673fc0cf7f0a2

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Name the default melee weapon in System Shock 2:

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


Topic Summary

Posted by: voodoo47
« on: 02. February 2015, 09:04:06 »

looks like I've missed the last post somehow - anyway, an update is unlikely.
Posted by: DMRN
« on: 24. January 2015, 22:03:48 »

Are there any plans for further patching of this mod? I'm having the problem where the ecology elimination doesn't affect Hydroponics. Is it worth it to wait for an update?
Posted by: itsonlydanny
« on: 16. November 2014, 08:44:02 »

OK, I did suspect that was the case.

Thanks.
Posted by: voodoo47
« on: 15. November 2014, 09:29:02 »

no. all gamesys and mission mods are incompatible.
Posted by: itsonlydanny
« on: 15. November 2014, 09:27:09 »

Is this compatible with the new Community Patch?

DANNY
Posted by: itsonlydanny
« on: 31. July 2012, 08:51:45 »

Thanks for your help, Miracle.freak and Kolya!

DANNY
Posted by: Kolya
« on: 30. July 2012, 18:07:31 »

A bit further up in this thread I explained why these mods are incompatible. Miracle.freak's combi mod is the way to go.
Posted by: miracle.flame
« on: 30. July 2012, 11:18:08 »

Maybe have a look at SS2 Unified & Revamped .mis mods v1.14 which aims to overcome incompabilities of that sort.
Posted by: itsonlydanny
« on: 30. July 2012, 11:13:44 »

Hi,

I've just made the game 'mod-friendly' using the the SS2 Tool v.3.6, etc - and installed, obviously, Straylight AdaoB and SHTUP Beta 6. However, I can't stand the constantly spawning enemies/zombies, etc so also want to install Zygo's 'Ultimate' Spawn Mod (and a few other mods as well). However, the SS2 Mod Manger tells me that the latter conflicts with ADaob - need I be worried, or there some sort of 'work around' for this? If there isn't, then - unfortunately - I will have to dump ADaoB.

Any advice would be appreciated,

Thanks,
DANNY
Posted by: miracle.flame
« on: 13. September 2009, 20:57:00 »

absolutely no way..
Posted by: Sandor
« on: 13. September 2009, 20:53:53 »

I would really love to use this mod in a game that I am already playing. Is there any way to make it compatible with my savegame(s)?
Posted by: Rainalkar
« on: 03. October 2008, 22:26:00 »

It is included in Alyamod.
Posted by: Kolya
« on: 03. October 2008, 21:20:50 »

You believe right.
Posted by: Human
« on: 03. October 2008, 21:04:39 »

I believe this mod is incompatible with Secmod?
Posted by: Kolya
« on: 01. October 2008, 22:16:59 »

It does since some time now. I therefor removed the advice to rename hydro2.dif when using the modmanager.
Posted by: Kolya
« on: 18. April 2008, 07:07:55 »

The syntax looks correct, maybe the feature is really broken. I'll ask TheBrain when I see him on IRC.
Posted by: miracle.flame
« on: 18. April 2008, 00:01:27 »

According to that, if I understood correctly it should look like this?

[copy&move]
m Hydro2.dif xHydro2.dif

an example... tried that, didn't work (
Posted by: Kolya
« on: 16. April 2008, 23:49:20 »

It might be possible to use the Modmanager's copy/move command in a mod.ini file. That's a feature Zombe integrated, I'm not sure it survived in the updates TheBrain made since then.

[copy&move]
Followed by multiple lines of text - copy or move commands. Like "m \earth.tmp \mod\earth.mis" or "c shock2.gam \ppp.gam".
As you possibly noticed: if the parameter starts with "\" - it points to current (this) mod directory. Otherwise to system shock 2 directory.
Example:c cutscenes\shuttle1.avi \mod\cutscenes\cs2.avi
(from mod.ini-template.zip)
Posted by: Zygo
« on: 16. April 2008, 23:42:07 »

I'm fairly sure that the dif files are just special save game files which the game loads prior to the actual save, so making a 'blank' version would just junk the level, unfortunately. You can find all the objects in them, so it would be theoretically possible to hexedit the changes in, but practically I'm not going to do it (and I wouldn't expect anyone else to, either) for several reasons, some technical but not least because this altered dif file would break a vanilla game which tried to use it.

