Trouble playing The Black Parade missions in DromEd Game Mode. - by Garrett731
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:
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:
voodoo47 on 10/11/2025 at 10:05
probably needed a level restart to work (the last snippet I've shared definitely does speed up the AIs and also emits the death field the way you described). either way, if it does what you want now.. enjoy.
Garrett731 on 10/11/2025 at 13:06
Quote Posted by voodoo47
probably needed a level restart to work (the last snippet I've shared definitely does speed up the AIs and also emits the death field the way you described). either way, if it does what you want now.. enjoy.
You've been very kind and patient. :angel: For future reference: can I share this with others? I'll direct them to this website and credit you, of course -- I'm just very enthusiastic about this, ha.
voodoo47 on 10/11/2025 at 16:16
yes, the code can be shared and further modified as deemed fit, and it's so simple there's no real need to credit me, but feel free to do so, I don't mind one way or the other.
Garrett731 on 12/11/2025 at 17:06
Quote Posted by voodoo47
yes, the code can be shared and further modified as deemed fit, and it's so simple there's no real need to credit me, but feel free to do so, I don't mind one way or the other.
I've shared this with a few other Thief players who genuinely appreciate it. If I can dare to probe your knowledge a little further, is there a code I can add to your gamesys that will make reaching every 200 loot acquired mid-mission (or just picking up any loot if it's difficult to code) automatically quicksave? I've been trying to keep track of my loot and quicksave accordingly, but having it actually coded into the game would be pretty interesting.
voodoo47 on 13/11/2025 at 08:15
probably, but definitely beyond my skill.
Garrett731 on 13/11/2025 at 13:04
Quote Posted by voodoo47
probably, but definitely beyond my skill.
That's fair. If you do happen to make any successful inquiries about such a code in your circle and redirect/repost here, that would be wonderful, but I won't get my hopes up. :angel: As always, thanks for your time.
Garrett731 on 19/11/2025 at 17:42
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 ingame, 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.
I don't know anything about misbehaved concretes, but I took the screenshots for you anyway (stats included).
(
https://ibb.co/YBNTDbmJ)
(
https://ibb.co/NQkJxqB)
(
https://ibb.co/kstf20TL)
Perhaps there's a reason this particular enemy/NPC starts walking at a normal speed after a few seconds -- they're meant to be followed, so it's not a big deal.
Some other quirks:
1. Sleeping enemies (not dead or unconscious) have a death field.
2. Picking up/dropping corpses can sometimes activate the death field.
No worries if you're totally done/finished with this, but I'm having fun.
Started a new thread and credited you: (
https://www.ttlg.com/forums/showthread.php?t=153145)
voodoo47 on 24/11/2025 at 18:22
almost missed the edit - I don't think much can be done about 1, you are a combatant, you are not dead or knocked unconscious, you get the death field. not sure why 2 would be happening, share a save from which it's possible to replicate the issue and I might take a look.
Garrett731 on 25/11/2025 at 15:17
Quote Posted by voodoo47
almost missed the edit - I don't think much can be done about 1, you are a combatant, you are not dead or knocked unconscious, you get the death field. not sure why 2 would be happening, share a save from which it's possible to replicate the issue and I might take a look.
I didn't expect you to get back to me, but you're very kind. Thanks.
Yeah, it's not that bad -- maybe Hume is just terrified of sleep, ha. Well, I don't know how to share a save file here, but it's in Death's Dominion -- the bodies of the graverobbers/tomb raiders in black -- also a snake-like creature you find on a drowned body before the hidden den. If you pick them up and put them back down, they emit a death field. Still, if you leave them alone, it isn't an issue. Also, some armed civilians have a death field, some do not.
As
wonderful as The Black Parade is, I know some players felt the final mission was the weakest part. Do you know if there will be a re-collaboration or update in the near or distant future? If I ever came into a sum of money, I'd even be willing to offer a respectful commission. :angel: