A lightweight, non-intrusive, mission-friendly Modpack for The Dark Mod that includes a new set of tools, abilities and other enhancements.
Visit the Snatcher's Workshop at the official TDM forums for a detailed description of all features. I do not monitor these boards but you can find me there:
The TDM Modpack (for The Dark Mod)
A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility speed combo and more.
This pack does not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. The TDM Modpack can be easily enabled/disabled and installed/uninstalled. Check below for the instructions.
Please note this Modpack and the Unofficial Patch are not compatible since both this pack and the patch use a similar approach to mods. It is either one or the other at this moment.
With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue
TDM Modpack v4.0
Compatible with The Dark Mod 2.12 ONLY
What's included in the Pack?
APP: GENERIC MOD ENABLER
At the heart of the Modpack resides the freely distributable JSGME application which allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section for full details.
MOD: AUTO COMMANDS
By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods:
- F1: Cycle through the Skills category
- F2: Cycle through the Tools category
- F3: Switch between Loot and Stealth stats
- F4: Direct shortcut to "Penumbra"
None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned.
Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade.
MOD: CORE ESSENTIALS
A variety of mods from the best modders of TDM:
- FAST DOORS: Being chased? In a rush? No problem: doors open and close faster when running.
- QUIET DOORS: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player.
- LOOT ANIMATIONS: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation.
- DYNAMIC LOOT INVENTORY: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected.
- SMART CONTAINERS: To facilitate looting, the bottom of many containers (chests, jewellery boxes...) gets automatically disabled at the beginning of the mission and only the lid remains frobable.
- STEALTH MONITOR: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use", or just press F3 repeatedly if using Auto Commands.
- STEALTH ALERT: Completing a mission without being seen is something that can be done with some practice. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time.
- BLINKING ITEMS: Static readables and items that go into the inventory emit a subtle blink when highlighted. This pulse can help you identify some items that otherwise are sometimes difficult to detect.
- SMART OBJECTS: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated.
- TOOL: SHADOWMARK: Our protagonist's lucky deck. When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can occasionally be noticed.
- ALT FOOTSTEPS ON WATER: Alternative sounds of footsteps on water for our protagonist (walk/run/land).
- OTHER ADDITIONS: Re-worked Inventory menu (more compact). Semi-transparent background for the in-game Inventory menu and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme.
MOD: SKILL UPGRADE
A new "Skills" category is added to the inventory on mission load and the category includes the following abilities:
- SKILL: OBSERVATION or "Peek Door". When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door.
- SKILL: MANIPULATION or "Blow / Ignite". When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources.
- SKILL: COMBINATION or "Alchemy". When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types:
- Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely.
- Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes.
- SKILL: DISTRACTION or "Whistle". When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance.
- SKILL: ALTERATION or "Penumbra". When the item is selected the player can avoid light sources and move faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access the ability if using Auto Commands..
MOD: CLASSIC BLACKJACK
A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required.
MOD: FLASH GRENADE
- Flashbombs are clumsy and loud but as effective as ever.
- Instead of throwing Flashbombs like a cannonball we now toss them.
- Instead of exploding on impact Flashbombs now have a fuse.
MOD: HUNTER BOW
- Nock and draw arrows at a faster rate.
- Extended radius of gas arrow effect.
- Chance to retrieve rope arrows when missing a shot.
MOD: SHOCK MINE
This mod replaces the Flashmines with customized, "High Voltage" mines. Remember: mines can be disarmed with the lockpicks!
MOD: SIMPLE SUBTITLES
A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings).
- Background replaced with a font outline.
- Audio source widget replaced with a text transparency based on distance (volume) to the source.
- Yellow font color for story subs for best contrast, light grey font color for anything else.
- Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks).
Credits & Collaborators:
Thanks to JoneSoft, Obsttorte, Dragofer, wesp5, Goldwell, kingsal, VanishedOne, kcghost, SeriousToni, Daft Mugi, OrbWeaver, MirceaKitsune, datiswous, Geep, nbohr1more, stgatilov, the TDM development Team and the whole community.
Install Instructions
Download the zip, unzip it, and move contents to your TDM root folder:
- Folder "MODS"
- File "JSGME.exe"
Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK.
Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled.
- To enable a mod, select a mod on the left, and click on the arrow pointing to the right.
- To disable a mod, select a mod on the right, and click on the arrow pointing to the left.
Go and enable the mods you want:
Remember! Whenever you use JSGME make sure TDM or DarkRadiant are not running, otherwise files will be blocked and you will end up with mixed results.
Uninstall Instructions
- Quit the game (to unlock the files)
- Go to your TDM root folder and double click on JSGME.ese (yellow icon)
- Disable all mods found on the right
- Close JSGME
Delete the following:
- Folder "MODS"
- File "JSGME.exe"
- File "JSGME.ini"
I hope you have fun with the TDM Modpack. Visit the Snatcher's Workshop at the official TDM forums and join the discussion.
yeah
While reading about alternative footstep sounds on water - have you ever tried the alternate footstep sounds mod?
Forums.thedarkmod.com
If you mean your whole sound mod, yes I have! And I like it. Thanks for your good work.
Is it OK to overwrite an existing version?
Yes, download, unzip and overwrite. Then launch JSGME and disable previous versions. At this point you can safely delete previous versions.
The downside of updating is that ongoing missions won't load anymore. Update only when you are ready.
Thanks. I'll keep that in mind.
Can someone explain the difference of this, TDM modpack VERSUS The Dark Mod Unofficial Patch v1.7.
It seems only one can be used and I was wondering if one is technically better than the other?
TDM Modpack adds new abilities
The world of mods... Forming an opinion based on expectations, needs and findings is part of the fun ;)
it seems moddb got probs, dunno. i get the following message, since, i dont know, 4 hours?
"The file you have selected (TDM_Modpack_v2.7.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes."
edit: Forums.thedarkmod.com
edit 2; 19.02.: same issue. snatcher, you hear this?
edit 3; 22.02.: no progress
edit 4; 23.02.: it works now. thank you
Moddb still broken. Multiple files, not just this. Might want to consider uploading it somewhere else like mediafire, zippyshare, 1filchier, pixeldrain, mega, ect. for the time being.
The site seems to be back to normal and the file is once again available for download.
Thanks ModDB Team for keeping downloads up and running!
This is really cool, much better solution than the UP.
I suggest to add to the readme what files to copy under Linux.
I only miss the electric mine . What about a gun / pistol mod ?
Slow fall, speed, invisibility potion ?
:-)
Linux users are geeks in my book and they shall find their way no matter what :)
Speed, invisibility... Check the Penumbra skill.
Not working on the latest version of The Dark Mod v2.12!
Please update, because it's a great mod!
I get this error message when I load the very first mission:
GAME ERROR
Script objet playerskills_distraction not found on entity idMoveable_mod:playerskills_distraction_3137
Unable to reproduce, sorry.
I suggest you start fresh with a brand new 2.12 in an empty folder.