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1.08 BETA 13-Fixed broken recharger compatibility with Inventory Fumbler-Fixed half-annelid enemies getting 2.0x damage multiplier on Armor-Piercing instead of Anti-Personnel-Fixed Psi Booster and Crystal Shard not requiring research due to testing changes-Fixed debug log message when installing rate of fire mods on weapons-Fixed Exotic weapons research strings not matching "?" strings-Fixed Pistol slide animation capping burst mode fire rate to 960 rpm-Fixed Soma Transference not reliably targeting through Metacreative Barrier-Fixed Shotgun repair/modify having 10 base ICE nodes while Hybrid Shotguns had the intended 5-Fixed dead power cells not being placeable into containers-Fixed hack/alarm overlay text appearing over new custom overlays-Fixed rec1.mis changes not getting loaded due to DML error-Fixed added decos in hydro2.mis not having physics-Fixed added pipe in rick1.mis not having physics-Fixed psi pullable maintenance tool in Med/Sci 1 sometimes appearing on the ground-Fixed power cell door in Hydroponics being openable by monkeys-Fixed power cell door in Ops C making it very difficult to pick up nearby items-Reworked Hack/Repair/Modify minigame (BETA): -Now deducts nanites per node click for 1/5 original cost (minimum 1) -Board start/reset deducts 2/5 original cost (minimum 2) -1 ICE node removed per CYB above 1 (was 0) -Psi hacking now counts Power Psi +3 PSI overload up to PSI 11 -Psi hacking now has double psi costs with Recursive Psionic Amplification active -Window no longer closes abruptly when the object disappears from the world due to success/failure-Rebalanced repair minigames: -Spent prism: Repair 1, 4->3 nanites, 5% base success, 8->5 ICE -Spent battery: Repair 4, 15 nanites, -15% base success, 10->7 base ICE-Decreased Pistol BURST mode rate of fire from 960 rpm to 645 rpm-Added "Modification completed!" message when selecting mods with French-Epstein devices-Slightly improved tracers for bullets/slugs/pellets fired by the player-Increased Pistol reload time by 1.2x-Increased Shotgun degradation rate from 1.0% per shot to 1.5% per shot-Increased Assault Rifle break threshold from 1.0 to 2.0-Increased Grenade Launcher break chance from 0.5-5.0% per shot to 1.0-10.0% per shot-Increased Grenade Launcher break threshold from 1.0 to 2.0-Increased Shotgun TRIPLE slug spread from 350 to 450-Decreased Fusion Cannon NORM mode projectile speed by 50% (vanilla)-Increased Fusion Cannon DEATH mode projectile speed by 12% (vanilla 50% faster)-Using the repair skill now adds +2 for weapons with a break threshold of 2/10 (Assault Rifle and Heavy weapons)-Installing redundant softwares now checks base CYB for nanite conversion-Equalized Replicator base/hacked cost for psi hypos from 75/40-Decreased Replicator base/hacked cost for anti-armor bullets from 120/90 to 100/75-Decreased Replicator base/hacked cost for anti-personnel bullets from 120/90 to 100/75-Rearranged Med/Sci 1 Replicator database so anti-toxin hypo requires a hack while anti-rad hypo does not-Added an annelid healing gland to Med/Sci 1-Added radiation to Engineering nacelles-Added grub pod eggs to Recreation A gym-Replaced 10 prisms in a Rickenbacker A Replicator with 6 AP bullets[hotfix additions]-Fixed crashiness when repairing batteries/prisms-Added custom overlays to earth.mis
Ideally @RoSoDude himself should answer this, but...The mod DMLs are fingerprinted to not load for Secmod, so with Secmod you won't get any changes from RSD at all. So technically not "incompatible", the game won't explode violently, but it will be as if this mod was not installed at all.But even if it did work with Secmod, why would you want to use them together? This mod is designed to create a balanced game, which is done through a lot of careful consideration of multiple different and cooperating design decisions - changing item placements, statistics, moving things in tiers, adding new mechanics, etc etc, all in a very meticulous and careful way so as to preserve the delicate balance of SS2. Secmod, on the other hand, adds it's own set of extremely wacky and bombastic gameplay changes and additions, some of which are extremely radical. It is largely not concerned with balance at all. Even if this mod did work with Secmod, it would end up as a horribly unbalanced mess, defeating the purpose of this mod entirely.There are also several features which are contradictory or exist in both mods. For instance, both mods implement battery recharging. Both mods have incompatible weapon modification systems. "Doubling up" feature sets would be a nightmare for everyone involved.If you like a specific feature of this mod and you want it to work with Secmod, it can probably be done by creating a new DML and copying over just the parts you want, but it's not recommended unless you know what you're doing.
-Added an annelid healing gland to Med/Sci 1
There's actually quite a lot of unused objects floating around in the game files. You can see most of the interesting ones in these demo missions:https://www.systemshock.org/index.php?topic=2752.0#msg26893
So we were able to carry around light sources at some point.. it makes me wish once again that all lamps would be destructible & repairable as well; replacement bulbs would be mainly in the engineering storage rooms then, for new janitor gameplay loop also it would be nice to have light switches for each & every room for more immersion its maybe all very off-topic, but i don't see any suggestion thread here..