Beleg Cúthalion on 16/6/2014 at 11:27
When fixing the broken Auldale convo about the festering wound, I came across two issues that might be considered for T3G:
1. A few (or lot of?) AIs with convos seem to remain still after they have finished it. I noticed it with the two guards and the two noblemen in Auldale (the latter those whom you meet right at the gate). I wonder if I should check again and see if I can give them a nice exit. It's not like I don't have enough to do, but it would feel more polished. Do you remember instances like this from the tests?
2. I thought about introducing a loading zone restriction à la Dishonored where you cannot leave a section if there are guards alerted nearby. I don't even know how to do this neatly but if you agree that it would be too major a change, I can stop thinking about it.
snobel on 16/6/2014 at 17:57
Quote Posted by Beleg Cúthalion
1. A few (or lot of?) AIs with convos seem to remain still after they have finished it. I noticed it with the two guards and the two noblemen in Auldale (the latter those whom you meet right at the gate). I wonder if I should check again and see if I can give them a nice exit. It's not like I don't have enough to do, but it would feel more polished. Do you remember instances like this from the tests?
If it's easy and can't break things I'd say go ahead, time permitting. Otherwise put it on the to-do list for a round two.
Quote:
2. I thought about introducing a loading zone restriction à la Dishonored where you cannot leave a section if there are guards alerted nearby. I don't even know how to do this neatly but if you agree that it would be too major a change, I can stop thinking about it.
I don't know what's worse, that the portals are an easy escape or an artificial restriction like that... :erg: Maybe on Hard and Expert only? In any case it's enough of a change that it should be made optional if possible.
bikerdude on 2/8/2014 at 10:33
Just installed T3G 1.0 release and I have a small bug to report, despite "ShowIntroMovies" set t "=False" the intro movie plays each time. But for normal T3 it does not.
How do I stop the intro from playing each time..?
[update]
Untill Beleg finds a fix, I found a work around. Just create an empty file with the same file name as the intor video "ThiefTrailerNoESRB_engl_none_30.bik" which is in the following path - "\\<Thief 3 folder>\CONTENT\T3\VideoTextures"
snobel on 2/8/2014 at 18:35
ShowIntroMovies is being overridden in the FM User.ini file - make sure you change it there. (Find the FM folder through the SU start menu group - Local Folders / Installed FMs.)
Also, the parsing of boolean values from the ini files is somewhat broken - check if there's trailing whitespace after "False" because that would make the value revert to the default, which is "True"...
bikerdude on 3/8/2014 at 00:37
thanks for the info.
Beleg Cúthalion on 3/8/2014 at 09:12
As a rule of thumb, only weird stuff happening in the missions because of the mission themselves is my domain.
By the way, we might have a volunteer for the hand drawn maps and/or the briefing videos.
bikerdude on 3/8/2014 at 12:01
Quote Posted by Beleg Cúthalion
* As a rule of thumb, only weird stuff happening in the missions
because of the mission themselves is my domain.
* By the way, we might have a volunteer for the hand drawn maps and/or the briefing videos.
* Understood
* Awesome.
Beleg Cúthalion on 6/10/2015 at 19:42
I have uploaded all the altered unr files for T3G and added the link to the bottom of the first post.
Ryan Smith on 9/7/2020 at 06:21
I was told by SneakyTweaker to put any feature requests I have in this thread, so here goes nothing:
1: While playing the city map areas (Stonemarket Proper, Auldale, South Quarter, etc), we know that NPCs respawn infinitely. I love that feature and I'm so glad it's there. I'm the kind of guy that will spend hours, days, even weeks in the city areas before moving to a new mission. That's just how I like to play the game after having beaten it twice already. It seems that at some point, NPCs that respawn stop bringing loot unless it's a little bag of gold. I'm not sure if that was intended in the original game and it might even be a bug, but until I can confirm that, I'm going to suggest an update where NPCs carry a greater variety of loot than just bags of coins.
2: Hammerites and Pagans should destroy *anyone* that trespasses in their territory, guards, civilians, thugs, you name it. If Garrett is allied with either faction, he should be able to use that to his advantage and use the Hammer and Pagan territories in the city as safe spots. If a guard comes looking for Garrett inside the park in Auldale (run by Pagans) and the guard enters the park, the Pagans should be prompted to destroy the guard. That would be really satisfying to watch for someone like me and it also makes total sense from a gameplay perspective.
3: Occasional NPCs or even monsters not native to the immediate area may visit the area Garrett is in from time to time, usually through the gates where all the people walk in from. I feel like adding a small chance for people and monsters not commonly seen in the area will make gameplay a lot more interesting and fun. A touch of chaos. :ebil: A Hammerite may stroll into Auldale and wander amongst the population...then he sees the Pagans guarding the park and begins charging them. In South Quarter, a prisoner might crawl out of the latch that leads to Pavelock Prison and attract 2 or 3 angry guards or perhaps a zombie creeps in, fresh from the Docks, and sends half the civilians into a panic.
I would love to see these things added into a future update, and it would make the city areas a lot more interesting to spend time in and visit.
Beleg Cúthalion on 28/7/2020 at 21:02
I have not touched any spawning-related stuff, so whatever spawning NPCs bring with them is from the original game. I cannot promising any major tweaks, though, as de-tutorialising the Inn mission is something I should have done a while ago already. :p In any case, I would opt for subtle tweaks if at all.