Garrett731 on 10/11/2025 at 00:49
Quote Posted by voodoo47
eeh, more of a "gets a job done somehow, if nobody else is available" guy really.
either way, no harm in collecting a few of those misbehaved concretes - once in-game, press SHIFT and ; to open the console, type in
show_stats and hit enter, then printscreen to capture. you can then share the screenshots (find them under BlackParade\screenshots) here.
Of course, I will still try to get screenshots if the speed value issues interest you.
Anyway, I included your new code for the death field (added it to the end of the very first death field code you sent, since the latest one with all the updates didn't work anymore for some reason), and deleted the speed-changing code in the gamesys, since the death field concept with The Black Parade's original speed values is awesome enough.
Here it is (let me know if I deleted the speed value code safely):
Quote:
DML1
//load nvscript
#script "NVScript"
//set up death field (creatures must be immune to it)
++Receptron "Creature" "ToxicStim"
{
Min 0
Max None
Effect "Abort"
}
//and now to create the metaprop (intensity controls how strong the dose is, period controls how often it is administered in milliseconds, radius how far the field reaches)
CreateArch "MetaProperty" "DeathField"
{
}
+StimSource "DeathField" "ToxicStim"
{
Intensity 9000
Propagator "Radius"
{
Life
{
"Flags" "No Max Firings"
"Period" 250
"Max Firings" 0
"Intensity Slope" 0.00
}
Shape
{
"Radius" 5.00
"Flags" "[None]"
"Dispersion" "Linear"
}
}
}
//and another metaprop to control where the field would be assigned
CreateArch "MetaProperty" "DeathFieldAssign"
{
}
+ObjProp "DeathFieldAssign" "Scripts"
{
"Script 0" NVMetaTrap9
"Script 1" NVRelayTrap9
}
+ObjProp "DeathFieldAssign" "DesignNote"
{
"" NVMetaTrap9On="PhysFellAsleep"; NVMetaTrap9Meta="DeathField"; NVMetaTrap9Off="FieldOff"; NVMetaTrap9Count=1; NVMetaTrap9CountOnly=1; NVRelayTrap9On="Slain"; NVRelayTrap9TDest="[Me]"; NVRelayTrap9TOn="FieldOff"; NVRelayTrap9TOff="FieldOff";
}
+MetaProp "Creature" "DeathFieldAssign"
//and now try to exclude civilians
+ObjProp "bystander" "DesignNote"
{
"" NVMetaTrap9On="NULL";
}
// lets try to handle the knockout situation
+ObjProp "M-KnockedOut" "DesignNote"
{
"" NVRelayTrap9Off="AIModeChange";
}
So, after experimenting with as many enemies as possible via mission skipping (I didn't get to test some of the more 'unusual' monsters in Jaws of Darkness as they were too far in, so let me know if you think they'll have a death field too), your death field code seems to work.
1. All guards and creatures I've encountered (except civilians) emit a consistent death field.
2. All corpses I've encountered do not emit a death field.
3. All enemies I've knocked unconscious do not emit a death field.
Interestingly enough, the 'lean forward ability' can cross the death field, so Blackjacking (if you choose to do so) requires more skill and thoughtful positioning, making it more tense and realistic.
[video=youtube;gXBJRz_33Y8]https://www.youtube.com/watch?v=gXBJRz_33Y8[/video]
You're wonderful, and I can't wait to replay The Black Parade with your death field. You don't know how long I've wanted something like this for Thief Gold; I've always felt the sluggish enemies were the only real flaw, and now they're sincerely deadly. :cool:
Along with disabled speed-hopping in fm.cfg, I might try only manually saving on every 250 loot stolen mid-mission for added challenge. Players can regulate how often they save, but it would be interesting if the game only auto-saved when reaching certain loot scores mid-mission (wonder if that's codable too, but I doubt it, hehe.)
The Hammerites have awarded you 10,000 loot for your skills and patience. :thumb: The death field system works so well that I wonder why it wasn't an optional setting in The Black Parade to begin with.
For what it's worth, my personal explanation for Hume ‘falling' when near an enemy (as you can see, I've made the death field instant) is surrender or being paralysed by fear. The lack of a death scream makes it easier to imagine too. :angel: