Pressed and Overdue









Author Playthrough 100% with commentary
THIEF 2 FAN-MISSION: Pressed and Overdue | [Experte][German]
Thief 2 Fan Mission: Pressed and Overdue - Part 4 [Expert] [English]
Thief 2 Fan Mission: Pressed and Overdue - Part 3 [Expert] [English]
Thief 2 Fan Mission: Pressed and Overdue - Part 2 [Expert] [English]
Thief 2 Fan Mission: Pressed and Overdue - Part 1 [Expert] [English]
--------------------------------------------------------------------------------
September 1st, 2026
-------------------------------------------------------------------------------
Author: Hucklebarry
Contact info: webhuck@gmail.com
Homepage: N/A
Date of release: August 2026
Version 1.4
Replaced files (images, voice, intro video) with non-AI generated versions.
Made some various changes in a few places to accommodate for size changes or removal of assets.
Version 1.3
Fixed pathing issue in market (thanks, John!)
Remove unused part of conversation that was preventing correct patrol route.
added 15 broadheads to starting inventory (just an oversight as I don't typically use them)
Looking back objectively there was 1 image that felt "sloppy" IMHO. In hindsight, I don't like it, so replaced 1 image that didn't match my intended "look".
Add 2 more underwater pockets of oxygen.
Added a light to a hint object and a 2nd light to help identify the progression.
Added a couple of pieces of equipment to a section that didn't have much.
update readme to include stated missing content. (John and Christine: apologies to them)
Made it so a certain key only appears after reading a required note to prevent breaking main quest.
Removed "move" frobinfo on 7 notes to reduce inventory clutter
Added 3 pieces of "open" loot so I'll sleep better at night
Removed frob from item that had no real functionality to reduce unnecessary hunting.
Switch back to .wav for 7 environmental audio files that were causing problems
budged some bounding boxes forward to try and help with distant conversations.
increase audio on 12 conversation lines. Hopefully improves overall volume with some minor clipping.
Moved disobedient rat to a tree with an arrow through him, then thought better of it and just gave him some cheese where he can't run off.
Added a few lightmushes to an outdoor area that was too dark.
Added trigslain to zombie missing it, helping quest to trigger complete more consistently.
Changes to 1.2:
Added a destroy trap so a specific button doesn't pull an item out of your inventory.
Corrected a hotel room number in a readable.
Added flinders to chopping a curtain down ;) (very important!)
Slightly reduced volume on a specific ambient 2 that played in town.
Added switch to let you into a room you could get locked out of.
Added switch to let you out of a room you could get locked in.
Changes to 1.1:
Made a switch a little easier to see (it wasn't intended to be hidden, it was just in a dark area)
Made some notes a little clearer about one objective
Changed one sidequest reward so the item wouldn't stack and make an objective not possible if done out of order.
Fixed a typo in the briefing video.
Renamed 2 quest items to properly match their objectives. (they are no longer swapped).
Converted .wav to .ogg audio files to save over 200MB on the download.
Deleted extra rat to remove confusion
Make certain door type not bashable
Make items stackable (food trays, champagne, wine, and cake)
When a quest is finished to collect several items, those items will be removed from your inventory to free up the space (but only after finishing the quest). Assume Garrett burned them ;)
Known issues:
A secret may pop randomly. This should not impact anything but I'm having trouble reproducing it to narrow down the issue. Maybe Garrett is just THAT good?
The people in the pub may be a little sensitive. I'd recommend caution and maybe save some supplies for that area.
Your first play through should be without the HDMOD. I love that mod but it changes things, like the size of statues and I know at least one switch will be hidden with the mod installed. I could not test thoroughly enough to accommodate for that mod so I suggest you get the feel of the mission first so you can adjust for any changes it makes.
Description:
Life has been getting difficult. The city watch has obtained a printing press and posters of my smiling face are showing up everywhere. Its hard to lay low when everyone recognizes you. I'm going to break into the city watch and find a way to dismantle that machine. There is also talk of a new library in town. Might as well find out why its all anyone is talking about anymore. Of special note are 3 books called the tomes of ritual. Surely the library would be a good place to start. Having my share of rituals, its a good idea to steal first and ask questions later. Of course when I'm done, I'll need to get out and grab plenty of baubles along the way.
