6742b12436dfe

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Look at you, hacker: a pathetic creature of ____ and bone!  (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: voodoo47
« on: 07. January 2015, 21:39:33 »

and edited the installation instructions.
Posted by: Kolya
« on: 07. January 2015, 21:33:25 »

I repacked it, hope it's okay, R.
Posted by: Marvin
« on: 07. January 2015, 10:31:52 »

Small heads-up: The Mod is packaged inside the deprecated DataPermMods folder, would be nice if it was reuploaded properly since it could easily be in the recommended mods section.
Posted by: RocketMan
« on: 03. August 2014, 18:24:39 »

Fixed.  Thanks.
Posted by: voodoo47
« on: 03. August 2014, 08:41:07 »

recommend adding the fingerprint block to the dml, to make sure all potential FM conflicts are avoided.

Code: [Select]
// OM hydro2 fingerprint
FINGERPRINT
{
   1647 [-241 -12 0]
   1646 [-241 -18 0]
   1645 [-241 -24 0]
   1489 [-241 -30 0]
   1644 [-249 -12 0]
   1643 [-249 -18 0]
   1642 [-249 -24 0]
   1494 [-249 -30 0]
   426 [-249 -36 0]
   425 [-249 -42 0]
}
Posted by: voodoo47
« on: 06. April 2014, 22:58:54 »

yes.
Posted by: OneofTheMany
« on: 06. April 2014, 22:58:35 »

Understood. It's the one you'll encounter in the Hydro lab right? With the audiolog?
In that case it all makes sense.
Posted by: voodoo47
« on: 06. April 2014, 22:50:22 »

it doesn't work that way. only the one specific midwife on hydro2 will be replaced, nothing else.
Posted by: OneofTheMany
« on: 06. April 2014, 22:37:24 »

Yes, I thought so too. But I used "summon_obj midwife" in the training area to see that everything was correct.
Posted by: voodoo47
« on: 06. April 2014, 22:35:25 »

old saves from hydroponics will not work, you need to install the mod before you enter the level for the first time.
Posted by: OneofTheMany
« on: 06. April 2014, 22:34:01 »

Hm, it isn't working... I tried to disable Rebirth but that didn't help either.
Posted by: OneofTheMany
« on: 06. April 2014, 22:23:02 »

Thanks Voodoo :)
Posted by: voodoo47
« on: 06. April 2014, 21:37:58 »

yes, you can use it, and the priority shouldn't really matter, as the mod will not conflict with anything (there are no other midwife reskin dml mods in existence at this point).
Posted by: OneofTheMany
« on: 06. April 2014, 21:32:39 »

I have both Rebirth (latest) and ADaoB (also latest). Can I use this?
And if yes, how do I prioritise in Blue's MM?
Posted by: Marvin
« on: 28. August 2013, 17:18:45 »

Is it possible to use this model as replacement for regular midwives?
Sure, get rid of the mtl file(s) and rename the bloome.* files to midwife.* (I think, could be a different name).
Posted by: Jack Ripper
« on: 28. August 2013, 17:05:46 »

Is it possible to use this model as replacement for regular midwives?
Posted by: Hikari
« on: 02. June 2013, 12:10:22 »

Well I figured here was the logical place to add my two bits in since didn't see anywhere else and honestly it does seem a touch unreasonable.
Posted by: voodoo47
« on: 02. June 2013, 09:29:47 »

there is already a request for all this at the Engineering.

//actually not for everything. let me fix that.
Posted by: Hikari
« on: 02. June 2013, 04:48:45 »

OK Bad Example Z. Better one. Can we Please give polito a more distinctive model? She only shows up for one scene but it's the game's Big Twist so yea kinda sad when she looks all.... forgettable.

Ditto for Delecroix. Anything able to be done with her? I"m not sure What, but one of those 'would be nice' things.

Guess while i"m at it may as well ask for a few different hybrid bodies that are random-selected to spawn in so the mooks have a tiny bit of variety (IE which way the worm's flipped, maybe only has one arm. I dunno... that's the willy nilly if time were no object type thing.)

Mainly fixing the unique humans would be pretty spiff.
Posted by: ZylonBane
« on: 06. March 2013, 19:31:50 »

Can this be done for the other explicitly Named NPC's? IE make Diego look more distinct
What? Diego already has a unique model.
Posted by: voodoo47
« on: 06. March 2013, 19:29:39 »

any model can be switched with a dml, so yeah, perfectly doable - as long as someone supplies the models.
Posted by: Hikari
« on: 06. March 2013, 19:26:00 »

I think you also find an audio log ON that midwife. Much like you find an audiolog on a Hybrid that's of Turnbull losing her mind.

