calmflow on 3/6/2013 at 04:01
This is fantastic, I'm halfway through a no magic (no blink (except for the 2 occasions it has been necessary to continue), bone charms or runes) run and this mod has spiced life up and made the game so much more fun.
Looking forward to further updates (if they can be achieved.)
EDIT: I'd love to know what you've found through the files because I can't find info anywhere about what things affect, I've only really been able to attach springrazors to walls of light (pointless as the wall evaporates it when someone walks through).
jdv on 5/6/2013 at 15:25
Quote Posted by calmflow
EDIT: I'd love to know what you've found through the files because I can't find info anywhere about what things affect, I've only really been able to attach springrazors to walls of light (pointless as the wall evaporates it when someone walks through).
I've been playing with unpacking the compiled files to see what is inside. My hope is that I can control some of these hidden settings using a standard .ini file, so don't lose hope about those proposed changes yet!
Everything I've found has been mostly trial and error / guessing from the sometimes strange setting names. There's no master list that explains what is going on. Then I would iterate over the same area over & over & over & over with slightly different settings to get it "feeling" good: sharp guards and fair gameplay. If you want to help, the best strategy I've found is saving right before your favorite scene, quitting the game, changing something (and taking a note of it!!!), remember to set that .ini file back to read-only, and then jump back in to see how things are different. I usually go for big changes at the start so that they are obvious. A lot of those big changes actually ended up in the mod: quite a few of the settings are 2x their defaults (so I guess the game is 2x harder?) But I'm still open to tweaking those things.
The great thing about dishonored is the devs really created an amazingly detailed world with tonnes of emergent properties. Therefore, changing little things in these .ini files has pretty incredible ramifications in the game world. This sort of mod only works with a well-crafted & complex game.
lammiwonks on 8/6/2013 at 09:29
I've been wanting something like this since after my first playthrough, ty :thumb:
The levels I've done are Prison, Campbell, Pendletons, and Royal Physician.
For the most part, everything has been fine. Though the NPCs' improved hearing making them hear other hostile NPCs has created some janky moments, like when a swarm of guards attack a Slackjaw gangster, or a weeper.
The worst incident was when during the Campbell mission, the guards heard something in an alley bellow the street with the art Museum and Laboratory, looked around for the source of the sound, and were eaten 1 by 1 by a swarm of rats. This killed at least 7 guards.
When its working right, which is most of the time, this is great. Maybe you could tune it so sound distance isn't buffed to be so far? Sometimes, a guard hearing your footsteps and getting pissed at you is a little weird when the other 5 guards walking around don't seem to bother him at all. All I know is that I like their improved vision distance and confirmation speed, and the lean being a small peek.
edit: another issue I remembered, placing bodies quietly is an issue and the distance they hear you thwomp carried bodies to the floor is annoying.
Ziaeon on 10/6/2013 at 16:26
Not exactly the thread for this, but since this is somewhat recent I'll ask here:
I intended to play this game over again, opting for a nonlethal approach this time, as I had just done a nonlethal playthrough of Deus Ex and it was a lot of fun. However, it just seems like the game mechanics are not really set up for this. Maybe I haven't toyed with it enough, but let me present to you a situation:
In the very first mission, where you must scatter the thugs knocking on Grannys door, how do you take them all out in a nonlethal way without being seen? The only luck I've had has been with a clumsy combination of blink/choking one of them and then sleep darting the other. I tried using the sleep dart first and then choking the second, but the third always notices. That wouldn't be so big of a deal except that my option from there is pretty much blink away and wait for him to forget me. I can see how this might get easier once I have the Slow Time skill and the Possess skill, should I just wing it until I do, or is there a mod that replaces the Sword with a blackjack or something...
lammiwonks on 10/6/2013 at 20:00
Quote Posted by Ziaeon
Not exactly the thread for this, but since this is somewhat recent I'll ask here:
I intended to play this game over again, opting for a nonlethal approach this time, as I had just done a nonlethal playthrough of Deus Ex and it was a lot of fun. However, it just seems like the game mechanics are not really set up for this. Maybe I haven't toyed with it enough, but let me present to you a situation:
In the very first mission, where you must scatter the thugs knocking on Grannys door, how do you take them all out in a nonlethal way without being seen? The only luck I've had has been with a clumsy combination of blink/choking one of them and then sleep darting the other. I tried using the sleep dart first and then choking the second, but the third always notices. That wouldn't be so big of a deal except that my option from there is pretty much blink away and wait for him to forget me. I can see how this might get easier once I have the Slow Time skill and the Possess skill, should I just wing it until I do, or is there a mod that replaces the Sword with a blackjack or something...
Either you skip them entirely, or you can do what I do: I choke the guy furthest from the door and backstep while choking, blink to the 2nd floor of Granny's building and drop the body, get behind the next guy furthest from the door and line it up so I can sleep dart the guy knocking on the door, then as fast as humanly possible I choke the guy I'm next to. I'm pretty sure you can still get ghost/no bodies found in the ending summary if you are really quick. I'd double check somewhere else first though.
lammiwonks on 12/6/2013 at 21:24
any news on the mod?
calmflow on 12/6/2013 at 23:54
Quote Posted by Ziaeon
Not exactly the thread for this, but since this is somewhat recent I'll ask here:
I intended to play this game over again, opting for a nonlethal approach this time, as I had just done a nonlethal playthrough of Deus Ex and it was a lot of fun. However, it just seems like the game mechanics are not really set up for this. Maybe I haven't toyed with it enough, but let me present to you a situation:
In the very first mission, where you must scatter the thugs knocking on Grannys door, how do you take them all out in a nonlethal way without being seen? The only luck I've had has been with a clumsy combination of blink/choking one of them and then sleep darting the other. I tried using the sleep dart first and then choking the second, but the third always notices. That wouldn't be so big of a deal except that my option from there is pretty much blink away and wait for him to forget me. I can see how this might get easier once I have the Slow Time skill and the Possess skill, should I just wing it until I do, or is there a mod that replaces the Sword with a blackjack or something...