I'd guess the most elegant solution- much as I dislike suggesting extra work for other people- would be to make the mod manager nuke the dif files if the mod has changed hydro2 or shodan levels. If it doesn't already.
Posted by: Kolya
« on: 21. February 2008, 02:46:59 »

I added a note. Thanks for the heads up.
Posted by: The Brain
« on: 26. October 2007, 20:49:33 »

You should add note of renaming hydro2.dif-file since this mod cointains full version of second Hydroponics level.

I wonder if there is way to make some sort of template hydro2.dif-file which doesn't contain any level data. And its size can't be zero, otherwise game will crash.
Posted by: Kolya
« on: 26. October 2007, 17:52:36 »

I integrated the patch with the mod, moved the MIS files out of the MOD folder (MOD folders aren't necessary anymore), made some minor changes to the mod.ini (Gave it the mod-icon and linked the Readme in) and recompressed the whole thing as 7z (22->15MB).
Posted by: Kolya
« on: 13. October 2007, 02:05:39 »

No, it's only for the original campaign.
Posted by: Cap. John Matrix
« on: 13. October 2007, 00:22:40 »

Is it compatible with the FM Ponterbee Station?
Posted by: miracle.flame
« on: 24. September 2007, 06:09:54 »

to disable patch only for this particular mission while keeping everything else patched just rename file hydro2.dif in your Shock2 game folder to e.g. hydro2.dif.bak and the ultimate spawn should work for deck3 as well.
Posted by: Zygo
« on: 23. September 2007, 22:49:45 »

Great mod, Hardcore spawn rate keeps me busy indeed!  :dropsdead: But I have a little issue on Deck 3 only, I have noticed that the spawn rate, at least with me, keeps fairly the same, then I tried the No Spawning, and hey, they keep spawning normally, like if nothing was changed.
OK, so I'm replying to a year+ old message, but since I do know why I might as well provide the reason, and why it cannot be changed. Basically, the patch patched some of the mission files using .dif files. If the ecology information is in the .dif file there is no way to change them as they effectively overwrite any mis file which is present. The only way to get rid of all spawns would be to play unpatched, which is inadvisable.

On the subject of Multiplayer, I've had confirmation that some have played it successfully (or at least as successfully as SS2 MP ever is), while others seem to have a lot of problems. I can only stress that in order for MP to work all files which are going to be shared across computers must be identical. At the very least this means the same gamesys and same mission files must be used.
Posted by: Kolya
« on: 24. June 2007, 17:04:48 »

Okay, ich weiß jetzt was passiert ist. Das SS2Tool hat eine install.cfg Datei in deinen SS2 Ordner kopiert, die einen englischen Spracheintrag hat. ("language english") Du hättest den nur in "language german" ändern müssen. Naja, zu spät.

Ich habe einen Deutsch Patch zusammengestellt, der dieses und einen Reihe weitere Probleme der deutschen Version behebt.
Posted by: Dominik
« on: 24. June 2007, 15:26:50 »

Thanks for the fast response. Now it works. Just a word on how I did it:

First I downloaded the ss2tool and let it do all the work for me. Then I used the mod manager by Zombe and had it activate the ultimate spawn mod. I did all this by following the instructions in the "get your game mod ready"-thread. Then I started a new game. It suddenly was in english (I'm from Germany and therefor have the german version^^) and had no german speech, in fact it had no speech at all... And the cubes didn't show up.