Of note: I am not a master architect like many modern mission builders are showcasing today. This can be considered a throwback style mission just hoping to provide some classic ambiance and fun within the Thief world. Its intent is to be more of a loot hunt than in providing jaw-dropping visuals. There is a spoilers folder with all secrets, loot, and a brief walkthrough but consider them to be extreme spoilers.
--------------------------------------------------------------------------------
* Play Information *
Game: Thief 2
Mission Title: Pressed and Overdue
File name: miss19.mis
Difficulty Settings: yes
Equipment store: yes
Map / automap: no/no
New graphics: yes
New sounds: yes
Multi language support: no
Briefing : yes
Difficulty levels: Easy, Normal, Hard. Not very difficult overall.
* Construction *
Base: From scratch.
Build Time: According to Dromed = 200 hours. Doesn't mean it will look good or play perfectly, but great effort was put into making it enjoyable.
* Beta Tester *
Plibb
--------------------------------------------------------------------------------
* Loading information *
AngelLoader ready. File name Pressed and Overdue.zip
--------------------------------------------------------------------------------
* Copyright *
Completed in August 2026, this mission is for all to enjoy. I hope you do! I relied on many tutorials and comments from the tremendous Thief community. I also scoured the interwebs looking for custom objects and artwork to include and since that was a test of my sanity to find things in 2026, my efforts to credit those might fall short. This is not intentional, it is just really difficult to find things made for Thief. (there are so many dead links, redirects, misinformation, etc. and when you finally do find something and import it you find out it doesn't work anymore, so you delete and start all over). My best effort to credit those whose work I used is below. Please let me know if I left you out and I will gladly give you the credit you deserve. My understanding based on readme files and permissions found on websites is that all of the objects and textures I imported were free to use in new FMs. Again, please let me know if I borrowed in error.
Special thanks to John9818a and R Soul for help with implementing some odd keys. R Soul's squirrel script is included. Again, THANKS!!!
https://hulub.ch/customstuff_p3.php
http://dejtom3.freehostia.com/index3fanworks.html
http://www.wearytaffer.com/NV/
https://www.thiefmissions.com/tafferstavern/Textures.htm
http://thief.washboardabs.net/models/
http://www.wearytaffer.com/?tul=obj
https://www.thiefmissions.com/targa/
https://catmanofiowa.com/RSoul/obj.html
https://download.thiefguild.com/archive/thief-object-repository/
https://download.thiefguild.com/res/objects/t1-t2/ (Great new additions by Dale and R Soul... thanks for making and sharing these!)
Also thanks to those helpful people on TTLG and Discord for being patient and answering questions they have likely answered hundreds of times before.
JDChest1 by John Denison from the object repository linked above. Also is very helpful in general and I appreciate his advice and dromed know-how that he is willing to share.
Christine Schneider's furniture objects, vases and paintings from the object repository linked above.
Several images were obtained from Pixabay using the "authentic only" search tag, meaning the images are both royalty free and did not use AI. They were then composited and edited further by me.
Door Object:
Team CoSaS. Textures by Redleaf, Saturnine, CRC, & Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Light Objects:
Team CoSaS. Objects by Schwaa, Phandom, SilentSleep, Yametha, & Digital Nightfall. Textures by Phantom, Schwaa, and Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Desk Object:
Team CoSaS. Objects by Schwaa, pkaa, redleaf, & Digital Nightfall. Textures by redleaf & Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Double Drapes:
Team CoSaS. Objects by redleaf. Textures by redleaf. Directed, Organized, and Released by Digital Nightfall.
Bookcases:
Team CoSaS. Objects and some texture work by Yametha. Directed, Organized, and Released by Digital Nightfall.
Loot:
Team CoSaS. Objects and textures by Eshaktaar, tdbonko, pkaa, Christine, Nameless Voice, and Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Ancient lever and button:
Ancient Button and Lever by Eshaktaar (Website: http://www.hulub.ch/)
Angel Statue:
TDBonko (Dejan Tomic)
Museum Pedestal:
Museum Pedestal by Eshaktaar
Claw table:
This model is copyright ©2002 by Nameless Voice.
Sarcophagus:
Sarcophagus by Eshaktaar
Shield:
TDBonko (Dejan Tomic)
Bucket filled with water: (c) by von.Eins, 2001
Clock: (c) by von.Eins, 2001
Textures from DedX project.
