New Horizon on 15/10/2013 at 17:20
Quote Posted by snobel
It's not a simple ini-file change as far as I know. I've been dissecting the Minimalist Project because I'm integrating it with my patch in the form of a general mod - you have much more control this way, but the 'enhanced' blackjacking is not available as a setting. :(
I'm going to ask New Horizon some questions though, so I'll add this one to the list.
It is a simple file change actually. :)
All I did was replace the blackjack raising animation with the idle animation. It wouldn't break anything with the hit detection system though since there is no SDK code to tamper with. If you compare the files..I think it might be T3anims.ini or something like that, you should be able to see the blackjack lines that I changed and add them back in.
That's all there was to that particular hack.
Brazilian Taffer on 15/10/2013 at 18:28
Quote Posted by New Horizon
All I did was replace the blackjack raising animation with the idle animation. It wouldn't break anything with the hit detection system though since there is no SDK code to tamper with. If you compare the files..I think it might be T3anims.ini or something like that, you should be able to see the blackjack lines that I changed and add them back in.
I can confirm this. I messed with the T3anims.ini file without success for a couple of hours before I gave up and simply replaced the Minimalist Project file with the stock Thief 3 file. The dagger/blackjack animations are restored.
EDIT: After a bit of fiddling around some more, I have found it on T3anims.ini. Changing those values disables/enables the blackjack raise.
Thief: Deadly Shadows defaults:Code:
[BlackjackDrawBackS]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackM]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackF]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange3_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackI]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange0_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopS]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopM]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopF]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopI]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange0
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndS]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndM]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndF]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange3_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndI]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange0_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
The Minimalist ProjectCode:
[BlackjackDrawBackS]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackM]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackF]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange3_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackI]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange0_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopS]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopM]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopF]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopI]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange0
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndS]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndM]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndF]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange3_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndI]
Name=GAR_BJ_hand_loop
Name_3P=GAR_BJ_inrange0_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
And now for the dagger backstabs.
Thief: Deadly Shadows defaultsCode:
[BackstabDrawBackS]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackM]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackF]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange3_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackI]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange0_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopS]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Spine
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopM]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Spine
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopF]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopI]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange0
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndS]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndM]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndF]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange3_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndI]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange0_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
The Minimalist ModCode:
[BackstabDrawBackS]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange1_start
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackM]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange1_start
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackF]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange3_start
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackI]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange0_start
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopS]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange1
Looping=true
Translate=false
TweenTime=0.35
Speed=0.8
Bone=Spine
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopM]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange1
Looping=true
Translate=false
TweenTime=0.35
Speed=0.8
Bone=Spine
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopF]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange3
Looping=true
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopI]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange0
Looping=true
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndS]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange1_end
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndM]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange1_end
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndF]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange3_end
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndI]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange0_end
Looping=false
Translate=false
TweenTime=0.35
Speed=0.8
Bone=RightShoulder
Bone_3P=Spine