T3 Mission: Evicted Feb. 15/06 - by nomad of the pacific
aro on 22/6/2009 at 21:05
thanks fraten, finally found it and could finish the mission!
Garrett's Shadow on 4/8/2009 at 14:38
Quote Posted by STiFU
I checked the skills overview and lockpicking didn't appear and i had enough cash while buying. If we hadn't the correct t3main.exe we wouldn't be able to play fms at all... Sorry guy, but i think you should withdraw that version of your FM and do some betatesting. It's really necessariy!!
i played 2 1/2 T3 FM's b4 potterr told me to rename my exe to .old and to use the one he supplied, then i could see the objectives - SO - i tell u this as proof that u CAN run T3 FM's w the incorrect exe being used!
Garrett's Shadow on 4/8/2009 at 17:59
Quote Posted by nomad of the pacific
I think the Hammer Worker was heretical in that he was friendly to Garrett.
not anymore!!!!!!
most ppl don't stay friendly to ya after u slam a BJ inta da bak a dere hed! :wot: :ebil: :laff:
(um, does that mean my proclivity to take out any poss opposition asap made me miss some cool dialog or other interaction from the worker?)
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waldo jeffers wrote: try sticking a dead nightwatch guy in the oven
roasted pork, yum!
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So, u r doing a sequel? cool!
Might i suggest that the sequel to "Evicted" be called "Repossessed"?
See, it goes like this:
After scounging and scraping together 1500 to get the lockpicks he so badly needed and had sooo much trouble getting for a while
(until a benevolent god named Nomad had pity on him and made it so he could FINALLY get the damned things!)
he wakes to find that they r missing and a note left in thier place. the note says:
Mr.Garrett, I am sorry for this little inconvience.But, as the new owner of Marla's (she sold out the shop to me you see), I feel that she was remiss on the true price of such tools as these! So, I have repossessed them for the time being. You may, at your earliest convenience, come in with the remaining 1000 gold and I shall happily return them to you. It's a pleasure doing business with one as accomplished as yourself.
Sincerly,
Midas T. Skinflint,esq.
hahaha, sound good?????
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finished! cool mod Nomad!! thank god
that sob of a landlord likes to dine off a table setting for two of precious metal or i would'nt have met the 90% req! (what the heck, he isn't gonna need it anymore!!! :ebil:)
Linda on 22/9/2017 at 22:16
Complete walkthrough
[video=youtube;z6d62J82TEQ]https://www.youtube.com/watch?v=z6d62J82TEQ[/video]
<Username> on 20/3/2022 at 07:52
Stats:
* Expert difficulty
* 120 minutes
* 92% loot
* 0 hints needed
Elements I liked:
* You get access to more areas after you get the lockpicks and the climbing gloves. I like the way this is implemented.
* The main hall of the cathedral looks great, well built.
* There are plenty of AI walking around in somewhat unpredictable patterns, with more spawning in later in the mission.
* For the first time in T3 fan missions, there are fences where you can trade in your items and a store where you can buy additional equipment.
* For the first time in T3 fan missions, there are "Lord Bafford's Manor" style sewers that connect areas of the mission.
* A staple since the T2 OM "Shipping... And Receiving": The disgusting kitchen where Garrett finds cooked animals they picked up from the streets.
* The location of the ceremonial hammer is well done. Finding it without relying on hints made me feel clever.
Elements that could be improved:
* Several rooms and outdoor areas feel a bit "boxy".
* The area near Garrett's room is a long corridor of cloned, nearly identical rooms, most containing only basic furniture and an empty chest. This area was a chore to search through.
* The doors to the landlord's room can only be opened from inside, but the way this is implemented feels off: If you try to open the doors from the outside, Garrett seems to hug the door. A sound indicating an unpickable door would have been better.
* In some areas, there is no ambient sound, just dead silence.
* Ambient sound in Hunter's Diner does not fit: It sounds like a crowd, but there are just five people inside.
* Ambient sound in the park is weird: Near the stream, you only hear water. All other sounds stop. When you move away from the stream, the nature sounds of the park turn back on.
* At the end of the stream near the water mill where a Hammerite with a torch patrols, you can crouch down and see pieces of the ground missing and empty black space below the mission boundaries.
* If you look up to the sky, in some areas there are blinking geometrical objects visible, graphical glitches.
* I am not a fan of the "funny" loading screen texts. They do not fit in with the usually more serious tone of the game.
* I was never sure which AIs would go into attack mode when they would see me, and which ones would just say hello. For example, the one engineer Hammerite greets you whereas every other Hammerite sees you as a threat.
* Having a map is nice, but north should really be at the top.
Bugs:
* I once experienced a hard crash to the desktop while in the dining room next to the landlord’s room. I could not reproduce this crash.
* I once fell through the floor into the void after I had just picked the rightmost chest in the Hammerite sleeping quarters.
* AI who carry a torch do not drop it when they are knocked out. The torch will remain in their hands, still lit.
* On the upper floor of the barn, I got stuck when jumping onto a pile of items in the corner and had to reload.