However, the factor that has me the most concerned is the agent Dante. He has been with us since last winter, but this will be his first mission as part of a team. Sheam feels he is ready. Master Nightfall trusts Sheam, and so I must as well. Still, I cannot help but worry what an inexperienced agent might do in a stressful situation like this one.
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Thief Gold, also known as TG, is the definitive version of Thief: The Dark Project, as it was meant to be since the beginning. This extended edition includes all of the missions from the first release, as well as three new missions adapted to the original Storyline, with full voice acting and new graphics. It can still be considered the first game in the Thief series.
This updated version adds over four hours worth of gameplay and makes a nice addition to the final product as the story develops. The first new mission, Thieves' Guild, expands Garrett's storyline as a freelance thief and demonstrates Garrett's master thieving skills as superior to an entire organization of thieves.
The other two additional levels, The Mage Towers and Song of the Caverns extend the quests for the elemental Talismans, from the two Talismans each in two missions of the original Dark Project, to one Talisman each across four missions.
A few additional enemies have been added to the game, the first being the Fire Shadow. Fire Shadows classify as Undead, and appear to be a bearded man engulfed in flames. Fire Shadows are very rare in-game. There are two in total; one is present in Down in The Bonehoard, guarding the area to the Mystic's Soul, and the other is located in a small basement in The Haunted Cathedral. Fire Shadows drop a Fire Arrow when killed, but they respawn shortly after being killed. If anything, they are scared off for some time before returning to their normal positions.
The second being a group of different kind of mages called the Hand Mages. They come in four different variants depending on the Element they study: Water Mages, Earth Mages, Air Mages, and Fire Mages. With them come also two kind of guards: the Mage Bow Guard and the Mage Sword Guard only found in the Mage Towers.
Some minor miscellaneous sound changes include the chewing sound for bread and cheese. Finally, there is the Blooper Reel, which serves as a interactive documentary for different beta bugs of the game and displays the humor of the development team, all set in Lord Bafford's Manor.
After comparing the unaltered game with the altered one using the KSE I found that the "Farm Equipment: Bonus Mission" has been removed and yet when I speak to Suulru again he's asking about his vaporators as if I had that quest, but I don't.
I have been through the entire ruins and have yet to meet this "thief". There is only one possible area he could be at and it's got a locked door with no options for it. Can't bash it, pick it, or use a grenade on it, so I'm guessing he's in there. Question is HOW THE BLAZES DO YOU OPEN IT?!
I did. They're all dead. I'm not talking about the door Jorran is behind. I'm talking about the one that's straight ahead from the entrance on the other side of the fountain or whatever it is and to the left.
The thief is the Jedi padawan Kaevee you meet in the Enclave after talking to Daraala and Ralon in the salvager camp--after you get Kaevee to admit she's stealing you go back to Suulru and tell him the thief was not the salvagers and she's been dealt with completing the quest getting the reward...I know this because I've been able to complete the quest during each and every playthrough with the TSLRCM installed
I can't find this Kaevee guy anywhere around there. Is this due to the fact that I also have the TSL: Un-Restored Content (Final Version) installed? If so how would I fix this without having to start all over? Can you tell me is exact location? Like I said earlier. I think he's behind that locked door that I can't access.
Looks like the reason it wasn't working was because of the USM mod. Once I did a clean install and put your mod in and tried it again after killing the first 3 legriaks or however you spell them the door opens and more come out to attack you and then once you kill them she comes out complaining I killed her "pets".
Later on I went back to the Telos station to see if there were any groups of HK-50's there from your mod since after I removed the USM I saw a group at the enclave that weren't there before and there was. Problem is I can't load in the Entertainment module area without it crashing now unless I add the USM back in and then remove it when I'm done. Assuming this might cause other problems as I continue to progress within the game I decided to just start a new one without the USM installed.
I'm currently at this quest, I have missed in my previous run with TSLRCM 1.6 this time with the new version I want to finish it. I was wondering is there no way to direct her to a Jedi Master or the "There are no one to teach. Anywhere" answer is the only reply that can be given to her, even though I told her that there are Jedi around but in hiding. Cause I found Master Vrook already and he's not far away, but seems like telling her to train on her own "free of rules" is the only way ?
And note that if those MODs, in the list of Mods confirmed to work with TSLRCM 1.7, are working and do not conflict with TSLRCM, when taken individually, nothing says they do not conflict with each other.
It's suprising she could even resist those teachings of Sith Holocron while she's emotionally and mentally fragile, afraid and all alone. I think her willpower hints that she could be a great Jedi one day, if only she could be trained properly.
Agreed. Personally Battle of Khoonda goes far too easy (LS version) with everyone recruited and with a Jedi on their side. But that's technicality, in reality (as far as story concerned) Battle of Khoonda was much harder, and Militia was outnumbered greatly by Mercenaries, hence why they had to retreat inside claiming "They lost too many men" even if you lost none of them. So at that desperate moments, Keavee's help as a force sensitive, a padawan with a training in the use of the Force and Lightsaber could be invaluable. She could be convinced to help defend Khoonda, maybe to atone her crimes (thefts), similar like Akkere's redemption. She could also be taken, and actually she should have been taken on Ebon Hawk, cause in KotOR II Jedi are almost wiped out, and the galaxy is in desperate need of Jedi, that is why the Exile trains more than one apprentice at the same time, which is unsual for Jedi. So why abandon a Padawan who already taken some basic training and desperate to find a master ? But ofcourse it's impossible to take her aboard, considering companion list is full and she had no place in later parts of the story. It might be possible to put her in some part of the Ebon Hawk as an NPC, but what good would it make I wonder..
That's another odd reality. Even if we could direct her to Master (anyone from the "Lost Jedi" list) Kreia would eventually destroy them. And that is why I believe Kreia should at least say something when we found Kaevee. Maybe protest (possibly only to Exile's ears) that taking her with them would do no good, as the future is and the force bla bla bla you know usual cryptic Kreia words (although no disrespect, I love her dialogs). I just believe that a LS Exile wouldn't leave her on her own, unless manipulated by Kreia.
I'm on Dantooine right now and just got the thief quest from Suulru--personally, aside from not following the right dialogue tree, I've never had a problem with Kaevee not appearing or clearing the quest...gimme a few to sell out Khoonda to the mercs and I'll let you know what happens
UPDATE: Talked to both Daraala and Ralon about the thief. Killed the laigreks in the area behind the fountain and Kaevee came running out just like she's supposed to. Got her to admit stealing then made sure she'll never steal anything from anyone ever again losing INF with Brianna in the process
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