T2 Campaign - Keeper of Infinity 2: Mission 1 - Bad Venture (6 Jan 2016) - by Soul Tear
Ghostly on 7/11/2019 at 02:58
Quote Posted by Dahenjo
Many thanks baeuchlein, I just realized that and was about to edit my post that I saw the correct filename listed in the comment at the beginning. I'll restart knowing it should work correctly now under 1.27.
You're up late, I'm pretty sure my sister in Wolfsburg is snoozing away. :bored:
It will work and in case it isn't, you probably did one step wrong and if that is the case I would suspect the underlined part is what you may have forgotten.
Just to recap that you applied DML properly; text file named as
miss21.mis.dml then copy and paste the code Jax64 provided into it, lastly save as type "all files" and then having it tucked into your fan-mission folder.
Sorry I noticed your replies here pretty late, that's how I applied it.
Dahenjo on 7/11/2019 at 05:10
Quote Posted by Ghostly
It will work and in case it isn't, you probably did one step wrong and if that is the case I would suspect the underlined part is what you may have forgotten.
Just to recap that you applied DML properly; text file named as
miss21.mis.dml then copy and paste the code Jax64 provided into it, lastly save as type "all files" and then having it tucked into your fan-mission folder.
Sorry I noticed your replies here pretty late, that's how I applied it.
Yes, thanks, it worked perfectly once I named it correctly & now I'm beyond that same point without any problems. I'm still pretty sure it was working properly between NewDark 1.23 and 1.27 though because I'm sure I played through it successfully within the past couple years.
Dahenjo on 7/11/2019 at 18:34
Quote Posted by Jax64
This DML should allow the mission to function normally when using the newer OSM:
Code:
DML1
//Keeper of Infinity 2 - Bad Venture: Fix AI interaction. File: miss21.mis.dml
ObjProp 1804 "DesignNote"
{
"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{5:QuestBooks""
}
ObjProp 2721 "DesignNote"
{
"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{5:QuestBooks""
}
ObjProp 1152 "DesignNote"
{
"" "NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapTDest="^{5:QuestBooks""
}
When I got to the 2nd mission (Raven's Nest / miss22.mis) I ran into the same issue with the door-thief outside the pawnshop not responding & couldn't get that objective to gain entry. Using that save game with a Tafferpatcher w/NewDark 1.23 install it worked so that I could proceed normally. But first I tried adapting your DML to see if I could continue under my main ND 1.27 install, thinking it's the same issue so might work, just made a copy of the first one & renamed it to 'miss22.mis.dml' and restarted but had same issue still when I got to that point. Is it not that simple and would need more specificity for miss22, or you'd need to look at that mission's setup to determine? I'm able to proceed using my other install but am just curious whether the entire campaign could be made to work under 1.27.
Jax64 on 7/11/2019 at 19:46
Yes, this is entirely possible. See my updated post above.
Do note that this is not an issue with NewDark 1.27 or T2Fix specifically, but rather it appears to be an odd discrepancy between two versions of a script module used in this mission.
Dahenjo on 8/11/2019 at 19:16
Quote Posted by Jax64
Yes, this is entirely possible. See my updated post above.
Do note that this is not an issue with NewDark 1.27 or T2Fix specifically, but rather it appears to be an odd discrepancy between two versions of a script module used in this mission.
Thank you again! I got well past that point last night using the second DML so I'm pretty sure it's fixed now. I see that each mission needs this done separately depending on its own construction. With the solutions now found perhaps the author might update it for future players to enjoy this fine work.
Ghostly on 9/11/2019 at 19:09
Completed both missions of this campaign and it works on NewDark 1.27 enough to be playable after you've applied the DMLs and can be completed, with all loot, all secrets and all pick pockets on your end stats.
However I noticed two odd things.
1) Mission 1, it only happened to me once after DMLs been applied, could not get the loot from purifying a zombified thief with holy water but on another replay it worked just fine, weird.
2) Mission 2, achievement for successfully escorting lady Adaline to safety it remains sealed up even though I had her and her peers escorted to safety and having talked to all the related NPCs, maybe I did something wrong after all but even the objective is marked finished on my ending screen and all guards associated were rendered unconscious just fine from the shadows too.
Overall I loved the story telling and the mystery aspect and my best memory would be sneaking past three guards who all remained fixed on a female apparition, classy this is the kind of ghast experience I love when given in small subtle doses. :D
These gems work just great now on NewDark 1.27 with the provided DMLS that I can understand if author would rather focus on his third part if one such exists*, due to the complexity.
*Unless the idea of part 3 being released under newer NewDark such as 1.27 comes to fruition and the solutions already provided would not take that much effort, it would make sense to have them improved and ready alongside part 3's release, bottomline is I will respect if this is all we got for now as I imagine a break would be much desired for Soul Tear, one would have to be DromEd fanatic to devote least another one or two years which I imagine it could take to bake a third cake! :D
Thank you so much for this experience Soul Tear and I love the idea of how Hand Brotherhoods got used!
Dahenjo on 11/11/2019 at 14:57
I had the same problems playing on 1.27 even though the original issue was fixed. Same with the zombified thief, also AI positioning was different & sometimes enough to be disadvantageous/fatal, some AI would freeze, quicksave was often not working (game unstable & get that onscreen counter instead), and other minor glitches although nominally playable. If you hard-saved when quicksave not working I think it might mess up further progress, so I quicksaved a lot both to see when unstable & not to have to replay too much from my last stable save.
That said, I also played the entire campaign over the w/e using a separate T2 install with TafferPatcher_TMA_218_beta.exe (the last/latest using 1.25) with almost none of these issues & it was a much more enjoyable experience, well worth doing imo. So I found that by starting a new game instead of using my 1.27 save from August when I first ran into the problem (reported above, only tafferpather 216 with 1.23 worked for that) everything was fine. I think now I'll manually apply ND 1.27 to that install just to see if the latest is also working or not & will report back
Ghostly on 11/11/2019 at 15:20
Well I had only the two issues mentioned, my NewDark 1.27 was spot on flawless otherwise, I had no differences with AI positionings, no freezes and nothing messed up with saving in both forms normal and a quicksave, is very much stable and enjoyable I just feel the complexity of this is pushing the old engine to trivial issues differing between us and the hardware we the players use to play it, I have a strong rig and maybe that helped me have an insanely immersed experience even under NewDark 1.27, so I don't know why you have those hassles compared to older NewDark, is not the case for me, getting curios to hearr your respondes back. :)
Dahenjo on 14/11/2019 at 19:22
You're right, Ghostly, I did a fresh T2Fix install and played through both missions without the quicksave issue, so it must've been something in my main T2 install even though other FMs all work fine. I'd say it looks/plays a bit better/smoother (and it was already gorgeous at 3840x2160) with whatever latest under the hood 1.27 fixes coupled with T2Fix's full resources high-res setup.
The AI positioning definitely was off with some characters compared with many earlier replays, like the beast down in the mine who stood almost in the path you need to take past him then saw/attacked me before I could climb up which never happened before. Farage was way over on the far edge of his bed which had never happened, also the two zombies in the sewers weren't together making it impossible to get past them stealthily. I did find that reloading or replaying from a save or two back usually gave better positioning but it still wasn't quite default either, though not being a Dromed-head I don't know what would cause this, and most AI weren't affected by it.
Dahenjo on 17/11/2019 at 03:06
[video=youtube;fIGEs_OVMVE]https://www.youtube.com/watch?v=fIGEs_OVMVE[/video]
Looks good in 1080p too, but really nice on a 4k screen.