Then I uninstalled the game and made a full reinstall. After that I patched it to 2.3 and then I followed the instructions to manually make the game mod ready. It took me longer, but was worth the time, because now it works, the cubes were there and the game is still german. I wouldn't mind, if the game was in english, but I have no english speechfiles, so I'm glad it's working again. Because speech definately adds to the atmosphere and the german localization was very well done.

So thanks again, you have a very nice site here, keep up the good work :-)

Beware Xerxes, for here I come and you won't be able to stop me without unlimited respawn!
Posted by: Kolya
« on: 24. June 2007, 11:19:13 »

After you installed the patch and before you use any mods you need to make your game mod ready.
The cubes should appear once you are on the Von Braun.
Posted by: Dominik
« on: 24. June 2007, 09:02:14 »

I don't really know, where the cubes should appear. Here's what I did:

installed game
installed patch 2.3
overwrote mis files
started a new game

I've played until I reach the first station where you can boost your stats with cyber modules, don't remember what they are called, but no cubes showed up... After that point the first monsters appear, so I assume the cubes should have appeared before that, right? Did I miss something? I don't use any other mod or any mod manager.

Where exactly do the cubes appear? I run the game on Windows XP, might this be the reason?
Posted by: Cimlite
« on: 25. April 2007, 02:16:15 »

Actually I did a complete reinstall of the game, mod manager, then just runnin the spawn mod. Still the same.

Weird thing is that we sort of fixed the problem. I say "sort of" because the solution we came up with is that it's completely random if the mod works or not. Out of about 20 or so restarts of the game, it actually worked 2 times for no reason what so ever. So basically we just started the game, ran through to the start of MedSci1 and if it crashed we did it again changing nothing. No idea why but eventually it works.

Once the game is up and saved it seems to work just fine, it's just a hassle to get past that first spawn on MedSci1.

Thanks for the help, excellent suggestions.
Posted by: Kolya
« on: 24. April 2007, 23:35:04 »

Try de-activating all mods. Then search your SS2 game folder for files of the form *.ss2mmbak Delete them all. Then activate the mods again in the correct order. Use no other mods for now.
Posted by: Cimlite
« on: 24. April 2007, 21:30:29 »

Thanks a lot Kolya! It worked.

I just added the MP fix to the original archive. It did seem to work since it layed out the red select boxes in a line instead of locked to the cam. Anyway, for what ever reason it worked perfectly when I did as you suggested. Just adding the MPfix to the SS2 Mod Manger and activating after the mod itself.

*Edit*
This is getting even more weird... it seems it only worked that once. On restarting it just does the exact same thing as before. :(
Posted by: Kolya
« on: 24. April 2007, 21:12:15 »

I never played MP with this mod. Only thing I can come up with: Make sure to activate the MP fix AFTER the mod.
Posted by: Cimlite
« on: 24. April 2007, 20:55:23 »

I'm trying to get this fix working for a little multiplayer SS2 action.

Using the SS2 mod manager, all other mods work just fine. When using the Ultimate Spawn mod only though (with the MP fix) the host crashes as soon as MedSci1 comes up. The client does not crash however. When someone else hosts that computer gets the crash, so it's not local to one install or anything like that. Starting a multiplayer game without anyone joined in works just fine also.

I have no idea what causes this, but I'd appricate any suggestions on what to do.
Posted by: Zeebok
« on: 02. July 2006, 21:51:17 »

Ah, that makes sense, thanks for clearing that up.  :thumbwink:
Posted by: Kolya
« on: 02. July 2006, 01:45:45 »

That's because they both replace all the level-files (*.mis). You can't combine these mods.
Posted by: Zeebok
« on: 01. July 2006, 23:47:53 »

I am finally going to give this mod a go, but is there a reason why it is incompatible with Straylight's ADaoB?  :confused:
Posted by: Kolya
« on: 07. May 2006, 22:12:16 »

There are certain zones in SS2 that have a "hardwired" spawn rate that won't be affected by modifications to the general spawn-rate. It shouldn't be a complete deck though... but merely rooms or corridors.

