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Topic Summary

Posted by: sarge945
« on: 10. July 2023, 23:24:49 »

EDIT: I really like the RunFast and WormBlend ones too! I'm an idiot and didn't see that post.
Posted by: Nameless Voice
« on: 10. July 2023, 10:19:37 »

Outside of the scope, but a modern piece of good advice to help people with colour blindness is to use patterns (such as stripes) to differentiate things by something other than pure colour.
Posted by: RoSoDude
« on: 10. July 2023, 03:11:16 »

Nah, they're all good (with this mod's changes).

EDIT: I missed the post with the SCP recolors. I definitely prefer the current mod version. SwiftBoost is the teal one to my brain, since it's the one you find first (and in greater quantities). Maybe you're thinking it should be blue to match the speed hypos, but then again the red BrawnBoost doesn't match the purple strength hypo either!

Why not just leave the current mod available even if SCP does change it? Maybe will need an update to keep the world colors consistent, I suppose.
Posted by: sarge945
« on: 09. July 2023, 23:33:31 »

Should ask @RoSoDude to chime in since he has actual colorblindness rather than just wanting implants to be distinct from one another. I hope the new colors aren't a problem.
Posted by: voodoo47
« on: 09. July 2023, 22:11:58 »

how odd - to me, "the blue one" was always SwiftBoost, or at least that is how it was interpreted by my brain. it also somehow made me believe ExperTech (inventory icon) was (a bit) teal, and that EndurBoost had some orange tint going on. all not real, but made real now.

so right now, the SCPb5 implant color changes are;
-ExperTech inventory icon is teal, matches the vanilla world object now
-SwiftBoost world object blue now, matches the vanilla inventory icon
-EndurBoost orange now (not lemon-lime)
-PsiBoost world object made more purple to match the vanilla inventory icon

not going to be changed, but was indeed curious whether this would feel wrong to someone (and if so, why - I kind of have a reasoning behind this).
Posted by: bombum
« on: 09. July 2023, 21:59:29 »

Deep blue for agility feels very wrong to me personally. What exactly did you feel was wrong?
Posted by: voodoo47
« on: 09. July 2023, 20:45:14 »

so, this undoubtedly is a good idea, however, when I tried to play with this mod, it actually made the issue worse, as it changes the colors in a way my brain deems incorrect.

SCPb5 will be using different colors, and I'm thinking once it's finally out, this mod will probably be retired, as having two mods doing the same thing in an incompatible way probably isn't for the best. ideas on the current setup? attached.
[impfix.png expired]
Posted by: notaavatar
« on: 07. October 2021, 21:43:41 »

I will try it, playing with multiple implants on weird builds (not a standard), a few times I got stuck running around with arrow keys only while I was being chased by stuff, switching implants in combat (i.e. from psi to swift implant), particularly with the dual implant OS mod, happens to be difficult.
Posted by: RocketMan
« on: 25. July 2021, 22:17:14 »

PSI feels cyan to me.  Not sure why.  Also having the bar the same color as the interface always seemed wrong
Posted by: voodoo47
« on: 25. July 2021, 20:41:33 »

it somehow feels wrong and right at the same time.
Posted by: RoSoDude
« on: 25. July 2021, 17:59:25 »

A while back a few people requested that I swap the HP/PSI bar colors since red is a more typical color for health. I don't really know where else to put this, so I thought I'd throw it in here with the other recolors.
Posted by: tiphares4
« on: 08. February 2021, 22:32:46 »

Oh yes, i will try it out, thank you..

Maybe it won't conflict if i don't choose rat pack o/s .. thanks for the recommendations.
Posted by: RoSoDude
« on: 08. February 2021, 21:58:41 »

tiphares4That would be because I'm dumb and apparently renamed the mod archive and uploaded without actually testing it in BMM. The name was too many characters for the modfolder, as per the error message.

I've reuploaded with shorter names; should work now.

EDIT: or maybe the longer name worked in an older version of BMM? I updated between the original upload and now IIRC, so maybe it's not entirely my fault. My memory for this stuff is poor.
EDIT2: I'd recommend against using Stackable Snacks with SS2-RSD, as the latter's expansion to the Pack Rat O/S upgrade conflicts with the former (that is to say, the effect of Stackable Snacks is already integrated into SS2-RSD and balanced around Pack Rat). Also, you should generally make sure to load gamesys mods first, then asset replacement mods (models/textures/sound), then gameplay DML mods like mine on top.
Posted by: voodoo47
« on: 08. February 2021, 21:52:04 »

loaded the archive with the mod manager? post the ss2bmm.log (in your SS2 folder).
Posted by: tiphares4
« on: 08. February 2021, 20:50:29 »

Got around to recoloring the anti-radiation hypo to a deeper green so it's easier to see for red-green color deficient ("""colorblind""") folks like myself. This could be merged with beauapropos' work for a Recolored Inventory Objects mod, just credit me or whatever.