------------------------------------------------------------------------
Permission is granted to freely play and distribute this level. If any pieces are usable to you, you are also allowed to use them, respecting the original authors where applicable.
This level was not made and is not supported by Looking Glass Studios or Eidos Interactive.
September 1st, 2026
-------------------------------------------------------------------------------
Author: Hucklebarry
Contact info: webhuck@gmail.com
Homepage: N/A
Date of release: August 2026
Version 1.4
Replaced files (images, voice, intro video) with non-AI generated versions.
Made some various changes in a few places to accommodate for size changes or removal of assets.
Version 1.3
Fixed pathing issue in market (thanks, John!)
Remove unused part of conversation that was preventing correct patrol route.
added 15 broadheads to starting inventory (just an oversight as I don't typically use them)
Looking back objectively there was 1 image that felt "sloppy" IMHO. In hindsight, I don't like it, so replaced 1 image that didn't match my intended "look".
Add 2 more underwater pockets of oxygen.
Added a light to a hint object and a 2nd light to help identify the progression.
Added a couple of pieces of equipment to a section that didn't have much.
update readme to include stated missing content. (John and Christine: apologies to them)
Made it so a certain key only appears after reading a required note to prevent breaking main quest.
Removed "move" frobinfo on 7 notes to reduce inventory clutter
Added 3 pieces of "open" loot so I'll sleep better at night
Removed frob from item that had no real functionality to reduce unnecessary hunting.
Switch back to .wav for 7 environmental audio files that were causing problems
budged some bounding boxes forward to try and help with distant conversations.
increase audio on 12 conversation lines. Hopefully improves overall volume with some minor clipping.
Moved disobedient rat to a tree with an arrow through him, then thought better of it and just gave him some cheese where he can't run off.
Added a few lightmushes to an outdoor area that was too dark.
Added trigslain to zombie missing it, helping quest to trigger complete more consistently.
Changes to 1.2:
Added a destroy trap so a specific button doesn't pull an item out of your inventory.
Corrected a hotel room number in a readable.
Added flinders to chopping a curtain down ;) (very important!)
Slightly reduced volume on a specific ambient 2 that played in town.
Added switch to let you into a room you could get locked out of.
Added switch to let you out of a room you could get locked in.
Changes to 1.1:
Made a switch a little easier to see (it wasn't intended to be hidden, it was just in a dark area)
Made some notes a little clearer about one objective
Changed one sidequest reward so the item wouldn't stack and make an objective not possible if done out of order.
Fixed a typo in the briefing video.
Renamed 2 quest items to properly match their objectives. (they are no longer swapped).
Converted .wav to .ogg audio files to save over 200MB on the download.
Deleted extra rat to remove confusion
Make certain door type not bashable
Make items stackable (food trays, champagne, wine, and cake)
When a quest is finished to collect several items, those items will be removed from your inventory to free up the space (but only after finishing the quest). Assume Garrett burned them ;)
Known issues:
A secret may pop randomly. This should not impact anything but I'm having trouble reproducing it to narrow down the issue. Maybe Garrett is just THAT good?
The people in the pub may be a little sensitive. I'd recommend caution and maybe save some supplies for that area.
Your first play through should be without the HDMOD. I love that mod but it changes things, like the size of statues and I know at least one switch will be hidden with the mod installed. I could not test thoroughly enough to accommodate for that mod so I suggest you get the feel of the mission first so you can adjust for any changes it makes.
Description:
Life has been getting difficult. The city watch has obtained a printing press and posters of my smiling face are showing up everywhere. Its hard to lay low when everyone recognizes you. I'm going to break into the city watch and find a way to dismantle that machine. There is also talk of a new library in town. Might as well find out why its all anyone is talking about anymore. Of special note are 3 books called the tomes of ritual. Surely the library would be a good place to start. Having my share of rituals, its a good idea to steal first and ask questions later. Of course when I'm done, I'll need to get out and grab plenty of baubles along the way.
Of note: I am not a master architect like many modern mission builders are showcasing today. This can be considered a throwback style mission just hoping to provide some classic ambiance and fun within the Thief world. Its intent is to be more of a loot hunt than in providing jaw-dropping visuals. There is a spoilers folder with all secrets, loot, and a brief walkthrough but consider them to be extreme spoilers.
