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Does it have the ability to block vanilla event handlers?So for instance, if casting a PSI power sends a message to the player to, say, increase their armour, would we be able to intercept this and say "ACKCHAULLY, don't do that at all"Defining new archetypes in Squirrel could be interesting, but DML should still be good enough for most purposes (except for creating objects with physics - so I hope that's fixed)
Do mention any dbmod issues, if there's any I want to make sure we fix them, including better ways to add or change scripts and args.
Currently, in the Coloured Laser Rapiers mod, I have to store the colour variable in the DoorCloseSound property
Isn't the color already "stored" in the object model and icon properties? Why store it again?
That won't work because some rapiers can be the default blue ones and I need to know if they are blue because they rolled blue or because they haven't been updated yet.
System Shock 2 already has an extensive system for modifying all of the difficulty settings you mention. It just requires a text editor and knowledge of dml.It's probably better for them to focus their efforts on things that aren't currently fixable by the community (like the multiplayer, etc) than to implement things the community can already do.On that noteI would be eternally grateful if the squirrel services were updated to add functions to enable and disable manually saving the game with both the menu and quick save keys, disable or enable autosaves, and a function was added to create a quick save or autosave via script. Finally my "QBRs are actually gave points" mod idea can come to fruition
You know what, there's some new save and post save messages right now and while I haven't tested it, it should add the ability to essentially "break" a save unless script conditions are met.This should theoretically enable ironman mode.
Something actually useful would be the ability for scripts to trigger autosaves. Would allow mods that save at regular intervals, or that save at significant progress points.