There's one version of the pickup texture based on the vanilla anti-rad hypo, and one version based on SHTUP -- the comparison shot is using SHTUP.

hello, somehow it doesn't work alas.. i've tried both versions; each of them has an exclamation symbol in the mod-manager - don't know what it means..

what could be the reason? i'm using the following mods at the moment:

mod_path .\DMM\Green Anti-Radiation Hypo SHTUP+.\DMM\Green Anti-Radiation Hypo vanilla+.\DMM\SS2 green inventory+.\DMM\Distinguishable Implants+.\DMM\SS2_DeNoised_CutscenesV1+.\DMM\SS2-RSD_1.06+.\DMM\Kaucukovnik_Worms_v2+.\DMM\ss2_hud_logs_autoplay_v1+.\DMM\thelovebat-SS2-altMusic+.\DMM\Stackable Snacks v1.2+.\DMM\SS2_Droid_Immortality_1.01+.\DMM\ss2_enemy_health_randomizer_v1+.\DMM\SCP-Alarming-Cameras_1.02+.\DMM\Scary-Monsters-AI_1.01+.\DMM\Portrait Fix (SCP Beta 4)+.\DMM\Migraine Cyberspace+.\DMM\R&R&Rs EMP Rifle SecMod compat+.\DMM\SS2_Repairman_1.06+.\DMM\ss2_new_quest_notifier+.\DMM\Vurt Water VanillaInspired 1.0+.\DMM\SS2_Prison_Event_1.0+.\DMM\Vurt's Hi-Res Space v1.1+.\DMM\SS2_Stasis_Trap_1.01+.\DMM\Vurt Goo (Dripping v1.0)+.\DMM\Vurt's SS2 WormPod v1.0b+.\DMM\bigearth+.\DMM\Ball Lightning Rifle v1.0+.\DMM\Vurt's SS2 Flora Overhaul 1.0k+.\DMM\SHTUP-ND_beta1+.\DMM\SCP_beta4+.\patch_ext


Posted by: Deu sex
« on: 23. January 2021, 02:15:04 »

just tried the mod, works as intended, helps a lot especially for newcomers, on my first run I never noticed that expert tech and endur boost existed because of vanilla samy colors
Posted by: sarge945
« on: 13. January 2021, 09:15:03 »

So this is sort of a mess right now, in terms of all the different functionality being spread over multiple posts as people have contributed.

@beauapropos any plans to merge this?
Posted by: beauapropos
« on: 16. October 2020, 01:51:46 »

Despite being unused in vanilla game, I had actually thought of doing exactly that but ultimately decided against it since some FMs utilize them and even have their own custom assets.
Posted by: WalterREQUiEM
« on: 12. October 2020, 01:38:35 »

Follow up to my other post, but I've been messing around with retexturing SS2 stuff and I figured I'd give a shot at editing the RunFast implant. Decided to go ahead and do the WormBlend implant as well, since it was being discussed earlier in the thread.

All credit goes to Beauapropos, I just copied his DML and retextured his ExperTech implant to get RunFast working.


Posted by: WalterREQUiEM
« on: 24. September 2020, 03:25:02 »

These are honestly some of my new favorite mods for this game, as small as they are. Anything that makes the inventory more colorful to look at is pretty great and needless to say it really helps identifying what an implant does visually instead of having to check if you're looking at a Brawnboost or an Endurboost. Same thing with the Rad Hypos that RoSodude made.

I know it's not really a thing in vanilla ss2, but the RunFast implant shares it's icon/model with the ExperTech and AgilityBoost implants when you spawn it in. It might be worth making a different texture for it as well considering some FM's, namely Christine's uses it. I might do it myself if I can get around to it.
Posted by: RoSoDude
« on: 15. August 2020, 04:49:11 »

Got around to recoloring the anti-radiation hypo to a deeper green so it's easier to see for red-green color deficient ("""colorblind""") folks like myself. This could be merged with beauapropos' work for a Recolored Inventory Objects mod, just credit me or whatever.

