Yandros on 10/9/2019 at 18:52
It will be the same for any language other than English, because of how the mission was packaged.
baeuchlein on 11/9/2019 at 02:02
Apparently, the outcome of the problem with the "English" folders may vary. I am using a german version of Thief 2, and while there is no title displayed when starting a new game, I can read letters, and savegames have a short title.
However, there are several strange and unusual things. such as two civilians in the kitchen (?) who cry for help if Garrett approaches, but who do not flee (even before I apply the Blackjack).
Furthermore, there are three goal.str files scattered throughout the misson's folders. One would have been enough.;)
frobbin hood on 11/9/2019 at 11:10
Hi,
Interesting, if easy little mission.
Like others, I had no objectives and could not open the pigeon-hole type lockers.
Also picked up a couple of scrolls I couldn't read. I presume these were the objectives.
What I very much liked was the way you picked a lock, then opened the door in a separate action. Much more realistic and also prevents you getting momentarily wedged if the door opens towards you. I hope more FM makers will adopt this idea. :thumb:
cavador_8 on 12/1/2020 at 05:45
Hey, I just wanted to say that I really enjoyed this mission. It gave me sort of a nostalgic feeling of playing some of the older missions way back in the early days. Well done, especially for your first one. I thought it played very well and it was designed well too. The only issue I came across were a few areas where some sounds seemed to be missing like lockpicks and footsteps. No big deal though. Well done and keep up the good work! :D
Nick_UI on 24/1/2020 at 03:43
Quote Posted by cavador_8
Hey, I just wanted to say that I really enjoyed this mission. It gave me sort of a nostalgic feeling of playing some of the older missions way back in the early days. Well done, especially for your first one. I thought it played very well and it was designed well too. The only issue I came across were a few areas where some sounds seemed to be missing like lockpicks and footsteps. No big deal though. Well done and keep up the good work! :D
Glad to hear that!
Will do better next time!
Marmbo on 13/2/2020 at 03:26
This was a fun little mission to be sure, liked the layout and multiple options of getting in and out of places. Unlocking a door and opening a door should be the default way it works and the secret (not secret) was a fun find. Also liked that the carpet was more than just a texture and had some thickness to it over the regular floor, good stuff.
Samantha1 on 10/4/2020 at 21:22
I just played this FM aswell and gotta say I really like it. Good job! :) The mansion is huge and looks great. It makes lots of fun to explore it.
The only advise I can give is: Make it a tiny bit harder next time, like adding some secret levers or buttons or stuff like that;)
fortuni on 14/1/2021 at 17:17
With author blessing a dml, courtesy Glypher, to fix the following;-
1. Move 3 items of loot that were out of map.
2. Fix a key so that it opens a previously locked door with no key.
3. Fix bookcase in Waldron's room
4. A few other minor issues
Code:
DML1
//T2 FM: Merchant's Manor by Nick_UI / Fixes: miss18.mis.dml
#script "nvscript"
//missing loot
ObjProp 204 "Position"
{
"Location" 502.52, 4.64, 25.21
}
ObjProp 963 "Position"
{
"Location" 533.67, -47.35, 49.755
}
ObjProp 965 "Position"
{
"Location" 533.35, -49.6, 45.7
}
//doors
+ObjProp 215 "FrobInfo"
{
}
+Receptron 528 "FireStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 528 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
+ObjProp 528 "DesignNote"
{
"" NVRemovePropertyTrapProp="FrobInfo"; NVRelayTrapCount=1
}
+ObjProp 528 "FrobInfo"
{
}
+ObjProp 528 "BlockFrob"
{
"" true
}
+ObjProp 528 "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+Receptron 634 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
+Receptron 638 "WeaponStim"
{
Min None
Max None
Effect "Abort"
}
-ObjProp 638 "KeySrc"
+ObjProp 638 "KeyDst"
{
"RegionMask" 1
"LockID" 16
}
+ObjProp 746 "FrobInfo"
{
}
+ObjProp 752 "FrobInfo"
{
}
+ObjProp 759 "FrobInfo"
{
}
+ObjProp 768 "FrobInfo"
{
}
+ObjProp 777 "FrobInfo"
{
}
+ObjProp 780 "FrobInfo"
{
}
+ObjProp 781 "FrobInfo"
{
}
+ObjProp 782 "FrobInfo"
{
}
+ObjProp 783 "FrobInfo"
{
}
+ObjProp 784 "FrobInfo"
{
}
+ObjProp 895 "FrobInfo"
{
}
+ObjProp 896 "FrobInfo"
{
}
+ObjProp 942 "FrobInfo"
{
}
+ObjProp 943 "FrobInfo"
{
}
+ObjProp 944 "FrobInfo"
{
}
+ObjProp 945 "FrobInfo"
{
}
+ObjProp 946 "FrobInfo"
{
}
+ObjProp 947 "FrobInfo"
{
}
//keys
+ObjProp 967 "CombineType"
{
"" keyred
}
+ObjProp 983 "CombineType"
{
"" keyred
}
+ObjProp 983 "KeySrc"
{
"RegionMask" 1
"LockID" 16
}
//junk objects
+ObjProp 15 "FrobInfo"
{
}
+ObjProp 207 "InvType"
{
"" Junk
}
//moneybox / tiara
+Link 335 989 "ControlDevice"
{
}
+ObjProp 989 "DesignNote"
{
"" NVRemovePropertyTrapProp="FrobInfo"; NVRelayTrapCount=1
}
+ObjProp 989 "FrobInfo"
{
}
+ObjProp 989 "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
//table
+ObjProp 349 "RenderType"
{
"" Not Rendered
}
//banner
+ObjProp 472 "BlockFrob"
{
"" true
}
//chest
-ObjProp 489 "Locked"
//gaslight
+ObjProp 847 "FrobInfo"
{
}
ObjProp 847 "AnimLight"
{
"Mode" zero brightness
}
//secret door button
+ObjProp 1161 "PickDist"
{
"" 5.00
}
//lens schematics
+ObjProp 1116 "NoDrop"
{
"" true
}
+ObjProp 1116 "GameName"
{
"" Name_schematics: "Lens schematics"
}
//lens prototype
+ObjProp 1236 "GameName"
{
"" Name_prototype: "Lens prototype"
}