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Tags: °mis °object °texture °SS2 °obsolete

Install ADAOB then this mod on top.
 
The text below is taken from several posts by HiTorque written on WugglesUnlimited (RIP) at the time he made some very impressive modifications for the MedSci-level that I have gathered in this single Mod. Most notably these are some stunning (transparent) glass pane doors and (the previously leftout) body lockers for the MedSci morgue which add perfectly to this place.
Note that HiTorque made his Mod compatible to Straylight's ADAOB mod. To play with both mods you should install ADAOB first. Zombe's Mod Manager will complain about the mods being incompatible when activating HiTorque's Mod then but this can be safely ignored. Remember to start a new game to make this mod work. Note that this mod adds nanites, cyber modules and other goodies which are not part of the original gameplay.



The links to digitalnugget.com below (Wuggles Unlimited domain) are dead now.

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This archive contains the missing Rec Deck Sign "Casino" that goes along with the "Mall", "Theater", and "Athletics" signs.

To use it, drop the .bin file in your existing sshock\Obj folder and the .pcx in your Obj\txt16 folder or see the TTLG forums for instuctions on making your SS2 install mod ready. You will then need to add the sign to Object Hierarchy...signs>ship areas>rec signs, giving it a shape property of "cr_cas" (to point to our newly installed model) and save your gamesys.

Hi-Torque 3-20-04

Shock On!


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This archive contains five MedSci Signs available in Dromed in the Object Hierarchy under ...Signs>Ship Areas>MedSci Signs that were previusly unusable due to various errors.

Four of the signs match the look and theme of the ones used in Eng, Rec, Ops, and (unused) Hydro. Also included is the "Cryo Storage" floor arrow.

To use the signs simply drop the .bin files into you existing Sshock2\Obj folder or see the TTLG forums for directions on how to make your SS2 folder mod ready. You will of course have to use Dromed to place them :)

Many grateful thanks to Mike P. for his kind assistance. I would have never figured it out without his help.

Hi-Torque 3-20-04

Shock On!


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This file contains a modified version of the medsci1 level. To use it, first rename your exsisting medsci1 level, and copy the included mis file into your sshock2 directory.

What else may be needed:

1.My modified gamesys file which is at: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=241&posts=1

2.G'len's Computer pack: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=113&posts=1. Look for Comp.zip

Whats new:

1. I originally started editing with Dromed to increase the number of weapons and ammo available during multiplay. Yes I know the purists among you are outraged, but its all for fun right? So, numerous weapons and ammo are now liberally strewn about.

2. The new door and sign models discussed here: http://www.ttlg.com/forums/showthread.php?s=&threadid=80693, are inplace.

3. The unused morgue body drawers have been used to complete the morgue.

I will also (if anyone is interested) upload my other levels.

Shock On!

Hi-Torque 4-30-04


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[Updated] First, three new doors, glass pane versions of both Med and Sci doors made from the previously unused Hydro door models and a standard door featuring the double circle/vb logo. The custom textures are of course up to SHTUPs standards. I was somewhat afraid the the model was buggy, but after replacing nearly all the doors in medsci1, I can find no errors. These doors are quite lovely IMHO as they are translucent and show off the Dark Engines capabilites to great effect.

To use them, drop the bin files in your (mod ready) SS2 Obj folder, and the pcx's in your obj\txt16 folder. You will then need to add the appropriate properties to the new models in your gamesys via Dromed.

Second, Wuggles suggested that I upload my modifed gamesys (updated 5/21/04 to reflect newest signs and doors). So Ive included it to, but be aware of the following:

1. All of the new and fixed signs (see here: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=194&posts=1 ) are included, Physical>Decorative>Signs>Alpha Signs>Ship Areas>MedSci Signs.

2. Both of the doors are included, Physical>Terrain>Doors>
3. The unused morgue body lockers (see here: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=194&posts=1 ) are included, Functional>Usable Containers>Morgue...

3. Ive installed Straylights Gamesys fixes.

As I add more objects, I'll update this gamesys file.

Finally, a custom medsci1 level which has been modified to include the new doors (among other things). You can find the level here: http://www.digitalnugget.com/crap/Hi_Torque_medsci1.rar

Edited by Hi-Torque 5/21/2004 6:37 AM

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This archive contains seven new signs. Two Rec Deck signs, "Lounge" and "Obs Deck" that go along with the "Mall", "Theater", and "Athletics" signs. And five new Med/Sci signs, "Lounge","Morgue","Dining (to go alonge with those cool unused morgue body drawer models in objs.crf) and two storage signs similar to the ones used on Eng and Hydro.

To use them, drop the .bin files in your existing sshock\Obj folder and the .pcxs in your Obj\txt16 folder or see the TTLG forums for instuctions on making your SS2 install mod ready. You will then need to add the signs to Object Hierarchy...signs>ship areas>rec signs and the same for Med/Sci. Note the the "cr_lou" and "cr_obs" models use an updated cr_cas.pcx texture, the same one used for the "Casino" sign previously released.