Frankly the hybrid models in the original look less 'male' and more 'work exploded the chest and the body got reformed into generic bulky thing that sortof resembles human.'
Posted by: Simplex
« on: 06. March 2013, 19:00:43 »

If it can be done for bloome, I suppose it should be doable for other people, but do not quote me on that ;) I must say that after installing Bloome mod I was really disappointed that Polito's model is a generic female model (at least it was my impression that it was generic).

Interesting! Thanks for making this mod. Prior to this mod, was the player just supposed to assume that one of the midwives in hydroponics are Bloome?
AFAIR in the room where you encounter here there is an audiolog which suggests it was her.
Posted by: Hikari
« on: 06. March 2013, 18:38:25 »

Simi-related question.
Can this be done for the other explicitly Named NPC's? IE make Diego look more distinct, Tommy. Rebecca, Polito, etc. Make them all use something other than the generic male/female crewmember models.

And have that or at least the flags folded into ADaoB.
Posted by: Royzourboy
« on: 06. March 2013, 17:32:09 »

Interesting! Thanks for making this mod. Prior to this mod, was the player just supposed to assume that one of the midwives in hydroponics are Bloome? If so, this mod could be really useful. Little things here and there to help differentiate are always accepted in my book :D
Posted by: RocketMan
« on: 24. February 2013, 21:41:33 »

Well, alrighty then. Fixed.
Posted by: voodoo47
« on: 24. February 2013, 21:34:41 »

the cam_mod.ini is not required anymore.
Posted by: RocketMan
« on: 24. February 2013, 21:30:13 »

FYI, the mod has been fixed to work with the latest SS2Tool by changing the folder and path names to DataPermMods from DataPermanentMods.

Check the first post for the updated file.
Posted by: rccc
« on: 19. February 2013, 21:01:50 »

I just wanted to note that the installation instructions "just install in your root folder" won't work, because it will extract into DataPermanentMods, which changed into DataPermMods.

I suggest skipping the DataPerm(anent)Mods folder from the archive entirely.
Posted by: RocketMan
« on: 18. February 2013, 20:14:56 »

Let me know about distortions, sinking into the floor or any weird limb angles that look wrong.  I can possibly tweak them out.
Posted by: Shinobi
« on: 18. February 2013, 19:29:42 »

Nothing much to add but I've just tried this for the first time and it rocks in-game!
Posted by: RocketMan
« on: 18. February 2013, 19:12:10 »

That should be changed.  The older versions of ss2tool had datapermanentmods.  It is now datapermmods so you're right.  I should fix that.
Posted by: Simplex
« on: 18. February 2013, 18:14:41 »

I wanted to add this mod to my modded SS2 (SHTUP, Rebirth, ADaoB, 400) but I noticed that the mod is in folder DataPermanentMods, not DataPermMods. I also noticed that the modified cam_ext.ini for the mod adds this line:

Code: [Select]
mod_path patch_ext+DataPermanentModsCan I rename this to "mod_path patch_ext+DataPermMods" in the ini and put the files of the mod into DataPermMods dir, or will this not work?
Posted by: Marvin
« on: 18. February 2013, 07:26:11 »

Apologies for bumping a topic that hasn't been replied to in a while, not sure if RocketMan even still browses, but:

Is it possible that this mod might be extended so it replaces all other instances of the Cyborg Midwife? As it seems this is the closest we have to a proper mod which rigs and uses the Eldron Midwife model.
Sure, just rename the bloom.*** files to fembot.*** and drop all files and folders into DataPermMods\mesh\, overwriting exisiting (Rebirth) files.
Posted by: RocketMan
« on: 18. February 2013, 04:28:50 »

It's definately possible.  If you replace the midwife archetype model with the one from this mod, all instances will be replaced, just as they are replaced in a mod like rebirth.  I have to admit it's not an immediate priority of mine as I'm working on a couple other things at the moment but eventually I can see a new midwife model replacing the rebirth one.
Posted by: mouth-breather
« on: 18. February 2013, 02:12:24 »

Apologies for bumping a topic that hasn't been replied to in a while, not sure if RocketMan even still browses, but:

Is it possible that this mod might be extended so it replaces all other instances of the Cyborg Midwife? As it seems this is the closest we have to a proper mod which rigs and uses the Eldron Midwife model.
Posted by: RocketMan
« on: 05. October 2012, 03:01:05 »

Yeah I find that whenever I decide to play, it's not one of those marathons where I play it a billion times a billion different ways so I just make a new install and set it up how I like manually and I'm good to go.  That doens't mean we shouldn't strive for something better, but for now it's tolerable at least.
Posted by: Silver83
« on: 04. October 2012, 21:49:40 »

Hm...I just tried the FM selector and I am not quite sure about it: It is definitely great for playing fan missions (which seems to be its primary purpose) but choosing mods? It seems you can only "play" one mod at a time.

And the thing about permanent mods: Mod Manger tells me exactly which mod overrides another mod. Doing it manually removes that information, let alone the more permanent solution this is.