--------------------------------------------------------------------------------
* Play Information *
Game: Thief 2
Mission Title: Pressed and Overdue
File name: miss19.mis
Difficulty Settings: yes
Equipment store: yes
Map / automap: no/no
New graphics: yes
New sounds: yes
Multi language support: no
Briefing : yes
Difficulty levels: Easy, Normal, Hard. Not very difficult overall.
* Construction *
Base: From scratch.
Build Time: According to Dromed = 200 hours. Doesn't mean it will look good or play perfectly, but great effort was put into making it enjoyable.
* Beta Tester *
Plibb
--------------------------------------------------------------------------------
* Loading information *
AngelLoader ready. File name Pressed and Overdue.zip
--------------------------------------------------------------------------------
* Copyright *
Completed in August 2026, this mission is for all to enjoy. I hope you do! I relied on many tutorials and comments from the tremendous Thief community. I also scoured the interwebs looking for custom objects and artwork to include and since that was a test of my sanity to find things in 2026, my efforts to credit those might fall short. This is not intentional, it is just really difficult to find things made for Thief. (there are so many dead links, redirects, misinformation, etc. and when you finally do find something and import it you find out it doesn't work anymore, so you delete and start all over). My best effort to credit those whose work I used is below. Please let me know if I left you out and I will gladly give you the credit you deserve. My understanding based on readme files and permissions found on websites is that all of the objects and textures I imported were free to use in new FMs. Again, please let me know if I borrowed in error.
Special thanks to John9818a and R Soul for help with implementing some odd keys. R Soul's squirrel script is included. Again, THANKS!!!
https://hulub.ch/customstuff_p3.php
http://dejtom3.freehostia.com/index3fanworks.html
http://www.wearytaffer.com/NV/
https://www.thiefmissions.com/tafferstavern/Textures.htm
http://thief.washboardabs.net/models/
http://www.wearytaffer.com/?tul=obj
https://www.thiefmissions.com/targa/
https://catmanofiowa.com/RSoul/obj.html
https://download.thiefguild.com/archive/thief-object-repository/
https://download.thiefguild.com/res/objects/t1-t2/ (Great new additions by Dale and R Soul... thanks for making and sharing these!)
Also thanks to those helpful people on TTLG and Discord for being patient and answering questions they have likely answered hundreds of times before.
JDChest1 by John Denison from the object repository linked above. Also is very helpful in general and I appreciate his advice and dromed know-how that he is willing to share.
Christine Schneider's furniture objects, vases and paintings from the object repository linked above.
Several images were obtained from Pixabay using the "authentic only" search tag, meaning the images are both royalty free and did not use AI. They were then composited and edited further by me.
Door Object:
Team CoSaS. Textures by Redleaf, Saturnine, CRC, & Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Light Objects:
Team CoSaS. Objects by Schwaa, Phandom, SilentSleep, Yametha, & Digital Nightfall. Textures by Phantom, Schwaa, and Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Desk Object:
Team CoSaS. Objects by Schwaa, pkaa, redleaf, & Digital Nightfall. Textures by redleaf & Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Double Drapes:
Team CoSaS. Objects by redleaf. Textures by redleaf. Directed, Organized, and Released by Digital Nightfall.
Bookcases:
Team CoSaS. Objects and some texture work by Yametha. Directed, Organized, and Released by Digital Nightfall.
Loot:
Team CoSaS. Objects and textures by Eshaktaar, tdbonko, pkaa, Christine, Nameless Voice, and Digital Nightfall. Directed, Organized, and Released by Digital Nightfall.
Ancient lever and button:
Ancient Button and Lever by Eshaktaar (Website: http://www.hulub.ch/)
Angel Statue:
TDBonko (Dejan Tomic)
Museum Pedestal:
Museum Pedestal by Eshaktaar
Claw table:
This model is copyright ©2002 by Nameless Voice.
Sarcophagus:
Sarcophagus by Eshaktaar
Shield:
TDBonko (Dejan Tomic)
Bucket filled with water: (c) by von.Eins, 2001
Clock: (c) by von.Eins, 2001
Textures from DedX project.
------------------------------------------------------------------------
Permission is granted to freely play and distribute this level. If any pieces are usable to you, you are also allowed to use them, respecting the original authors where applicable.
This level was not made and is not supported by Looking Glass Studios or Eidos Interactive.
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