Hi-Torque 5-21-04

Shock On!
« Last Edit: 29. December 2016, 11:58:23 by Moderator »

6740523e4eddeChandlermaki

Re: SS2 HiTorque's complete Med/Sci changes
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Wow! I gotta say, this mod is one of my favorites!
The new transparent doors are the best!
Re: SS2 HiTorque's complete Med/Sci changes
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Kolya this is just the most fantasktec mod on this web. It just adds a great improvemt the the 1st part of the 1st level of :)  SYSTEM SHOCK 2. Great work Kolya. Are you thcking of more mods what change the levels of SYSTEM SHOCK 2.  :) ;) :thumbwink:[img]Kolya.jbp

6740523e4f016neoendedsmith

Re: SS2 HiTorque's complete Med/Sci changes
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Koyla, does this supposed wonderful mod have any incompatibilites with ADaob v.0.2.9 or Arcaniac Graphics v.2.0 since this mod is from 2004?  When you used it, where there any bugs or graphical glitches you experienced?

Thank you Koyla!!

6740523e4f10fneoendedsmith

Re: SS2 HiTorque's complete Med/Sci changes
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Nevermid Koyla, I don't want to use this mod right now because it had "shock.gam" in it and it gives me much more cyber modules, nanites and such...not what I want cuz I'm playing it fresh.
Re: SS2 HiTorque's complete Med/Sci changes
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I love it but the amount of items laying around is just to much to the point where its not even close to a challenge on even impossible difficulties. Maybe take the amount of items down a couple notches and i'll reinstall it.
Re: SS2 HiTorque's complete Med/Sci changes
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This mod is, functionally, a "trainer". If you want the graphical improvements but not the advantages then maybe just don't pick them up?  :weird:

6740523e4f40finfrabaron

Re: SS2 HiTorque's complete Med/Sci changes
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this sounds good, am considering for next playthrough. but i have played through vanilla ss2 so many times, that i might like to try secmod - will this be compatible or hopefully redundant?

6740523e4f54emiracle.flame

Re: SS2 HiTorque's complete Med/Sci changes
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nah.. not possibile.. not at all... this one is only about med/sci nothing else
Re: SS2 HiTorque's complete Med/Sci changes
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If I remember correctly various parts of this mod were reused in other mods, eg I think Christine used the transparent glass doors in one of her missions (Ponterbee?).
Anyway, play this for fun and then start a serious game with Secmod (incl. seriously getting your butt kicked by the superswift secmod hybrids). :/

6740523e4f793Join ussss!

Re: SS2 HiTorque's complete Med/Sci changes
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Although I like this mod it really is a shame it is for med/sci only, also there is way too many extra items lying around.

6740523e4f881Xerxes250

Re: SS2 HiTorque's complete Med/Sci changes
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What are the 3 unnamed hypos found on the floor near those cryo tanks for? I can't use them.
Re: SS2 HiTorque's complete Med/Sci changes
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The original author hasn't been around for a long time. So get yourself a ShockEd kit, load up a save game near those hypos and find out.
See also: SS2 editing

6740523e4fac2SeniorCitizen

Re: SS2 HiTorque's complete Med/Sci changes
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i wish someone edited this awesome mod and excluded the extra items/ammo.

6740523e4fbb2Marcelo

Re: SS2 HiTorque's complete Med/Sci changes
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It seems that this mod switches some SHEMP and AdaoB animated textures back to low res. Is there any way to fix this?
Re: SS2 HiTorque's complete Med/Sci changes
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Ask MOTHER about mod compatibility.

6740523e4fe02Marcelo

Re: SS2 HiTorque's complete Med/Sci changes
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Thanks for the reply. I tried to merge both mods by adding the Techc and Techw files but it didn't worked. I guess I'll have to pick one.
Re: SS2 HiTorque's complete Med/Sci changes
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This mod and ADaoB both replace the medsci mission files. The high res monitor textures of SHEMP are associated with ADaoB's mission file.
At this point there is no useful way of mixing these two mods, short of editing the monitor textures into HiTorque's mission.
However things have changed since SHEMP came out and these days it would be possible to create a SHEMP mod that would be independent of the mission file being used. And that's the plan for SHEMP.

6740523e50045GodzillaX8

Re: SS2 HiTorque's complete Med/Sci changes
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I am wondering if I install this on top of ADAOB etc. if it will mess anything up?  This has always been one of my favorite mods, but I have my new install working perfectly the way I want after many hours of tweaking, so I don't want to ruin anything.  :P

6740523e5017avoodoo47

Re: SS2 HiTorque's complete Med/Sci changes
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yes, it will mess things up. those two are incompatible.

6740523e502aeSimplex

Re: SS2 HiTorque's complete Med/Sci changes
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Would it helpt to put this mod is put DataTempMods (I just wanted to check out how it looks).
Re: SS2 HiTorque's complete Med/Sci changes
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No, they are really incompatible. You would have to remove ADaoB. Ask MOTHER for "mod compatibility" to learn more.

6740523e504b1Simplex

Re: SS2 HiTorque's complete Med/Sci changes
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Which topic specifically? Because I just looked at the page and none of the topics has "compatability" in the name. I also looked at "newbie modding guide" but also no word on mod compatability.

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