voodoo47 on 17/4/2024 at 13:42
sure - I'm actually almost done, just waiting for a few fixed objects.
voodoo47 on 29/4/2024 at 11:49
ok, the "finished" base build is up - to make it short, this is what I would have shared a decade ago if I knew people would end up using the original quickly stitched together package as a base for further modding (so T2xFix done properly). see !ND_changelog.txt for the full changelog.
(
https://drive.google.com/drive/folders/1e5RFOmCd6887_zz6rd1jivwMNAUZqo3F?usp=drive_link)
hires skies, interactive candles and a safe for work mod can be downloaded from there as well (candles and skies should be included in the next T2Fix update so from that point, those two separate downloads will become redundant).
voodoo47 on 20/12/2024 at 12:29
Quote Posted by fortuni
Here are the dml's Glypher has posted so far
Latest dmls for T2X (03 Apr 2024) - (
https://drive.google.com/file/d/156h4CISgrpt4DcM70LvFxkIoEDmOXqAM/view?usp=sharing) Download.
miss18.mis.dml - Done (included in the T2FMDML package on Github)
miss19.mis.dml - Done (not yet included in the T2FMDML on Github)
miss20.mis.dml - WIP
miss21.mis.dml - WIP
miss22.mis.dml - WIP
miss23.mis.dml - WIP
miss24.mis.dml - Done (not yet included in the T2FMDML on Github)
miss25.mis.dml - WIP
miss26.mis.dml - WIP
miss27.mis.dml - WIP
miss28.mis.dml - WIP
miss29.mis.dml - Done (included in the T2FMDML package on Github)
miss30.mis.dml - Done (included in the T2FMDML package on Github)
t2x.gam.dml - WIP
If you post in this thread any issues you find, think need fixing etc Glypher will see them, he's keeping a regular eye on this thread.
it's been a while, any updates on this?
baeuchlein on 20/12/2024 at 17:07
Well, there's good news and bad news.
I have been using the DMLs I could grab on April 5th from various sources for testing. I found no problems with the original T2X v1.1, none with Ricebug's newer T2X version, and none with an older version of NecroT2X.
For the sausage problem in "Of Ill Repute", I decided to put the appropriate resources into the T2X zip archives, then verified that nothing extremely unusual happened with the sausages in various cases (with and without EP2, with and without DMLs, etc.). The worst that happened was that a T2X version without a DML, but with EP2, would display the sausage clearly as a "stretched apple". Since the end result should be something with a sausage-repairing DML anyway, I decided to leave it that way - minimal changes to any T2X version, and best results as long as a sausage-repairing DML was used.
I did then plan to write subtitles for the dialogues, but then a family member died in a not-very-pleasant way in April, and some more severe family troubles followed, and have not become less until now. Therefore, I made no further progress since about May 9th on the "T2X pre-patch install case". For at least one week, this will certainly remain so, since stress and troubles have notably damaged my health, and I have to give my own well-being a high priority, for other people don't. The cousin who died in April ignored the signs of his disease/failing health until it was too late, but I don't want to go along the same route.
Thus, I do not know when I might continue with this project. I have not given it up, but at the moment, it is halted, at least concerning me. fortuni, AFAIK, is tending to his new home, so he might also not go ahead at full speed. Someone, however, has done some work on the DML's on GitHub in the meantime, as the DML's present on November 7th show some differences from the ones available in April.
Life has a way of ruining even the best plans. Let's hope the T2X overhaul will just be delayed for some time, and not get buried like so many other ambitious projecs.
voodoo47 on 20/12/2024 at 17:52
well ain't that the truth.
don't worry about the sausages, I have updated all the builds in the meantime (had to, because the new T2x CarryBody mod addon wouldn't work properly otherwise), the sausage object and its texture are now included (noted in the extra readme) and a simple dml is activating them, so there are no more issues with EP2 and other texture packs.
will check the github pack - afaik, there shouldn't be anything game breaking happening even now, so it's just the little things, and you can tweak those until kingdom come as always (ex. the first level has a big bot in a storage crate which should be completely deactivated, but it is not, puffing smoke and such). lets hope the wip pack fortuni shared earlier (Glypher's?) has been merged in.
WolfShade on 14/11/2025 at 12:33
In "City sleeps" the guards near a gate talk about going to get coffe or something, and they repeat this every time you load a saved game after they start talking, is there a fix for this kinda problem? :<
it just repeats the sequence over and over xD
(
https://ibb.co/fKxGPc7)
voodoo47 on 14/11/2025 at 12:54
oh hey look what has been forgotten for almost a year. yeah, should be fixable, iirc there is a flag that restarts/not restarts the conversation after a save reload. maybe post a screenshot of those guards.
//ok, pretty sure it's intentional. uhh, don't save and load during an AI conversation?
WolfShade on 15/11/2025 at 10:15
Quote Posted by voodoo47
oh hey look what has been forgotten for almost a year. yeah, should be fixable, iirc there is a flag that restarts/not restarts the conversation after a save reload. maybe post a screenshot of those guards.
//ok, pretty sure it's intentional. uhh,
don't save and load during an AI conversation?
I don't load during the conversation, I wait till they are all done with talking to the guard, and then going to get coffe or whatever, and then I wait till they are back into position and then give it a good 15 seconds or so before saving. I really tried to find out if I did something wrong or if it's just buggy.
voodoo47 on 15/11/2025 at 15:38
generally speaking yes, convos and saveloading don't mesh too well. just like AIs and elevators.
I'll probably take a second look once I start working on T2x at some point. feel free to post whatever you find here (or you can use (
https://docs.google.com/spreadsheets/d/1jC3rFZbt7xh6oG7XtVkQzqH1u0bTi2oqjGCISace3jw/edit?gid=1740963596#gid=1740963596) the tracker). ideally open the console
SHIFT ; and punch in
show_stats before making a screenshot.
//random comment on the internet saying dropping a body outside objective does not tick, soflocking the game - probably the hotel mission and the "Carry Kedar out and drop him by the city streets or by the starting gate" objective. if someone can replicate drop a note here.