchlein
Hm. I downloaded the savegame, went straight to Garrett's home, talked to Lennard, went down into the cellar, back up to continue speaking to Lennard, and everything worked. When he vanished (as he should), I stopped playing. It does not seem to be a problem with the mission or the savegame.
However, when I made the necessary scripts for the mission inaccessible to the game (by renaming the
osm folder of the game as well as deleting the scripts (
NVScript.osm,
tnhscript.osm,
script.osm) from the Broken Triad FM folder), the conversation stopped at exactly the point you mentioned. By the way, I also saw no subtitles then, although Keeper Lennard's lines
are subtitled. Did you see these subtitles?
Anyway, it looks like these scripts do not work properly (or maybe not at all) for you. Strange, there seems to be an epidemic of script failures these days...
-scratches head-Strange, I have all the files that you mentioned, btw I don't have subtitles during all the conversation with Lennard. I've played quite a few fm's but it's the first time i encounter a problem like this.
fortuni on 15/6/2023 at 11:50
Have played up till Keeper Lennard tells Garrett what he needs to do before wimping out himself because he has 'research to do'. Don't know about you but if I'm in trouble the last people I want to have on my side are any of these cowardly, pathetic, lazy, good for nothing 'I need to disappear to do some research' Keepers. :cheeky:
New (
https://drive.google.com/file/d/1bZzCcATnvBujGmFHZz6m6DJynTYhOkHA/view?usp=drive_link) Save (new objectives received)
baeuchlein on 15/6/2023 at 12:40
I wouldn't be surprised if the apparent script problem would rear its ugly head once again. The missing subtitles are a bad omen, if you ask me.:sweat:
One potential problem here is that the mission has its own (and outdated) set of the scripts. Depending on how DML fixes try to make sure that the newest script versions are used, there are numerous possibilities for script failure. Furthermore, there are at least two configuration files in my T2 NewDark installation which contain references to the osm folder - plenty of room for trouble, unfortunately.
fortuni on 15/6/2023 at 14:06
@ Baeuchlein
There's no dml for this mission so no script should be being loaded other than those already in the FM folder, unless you were suggesting that a potential future dml was made to force the mission to load the correct and latest scripts.
Wallaby on 15/6/2023 at 18:58
I managed to reach the cutscene in the white cathedral, and then the game blocks completely, again, so is someone able to do that cutscene for me, please? Is just a matter of seconds, the save I'm linking below is just before the cutscene.
(
https://drive.google.com/file/d/1y6yFzRTR3TDSPcKkqHhEU3kubZ0F6Y7v/view?usp=drive_link) https://drive.google.com/file/d/1y6yFzRTR3TDSPcKkqHhEU3kubZ0F6Y7v/view?usp=drive_link
baeuchlein on 15/6/2023 at 21:10
@fortuni
I was thinking that a DML somewhere in the T2FMDML package would
always try to load the newest script version(s), but I was wrong. I mixed up such a DML with one that was made for Haplo's "Insanity's Crescendo".
However, I have indeed found a mechanism that overrides loading the script modules from the FM folder. It's the "uber_mod_path" setting in
cam_mod.ini. In my installation, the relevant lines in
cam_mod.ini are:
Code:
; these are mod paths that override the active FM in the search order
uber_mod_path .\OSM
The first line is just an explanation/comment, but the second line indeed tells the game to look for some files in the
osm folder
before looking for them in the folder into which the FM has been unpacked by FMSel.
If I leave the second line as-is, then
thief2.log states that NVScript v1.2.8 from 2021 is being loaded. If, however, I "comment out" this line, then NVScript v1.0.10 from 2008 is loaded instead. Given that "Broken Triad" was published in 2008, the latter script version must be the one from "Broken Triad", while v1.2.8 is the one T2Fix v1.27e placed in my
osm folder inside the game's main folder.
Similar things happen with
tnhscript.osm and
script.osm as well, by the way.
And once again, if I make both the scripts from "Broken Triad" as well as "T2Fix" inaccessible for the game, I get exactly where Wallaby hangs: The cutscene in the White Cathedral starts, but neither is there Garrett's body in the magic circle, nor does Lennard appear as he should.
I think it's time to check what Wallaby's
thief2.log says about NVScript and the other two script modules. AFAIK, there are other cutscenes to come in the campaign, and I wouldn't be surprised if these would hang again for Wallaby.
fortuni on 15/6/2023 at 21:28
I'm don't understand scripts and mod paths as you know well, but it sounds like your suggesting that this uber_mod_path command in T2Fix will cause the wrong scripts to be loaded under certain circumstances, if that's the case why would Jax have placed that command there? I'm guessing it's correctly there (Jax does know what he's doing after all) bearing in mind neither you or I experienced Wallaby's scripting issues, so why is this mod path causing Wallaby grief?
It would be nice if Jax could join the conversation but he hasn't been very active on the forum recently so I can't say when he'll see this discussion, but I'll send him a PM via Shadowbox, at least then he should receive an email.
@ Wallaby
What scripts do you have in your OSM folder and your FM folder
Are you playing with T2Fix installed?
Did you install the FMDML package when you installed T2Fix?
baeuchlein on 15/6/2023 at 22:49
I'm also just beginning to learn about scripts, paths & their priorities, etc.. I don't think that this "uber_mod_path" is something wrong, but rather something right - it's obviously there because several older FM archives contain old versions of standard scripts, and whoever thought of the "uber_mod_path" (possibly Le Courbeau/The Raven, since it's an option in cam_mod.ini and therefore something NewDark reads from that file) most likely wanted to make sure that newer script modules are preferred over ancient ones in any old FM zip file.
I instead think that this does, for some unknown reason, not work for Wallaby. Maybe it's not yet configured in his cam_mod.ini, or maybe there is another reason. But one way or another, the Thief2.log file found in the game folder after starting a mission should tell which scripts (including versions & file dates) are loaded, and if these are outdated (=pre-2021 for NVScript.osm and/or script.osm, pre-2009 for tnhScript.osm - yes, this one is that old, yet still accurate!), we could look for the reason why this is so.
If, however, the Thief2.log file says that the scripts are loaded and accurate, then I'd suggest talking to Glypher or someone else who knows how to analyze this situation.
The T2FMDML package seems to be irrelevant in this case. As you said, there's no DML (AFAIK, of course) that is either made for "Broken Triad", or that would change something about the scripts generally. That was an error on my side.