I exited via the upstairs balcony and navigated my way across the way until i was crouched behind the corrugated iron 'wall' somewhat behind them, from there I sleep darted each of them in turn, they notice their compatriots falling asleep but it wont bust your ghost achievement, however if you play proper Ghost (no alerts), then you'll need to find another way.
Also, the whole game can be completed non lethally, I've done it twice, one with magic, the second time was no magic (blink, runes or bone charms) + Ultimate Difficulty Mod.
(blink was required twice, once when ascending the water lock in return to the tower and the other was when escaping from the cell the whalers keep you in)
jdv on 16/6/2013 at 15:36
For those wondering:
Work on the mod is alive but progressing slowly with other obligations looming. I have been tweaking the current settings to feel right, but have had trouble changing the price of items in the shops / spells.
I just now figured out how to change the price of the "abilities": power jump, dark vision, etc. I think I'll be able to work out the same thing for the magic powers. Then, I will make it such that you can only afford 3 powers fully upgraded assuming you obtain all the runes in the game, forcing specialization.
Equally important will be changing the mana-regen settings, but I can't figure that one out yet.
I've also implemented some changes to how the sleep darts work :sleep serum now takes some time to work it's way up into the brain, so the only way to use them without raising the alarm is to shoot isolated guards, and immediately hide. The guard will look around for the cause of the pain, but won't raise an alarm if he does not see you.
For those eager to help:
1) Look through the .ini files in the directory this mod is installed in. See what minor changes do to the gameplay and post recommended changes here.
2) (Advanced) Go here: (
http://www.gildor.org/downloads)
Decompress.exe and Unreal Explorer can be used to view the internals of 'DishonoredGame.upk', found in {installDir}/DishonoredGame/CookedPCConsole
Inside this file is (almost) all of the settings tweaked by the .ini files, as well as a plethroa of new ones directly related to the goals I cannot seem to achieve. For example, blink mana costs and blink distance per level. However, these files are not directly moddable as far as I know, so I need to figure out how to tweak these settings from the .ini files as I have for everything else. If you are motivated PLEASE help me with this. It will befit the community greatly :)
Cheers, Joseph
Mr.Bueno on 18/6/2013 at 09:14
This is an excellent discovery, sir. I wasn't able to open your .rar file (because I don't have WinZip and I can't use its evaluation version) so I started to make tweaks into .ini files myself. I have made a few discoveries that might be of use to add into your mod:
1. Pistol Effectiveness
In your videos where you introduce Ultimate Difficulty Mod, you seem to rely much on using the pistol (as anyone would who plays on High Chaos and doesn't want to be stealthy). In my opinion, the upgraded pistol with short-range spread damage is quite overpowered. I've been able to remove the short-range spread damage from the upgraded pistol, and it changes the combat quite much:
You have to actually aim towards opponents. Shots that miss won't do damage, or even more importantly, won't stagger opponents. Make every shot count, as precision is needed to hit. You won't be able to rush into a group of enemies, fire four shots wildly before (auto-)reloading and wait for smoe to clear and see that opponents are either dead, knocked down or staggered. Of course, bullets that hit stagger. This makes the combat harder, and it can be made even harder by reducing the time which is required for opponents to aim. It makes sense that you can't stand on open against three Watch Officers who are aiming at you.
2. Modifying Powers
As you have already found out, passive Powers are easily modified. My suggestions on them are that their Rune costs should be raised by one for each level. As Vitality Level 2 would cost 4 Runes, you could increase the health regeneration it gives, because in my opinion, the health regeneration it gives is not quite useful in itself.
Agility Level 2 could be modified to make player more agile rather than increase overall speed. I've been able to make Agility Level 2 to allow player to sprint in sideways and backwards. This improves at least ability to dodge projectiles as you can strafe faster facing towards your opponents.
There are settings for Bent Time as well which seem to slow down actions i.e. things pulled from Bend Time move slower, and therefore making Bend Time less effective.
Modified Windblast, however, is my favorite. By default, Windblast does damage as it hits opponents i.e. opponents can be killed before they hit the walls or drop down from height. I've been able to remove aforementioned initial damage and add some height which oppnonents are thrown rather than the distance they are thrown.
This make Windblast more interesting to use, as it will be easier to throw opponents down from heights. This also makes Windblast more non-lethal to use, as you could throw opponents in open area without killing them. Opponents do die, of course, if they hit walls hard enough or drop down from high enough. This is made easier to do, and so Windblast is made more of a non-lethal Power.
The greatest improvement that could be done is what you have already mentioned: Reduce Blink distance and Mana regeneration. I hope that my discoveries could be of use to you.
june gloom on 18/6/2013 at 09:57
Just get 7zip. Problem solved.