But to be honest: As long as System SHock 2 has a rather limited selection of mods, this isn't really a problem I have to admit :D

Posted by: Silver83
« on: 04. October 2012, 13:10:05 »

That's great. I'll try that.
Posted by: voodoo47
« on: 04. October 2012, 11:59:31 »

there is a pdf included in the newdark documentation. but to make it short:
-edit cam_mod.ini, remove the ; from the fm line
-create a FMs folder in your shock2 folder
-create an ADAOB folder inside the FMs folder
-extract ADAOB there (and go to obj, and delete Atek_H.bin if you want to use Tacticool)
-run the game, a (wild) FM select screen should appear
-launch the mod

just tried it (graphics enhancements and the bloome mod in the DataPermanentMods, ADAOB in the FMs folder), everything works nicely. and I also believe this (using DataPermanentMods for the permanent graphics enhancements, and the built in FM selector for gameplay mods) is probably the way to go.
Posted by: Silver83
« on: 04. October 2012, 11:38:09 »

Do you know a FAQ or sth like that about the FM selector?
Posted by: voodoo47
« on: 04. October 2012, 11:25:32 »

first - do not change anything. extract the mod to your shock2 folder, overwrite, mod is installed.

second - yes, they will complete each other.

third - you should probably ditch the modmanager in the near future, and start using DataPermanentMods for the permanent graphics enhancements, and the built in FM selector for gameplay mods (ADAOB, Secmod etc).
Posted by: Silver83
« on: 04. October 2012, 10:49:57 »

Ok. I'll try that. Two things I'd like to mention:

First:
"Or change the file extension to .SS2MOD to use with the SS2 Modmanager." --> that should be changed then?


Second:
Let me get this straight: I then have two dml files called hydro2.mis.dml, one in the core directory and the other in permannet mods and they will complete each other? The first deals with relocating underwater plants, the latter with the new nurse model...
Posted by: voodoo47
« on: 04. October 2012, 10:39:05 »

combining the dmls is not necessary, and can break things when done incorrectly. modmanager will not see the mod, this is normal, as it is meant to be installed manually (extracting the archive to the root folder should be all that is necessary). I have just tried it out, and it works - but remember, if you are loading from a previous hydro save, this will NOT work, you will either have to start a new game or use a save that has been made before you entered hydro for the first time.

to test whether the mod actually works, you can do following:
-edit cam.cfg, add first_level hydro2.mis
-start a new game
-you will be spawned on hydro, rush to Bloome, and see whether she uses the new model

note: I think the model is a bit smaller than it should be - maybe we could make her larger.
Posted by: Silver83
« on: 04. October 2012, 09:46:59 »

Hm...I have to ask again. There is a new dml file, which enables the new textures. But I already have a hydro2.mis.dml file im my game folder. So shouldn't i combine those two files?

Besides: Mod Manager seems to ignore the dml file and copying the files manually doesn't change anything. I know I'm doing something wrong but I don't know what. All mods seem to be working just fine. Only this one and the new security door texture from Vurt won't appear...and I don't know why. Any help would be appreciated.
Posted by: Kolya
« on: 04. October 2012, 08:47:11 »

Just noting here that I made the change to cam_mod.ini that allows DMLs to be loaded from DataPermanentMods only last night. Only someone who reinstalled since then will have it. Everyone else will have to change the last line in cam_mod.ini for this mod to work to:
Code: [Select]
mod_path DataPermanentMods+patch_ext
Posted by: Silver83
« on: 04. October 2012, 08:28:44 »

Thanks for the explanation. Is it also possible to just use the Mod Manager. Until now I activated all my mods using the Mod Manager without having the "mod ready file structure" (I just recently discovered SS2Tool).
Posted by: RocketMan
« on: 04. October 2012, 02:25:28 »

Ok, with a little help from Voodoo, I've got a new upload in the first post.  This uses a DML file to do the same thing as the mis file would have done except now it doesn't matter what .mis file you have or want to use, this will tack onto that.

Silver83: If you had ADAOB installed before you tried this mod, recommend going into your DataPermanentMods folder, deleting hydro2.mis (because that was part of the old bloome mod) and replacing it with the ADAOB version again.  Re-installing ADAOB alltogether will also fix this.  Once you have the original ADAOB mis file in that folder again, dump this new mod into your system shock root directory and it will automatically place the files where they need to go.  The DML will then apply itself to the ADAOB hydro2.mis file if you have installed ADAOB or to the original mis file in the root directory.
Posted by: RocketMan
« on: 03. October 2012, 20:09:22 »

Voodoo has a point.  I'll try to update the download with a DML version.  Now that we can do that, it should be less tempermental on any given setup since it only changes what it needs to.  Hang in there :)
Posted by: Silver83
« on: 03. October 2012, 20:04:16 »

I'm using ADaoB as well...but of course I didn't enter for the frist time :) I'll wait for the next version. Thx
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6742b12438764