Maybe you might want to PM Zygo about this. He's known as Zygoptera over at TTLG.
Posted by: Error040
« on: 07. May 2006, 14:18:16 »

Great mod, Hardcore spawn rate keeps me busy indeed!  :dropsdead: But I have a little issue on Deck 3 only, I have noticed that the spawn rate, at least with me, keeps fairly the same, then I tried the No Spawning, and hey, they keep spawning normally, like if nothing was changed. I checked size and date of your edited .mis files, to check I installed it properly, and I did, besides the rest of decks and sectors work just as fine. Reinstalled and it's still there.

I don't know if anyone else have this same issue, yet would like to know how to help it out. Thanks.
Posted by: Zygo
« on: 28. August 2005, 10:00:14 »

Unfortunately the spawn mod and random are incompatible as they both have to replace the original mission files. I do have plans to add the spawner functionality to random though, which ought to accomplish much the same thing.
Posted by: Zeebok
« on: 25. August 2005, 00:38:06 »

Thank you!!  I've been waiting for someone to figure out how to make a higher respawn rate  :bluegrin:  I think I'll have to test this with your randomizer mod to see how much more intense things get  :thumbwink: I really wish I had the coding knowledge to figure out how to do these things...all in due time I guess....like when I get to college...  :shifty:
Posted by: Zygo
« on: 21. August 2005, 22:38:18 »

This is a modification for SS2 which alters the respawn levels in the original levels by altering the levels themselves (as discussed on TTLG). This should eliminate problems people have been having with using no_spawn in user.cfg and finding little effect. Four settings are provided, including an enhanced respawn mode which doubles the rate of spawn.


===========================
Zygo's 'Ultimate' Spawn Mod
===========================

for System Shock 2.

This mod allows a choice of different spawn levels for SS2- normal, enhanced (doubled), no spawn and no spawn including cameras. The no spawn setting is designed specifically for those who use no_spawn in user.cfg per the patch readme instructions but find that spawning continues. Since the mod deletes the active ecologies spawning should be totally eliminated.

NOTE: This does not effect 'plot' spawning in any way, shape or form- only the random, ecology based spawning.

Important: This mod should be considered incompatible with previous save games. It is very highly advised that you start a new game when using this mod for the first time.

Instructions
============

0) Ensure that you have backups of the original mission files available.

1) Unzip mis files from the included MOD-folder into your SS2 installation folder, with overwriting.

OR

2) Use zombe's mod manager. Note: The MM recognises the extension .ss2mod rather than zip, but will load the archive fine in any case.

3) Upon arriving at medsci1 there will be four cubes attached to the player. Each selects a different respawn level, described on the command line (top center of the screen). Go into interface mode (TAB) and click your selection.

MP note: Whichever spawn level is selected is selected for all players. All players *must* use the same version of the levels (at the least odd results may occur, at worse the game will crash).

Disclaimer/ Legal Stuff
=======================

This mod has had only basic testing- I obviously haven't played through the game 4+ times to test it, especially as I will almost certainly not use it myself. Should there be any bugs let me know and I will (probably) fix it.

Provided as is, no warranty or guarantee of any kind implied. Use at your own risk.

Mirroring or other distribution of this mod is permitted, so long as distribution is free.

While this mod is based on the original levels for SS2, it was not made nor is it supported by Irrational Games, Looking Glass Systems, EA games or Eidos Interactive. If things go wrong do not look to them for help.

----------------------------------------------------------------------------------------------

24/09/07 For anyone trying to get MP working, I have had confirmation that it is possible to play MP using this mod. Unfortunately, others have had trouble. To give yourself the best chance of it working, ensure that each person in the game has, at minimum, the same gamesys and the same mission files.




DOWNLOAD
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673fc0cf808dc