There's one version of the pickup texture based on the vanilla anti-rad hypo, and one version based on SHTUP -- the comparison shot is using SHTUP.
Posted by: voodoo47
« on: 02. August 2020, 13:06:39 »

in any case, I've been kind of distracted by a lot of annoying things lately, and I really need to hop back into my SS2 shoes.

still not going to do any scripting though, as I suck at advanced stuff. once a grease monkey, always a grease monkey.
Posted by: sarge945
« on: 02. August 2020, 12:59:13 »

I don't mean it like that you guys.
Posted by: voodoo47
« on: 02. August 2020, 12:34:51 »

NOT scripting, that's for sure.
Posted by: Kolya
« on: 02. August 2020, 11:18:54 »

Yeah, what are you even doing all day, voodoo47?!
Posted by: sarge945
« on: 31. July 2020, 03:17:47 »

I was under the impression it was already working, based on this quote

2. no, it doesn't work, but we have a wip script that will make it work. it will be released as a standalone mod when complete.

I wonder how that wip script is doing...
Posted by: RocketMan
« on: 31. July 2020, 01:19:21 »

I think that's already done.
Posted by: voodoo47
« on: 30. July 2020, 16:54:08 »

wormblend needs to be made functional first. as far as SCP integration goes, no strong feelings one way or the other.
Posted by: sarge945
« on: 30. July 2020, 16:40:49 »

This is awesome! I suggested this on the scp beta suggestions document, good to see someone has finally done it!

Would it be possible to get a unique wormblend too? It looks the same as one of the other worm implants.

Obviously it's not used in game, so I understand if you don't consider if worth spending time on. I think someone said the word blend was fixed meaning mods and fan missions should be able to use it - it having a proper model could be good too.

and maybe integrate everything into one mod then? SS2 Recolored Inventory Objects or something.

I think this would make sense going into SCP directly as it's basically fixing an oversight
Posted by: RocketMan
« on: 17. July 2020, 18:16:03 »

beauapropos do you have any plans to expand this mod in the future?  Do you need any help?  I think this taps into potential nobody really addressed before.
Posted by: JossiRossi
« on: 05. June 2020, 00:31:48 »

That makes a lot of sense. Not sure why, but for the life of me I couldn't figure out why the bolt was there, even though I know those get charged.
Posted by: ZylonBane
« on: 05. June 2020, 00:22:53 »

The lightning bolt icon means that they must be charged.
Posted by: JossiRossi
« on: 05. June 2020, 00:09:54 »

Not sure if this would interest you, but made some test icons for a varied symbol on the implant for the world model. Tested by replacing SOFT2.pcx. Concepts for Brawn, Lab, and Psi boosts.

I can make more if these are useful at all.
Posted by: JossiRossi
« on: 03. June 2020, 10:51:42 »

Maybe, different symbols in place of the lightning bolt, wouldn't help the inventory image but it'd be one more way to distinguish them
Posted by: icemann
« on: 03. June 2020, 05:10:59 »

Several of the implants look identical.
Posted by: RocketMan
« on: 02. June 2020, 19:37:35 »

What about the organic implants?  Is color the only thing we can use to distinguish them?  What about shape?  These are organs after all.  Perhaps they should look like the organs they came from.
Posted by: RoSoDude
« on: 02. June 2020, 18:53:48 »

Good idea. Any other items that need it? I can't think of anything else that's a problem. French-Epstein Devices can be hard to spot at a glance, I guess, but not a big deal.
Posted by: voodoo47
« on: 02. June 2020, 18:46:45 »

and maybe integrate everything into one mod then? SS2 Recolored Inventory Objects or something.
Posted by: RoSoDude
« on: 02. June 2020, 18:30:34 »

Nice one. I was going to do something similar to make anti-radiation hypos a deeper shade of green to better distinguish them from anti-toxin hypos (red-green color deficient here). I should get on that.
Posted by: icemann
« on: 02. June 2020, 16:50:50 »

Now this I can get behind (if it looks good in-game).
Posted by: beauapropos
« on: 02. June 2020, 16:21:47 »

This mod adds retextured models with matching object icons for the EndurBoost and the ExperTech – so that they are no longer visually identical to the BrawnBoost and the SwiftBoost respectively. The distinction should be rather subtle yet discernible enough at a cursory glance.

This mod should also be compatible with SCP, Secmod, and generally all fan missions. //note - SCPb5 (and newer) now has its own version of this integrated, hence, this mod is no longer SCP-compatible. do not use.

Click here for before–after image.

(Special thanks to Sarge945 for the idea!)
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