Hellerhouse TG FM Nov. 30/2003 - by Stringgod
fortuni on 6/4/2021 at 21:45
Courtesy Glypher, these dml's have been available on Darkfate for sometime.
Fixes reversible objective in the tunnel, prevents mantling up onto all objects (trees, statues, boulders) surrounding the mansion so you need to find the tunnel to access the mansion, as was the only possible way with Olddark.
PS. Both dml's need to be installed to activate the no mantle fixes.
Code:
DML1
//TG FM: Hellerhouse by Stringgod / Fixes: miss20.mis.dml
//goals
+ObjProp 239 "Scripts"
{
"Script 0" TrigContained
}
+Link 239 344 "ControlDevice"
{
}
+Link 239 345 "ControlDevice"
{
}
+ObjProp 344 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 344 "TrapQVar"
{
"" =1:goal_irreversible_0
}
+ObjProp 345 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 345 "TrapQVar"
{
"" =1:goal_irreversible_5
}
//mantling
+ObjProp 170 "PhysCanMant"
{
}
+ObjProp 313 "PhysCanMant"
{
}
+ObjProp 315 "PhysCanMant"
{
}
+ObjProp 316 "PhysCanMant"
{
}
+ObjProp 317 "PhysCanMant"
{
}
//patti
ObjProp 111 "AI_AlrtRsp"
{
"Priority" Very high
}
//sword (carmana)
+ObjProp 138 "NoDrop"
{
"" true
}
//books
-ObjProp 217 "PhysType"
ObjProp 217 "Position"
{
"Location" -32.6151, -51.5731, -71.8502
}
+ObjProp 217 "PhysType"
{
"Type" OBB
}
-ObjProp 218 "PhysType"
ObjProp 218 "Position"
{
"Location" -32.6151, -51.5731, -72.3202
}
+ObjProp 218 "PhysType"
{
"Type" OBB
}
-ObjProp 219 "PhysType"
ObjProp 219 "Position"
{
"Location" -32.6151, -51.5731, -72.7902
}
+ObjProp 219 "PhysType"
{
"Type" OBB
}
-ObjProp 220 "PhysType"
ObjProp 220 "Position"
{
"Location" -32.6151, -51.5731, -73.2601
}
+ObjProp 220 "PhysType"
{
"Type" OBB
}
//table
-ObjProp 202 "PhysType"
+ObjProp 202 "PhysType"
{
"Type" OBB
}
//barrels
+ObjProp 263 "FrobInfo"
{
}
+ObjProp 266 "FrobInfo"
{
}
//pail
-ObjProp 282 "PhysType"
ObjProp 282 "Position"
{
"Location" 33.6441, -24.9831, -107.71
}
+ObjProp 282 "PhysType"
{
"Type" Sphere
}
//secret doors
+ObjProp 469 "BlockFrob"
{
"" true
}
+MetaProp 469 -2420
+MetaProp 645 -2420
//levers
+ObjProp 17 "RenderType"
{
"" Not Rendered
}
-ObjProp 643 "PhysType"
ObjProp 643 "Position"
{
"Location" 2.16, -55.8556, -8.8922
}
+ObjProp 643 "PhysType"
{
"Type" OBB
}
//useless eye
+ObjProp 118 "FrobInfo"
{
}
//plates
+ObjProp 633 "InvType"
{
}
+ObjProp 634 "InvType"
{
}
+ObjProp 635 "InvType"
{
}
Code:
DML1
//TG FM: Hellerhouse by Stringgod / Fixes: gamesys.dml
//trees
+ObjProp -489 "PhysCanMant"
{
}
//books
+ObjProp -198 "FrobInfo"
{
"World Action" None
}
//table
+ObjProp -38 "PhysDims"
{
"Size" 4, 2, 0.5
}
baeuchlein on 7/4/2021 at 16:36
BTW, your fixed version of "Hellerhouse" with missflag.str does work for me as well; without the missflag.str, the mission did not start correctly when using FMSel or NewDarkLoader. I did not test it with other FM loaders.
The rope arrows, however, still get destroyed when I shoot them into the wooden ceiling above the large barrels labeled "Crate" on the outside of the house. No idea what's wrong there.
fortuni on 7/4/2021 at 16:40
Glypher made that dml sometime ago, it was posted on Darkfate, don't know if he knew about the rope arrow issue. I'll let him know.
Edit: Not sure where you mean. Do you mean the over hanging ceiling where the trap door is? If your talking about that ceiling my rope works normally.
I can't find any sign that says 'Crate'. Got a screenshot?
baeuchlein on 8/4/2021 at 20:38
Yes, the spot where the rope arrows suddenly malfunctioned is the over hanging ceiling with the trap door leading to the attic. On my first attempt to go in there, I could shoot rope arrows into the wooden ceiling around the trap door, and the ropes would deploy, I could get into the house there, and then do my thieving there. Later on, without any apparent reason, this suddenly did not work any more, and the rope arrows got destroyed with a sound as if the ceiling was made of stone instead of wood. Reloading an older saved game where the arrows had still worked did not help - they were now also destroyed if shot at the wooden ceiling. BTW, I did not use any special DML fix for the mission so far; I have FMDML installed by TFix v1.27, but not any other DML fix. AFAIK, this FMDML so far does not contain Glypher's DML fixes for the mission.
I had not time to do more thorough research, though, as I have to deal with a lot of real-life trouble just now.
About the "Crate" barrels: The wooden barrels below this over hanging ceiling, standing close to several "real" crates there, can be carried. They will then appear as a junk object in Garrett's hands, and this object can be carried around or thrown away, but it won't really go into inventory. The barrels will not be labeled "Barrel" while carried, but "Crate" instead. So, there is no label in the form of, e.g., a sign on the wall, but the label that this object gets if Garrett carries it around. I do not think that this has to be fixed, though, as it does not harm progress in the mission in any way.
Marbrien on 12/4/2021 at 16:15
I just played this using the fixed version (post #83) and the two DMLs (post #89). The only issue I encountered was that the mission would not end, even though I had max loot and had achieved all objectives except 'leave the way you came in'. Not a big deal obviously.
fortuni on 12/4/2021 at 16:55
I'm guessing you either read something in the forum or read in one of the walkthroughs that says that to finish the mission you are meant to return to where you started, but because the author had set things up badly you had to return to the burrick pen tunnel to complete the first objective for a second time in order for the mission to end.
I said that in my walkthrough many years ago because that is what it says in the forum, but in those days I didn't know much about Dromed so never checked out the mission quest data all those years ago, but looking at the mission quest data now, yes you are meant to return to the tunnel between the grounds and the burrick pen. Not only had the author made objective #1 reversible he also made the burrick pen tunnel the finishing location, so that's all you need to do, go back there and the mission will finish. So what I say in my walk still stands, even if it's all a bit odd.
But it's all very weirdly set up, so I'll talk to Glypher, it's his dml. I think it maybe best if we set the finishing point to be where you started if we can do that, but that would be a significant change to an author's original intent, something we do not do lightly or without very good reasons.
Edit: We've amended the dml and hidden the lever by the gate, this now forces players to return to the burrick pen tunnel to exit the compound, thus making players complete the mission as the author intended before they have the chance to get back to the starting position. Hopefully this will remove all previous confusion.