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Topic: keypad missing in med bay Read 1862 times  

66ee368fc8ceddatiswous

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I have to get the keypad from Dr. Watts but his body (and the keypad) is not present (I do hear him talking). I previously already had a problem at the start of the game when the first keypad was not laying on the ground where it normally is.

I have the feeling it has to do with SecMod mod  I'm trying out (after having played a game with SCP installed), I've seen many graphic glitches during play of the starting level up to this point. The other reason could be something to do with mod install-order or something else in my installation.

These are the mods currently installed:

Code: [Select]
#  Name                            Status  Type
--  ------------------------------  ------  ----------------
 1  Vurt-Goo-(GrubPodSlimey-1.04)   Active  Replacement
 2  Vurt Goo (Biomatter v1.0)       Active  Replacement
 3  Vurt's SS2 Flora Overhaul 1.0k  Active  Replacement, DML
 4  Vurt Goo (Impact Blood v1.0)    Active  Replacement
 5  Vurt Goo (Dripping v1.0)        Active  Replacement
 6  Vurt-Goo-(GrubPodVanilla-1.04)  Active  Replacement
 7  Vurt's SS2 WormPod v1.0b        Active  Replacement
 8  AccFam_20                       Active  Replacement
 9  SS2 Black Egg 1.02              Active  Replacement
10  SS2_Rebirth_v05                 Active  Replacement, DML
11  Tacticool_complete_v1.05        Active  Replacement
12  SS2_Vaxquis_VintageSongRemake   Active  Replacement
13  obj_fixes_v12                   Active  Replacement, DML
14  SHTUP-ND_beta1                  Active  Replacement
15  RealSG_Rebirth_1.03             Active  Replacement, DML
16  RealSG_1.03                     Active  Replacement, DML
17  Secmod_RebirthPatch_RealSG      Active  DML
18  Secmod_dmlfix11nov2017          Active  Replacement, DML
19  SECMOD3.1999                    Active  Gamesys, DML
20  SCP_beta4                       Paused  Gamesys

I'm using to GOG version.
« Last Edit: 09. May 2018, 01:09:40 by datiswous »

66ee368fc8ee2voodoo47

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probably activated/swapped SCP and Secmod during a game in progress - that will not work, as starting a new game is REQUIRED for both.

also, obj fixes and SHTUP need to moved down, see here.

66ee368fc8fd1datiswous

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Thanks. I guess I have to start over..

66ee368fc90b9voodoo47

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yes. unfortunately, we can't block this in any way, and slapping warnings all over the mod topic and the guide is not nearly enough.

66ee368fc91efZylonBane

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For the love of god, how could anything think it's okay to switch between SCP and SecMod mid-game?

66ee368fc92d4voodoo47

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well, most mods are ok to swap on the fly, so it's not all that surprising that people think they can do it with all of them.

66ee368fc93bdZylonBane

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I'm reminded once again of my old idea to shift all SCP maps down by a hundred units, so anyone trying to switch mid-game would end up falling into the void.
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I'll guess people would then manage to always switch during the non-editable ones.

66ee368fc9904ZylonBane

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Alternatively, for the reverse case of switching to SCP mid-game, we could set an SCP-unique campaign qvar in the first level, then check for it on script start. If absent, display a warning and oh I guess teleport the player into the void too.

I'm not actually sure that would work though. Switching mid-game might not bring over the necessary player script properties.

66ee368fc9c7ddatiswous

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For the love of god, how could anything think it's okay to switch between SCP and SecMod mid-game?

I wasn't sure I did. I switched between scp and secmod before, but it's not always clear that it doesn't work at first. Then I just played with secmod installed from the start. I might have switched in between, but wasn't sure I did. Otherwise I would not have posted the question.

Also, it's not really mentioned very clear in the guides on this site. (Do prove my otherwise!)

66ee368fca777voodoo47

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  • SCP (gameplay bugfixes and improvements, requires to start a new game)
  • gamesys (gameplay/map) mods (SCP, Secmod etc) need to have the lowest priority (note that only one such mod can be active at a time - the manager will display a warning should you attempt to load more. also, they cannot be activated or deactivated mid-game - they must be loaded before starting a new game).
SCP requires System Shock 2 patched to version 2.46+ (SS2Tool) and you need to start a new game.
« Last Edit: 13. May 2018, 13:05:31 by voodoo47 »

66ee368fca8abdatiswous

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Ok, it could be useful to give some examples (in the guide) of what could go wrong. For example in section SS2 Troubleshooting Guide it would make sense to write about this possible problem.
« Last Edit: 13. May 2018, 23:11:18 by datiswous »

66ee368fca99fZylonBane

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No, it would not be useful, because anything going wrong is unacceptable. Just. Don't. Do. It.

66ee368fcaad7voodoo47

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the guide is for engine/compatibility/technical stuff, not for issues caused by improper mod use.

using saves from other gamesys mods (or vanilla saves) or enabling them mid-game will result in a completely broken and uncompletable game - objects missing, broken lighting, black artifacts instead of doors, scripts not working, basically everything that can go wrong, will go wrong. think trying to use diesel fuel in a gasoline engine.

66ee368fcac11datiswous

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Ok, so I started a new game with secmod active (I fixed the mod order in what you stated to be correct). At the start of the game right before you have to duck move through what appears to be a ventilation shaft, there's a closed door. There should be a keypad on the ground giving you access to that door, but it's not there. I have tried starting over multiple times with different builds, but it's just not there. Any solution to this?

66ee368fcacf8voodoo47

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post a screenshot.

//I think you mean the very first wire puzzle - pretty sure there is no keypad there, broken or otherwise.
« Last Edit: 14. May 2018, 20:54:32 by voodoo47 »

66ee368fcae20datiswous

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Ok I found out that it's actually there, but on a different location. The SecMod seams to be overall more puzzly. Since I played the game before, I was expecting the Keypad on the ground near the table. But it is actually up, near a lamp. Sorry, I should have looked better.

[ss2-keypad_01.jpg expired]
[ss2-keypad_02.jpg expired]

66ee368fcaf08voodoo47

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that's an access card, not a keypad. and yeah, things will not be at their usual places with Secmod.

66ee368fcb04bJosiahJack

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Ooh really?  I might have to play the game again now with secmod just for the fresh feel.

66ee368fcb13eZylonBane

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SCP does have infrastructure in place now to easily randomize/scramble the locations of items. If we implement it in the next beta release, it will be an optional sub-mod to activate.
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