6750144a3d9ed

6750144a3f1dd
2 Guests are here.
 

Topic: SS2 - Things that still need mods for Read 2185 times  

6750144a3fa02Xkilljoy98

  • Company: N/A
6750144a3fa6e
I wanted to make of list of items that have yet to have mod made for them

Weapons:

Stasis Field Generator
Mark IV Laser Rapier
Cerebro-Energetic Extension

I might have missed some and maybe some of those have mods somewhere IDK but those are ones IK of that have no mods from what I can tell
« Last Edit: 17. October 2022, 18:00:49 by Xkilljoy98 »

6750144a3fbd1voodoo47

6750144a3fc1f
AI models and a few weapons, yeah, SS2EE should take care of that. once the new models are available, we should have the permission to mod further/redistribute.
6750144a3fd5a
SFG, crystal shard, viral prolif and annelid launcher are covered in rocketman's alternate weapons pack.

https://www.systemshock.org/index.php?topic=679.0

6750144a3ff6aXkilljoy98

  • Company: N/A
6750144a3ffbc
OName
Ok guess I missed that one, and I suppose that leaves only 3

6750144a400c2ZylonBane

6750144a4010d
What is this thread even about, every weapon in the game has been modded in various ways by multiple mods.

6750144a401aavoodoo47

6750144a40234
Tacticool, the most recommended pack, is not complete, and mixing and matching models from different packs can produce unsatisfactory results.

6750144a40402Xkilljoy98

  • Company: N/A
6750144a40450
ZylonBane
There are a few that I don't believe have mods or at least aren't mentioned in any stand alone weapon mods

6750144a4052cZylonBane

6750144a40576
What exactly are you using the word "mods" to mean?

And why is it important that any mods be self-contained vs in a larger package?

And why the implicit assertion that every weapon needs to be modded?

6750144a40716Xkilljoy98

  • Company: N/A
6750144a40766
ZylonBane
1. I wasn’t aware that there were any mods for them

2. Well cause if one wants a fully modded game then some are missing as otherwise in a fully modded game a low poly weapon looks out of place
« Last Edit: 18. October 2022, 04:48:28 by Xkilljoy98 »

6750144a409a4Dark-Star88

  • Company: I freaking wish
6750144a409f5
And why the implicit assertion that every weapon needs to be modded?

Without some kind of mod the stasis field generator is a complete waste of cybermodules and ammo so you can play a lethal game of Freeze Tag when what you really need is to KILL the Nasty Things coming at you.

6750144a40b08voodoo47

6750144a40b59
ah, so now we are in the mechanics territory all of a sudden. anyway, SFG is fixed in pretty much all the builds of the game (meaning AIs who were inexplicably immune to stasis are not immune anymore), and while still a gimmick weapon, it definitely can help you to get rid of nasty things if used correctly. there is a LP posted somewhere around here where the guy uses it frequently and he is having a pretty good time doing so.

and if still not enough..
6750144a40cf5
I've completed the game twice using the Stasis field generator as one of the main weapons. It was a lot more usable than the Fusion big badaboom nonsense.

6750144a40f7cZylonBane

6750144a40fca
2. Well cause if one wants a fully modded game then some are missing as otherwise in a fully modded game a low poly weapon looks out of place
Hold up. Are you (incorrectly) using the word "modded" to exclusively mean graphically modded? Because there's about a dozen ways to mod SS2's weapons that don't involve touching the graphics at all.

6750144a41235Xkilljoy98

  • Company: N/A
6750144a4128e
ZylonBane
Modded in this context meaning wanting to update the graphics of everything

Also it isn't incorrect as modded can mean a couple of things

6750144a414c3sarge945

6750144a41511
SFG, Fusion Canon et al are fixed by RSD and by the stasis trap mod mentioned above.

6750144a41728goonchen guigen

6750144a4177c
Xkilljoy98with the laser rapier i think it should be modifiable 1st mod could give it a secondary function that flashes enemies and they do their stun animation the second is damage output make it rechargeable making it most effective at full charge maintenance could be +5 points instead of +10
cerebro-energetic extension nerf it put it in tier one have each psi skill point add to damage output and have it become a more stable/visible looking weapon as in the higher a psi skill the more effective the player can materialize the weapon going from kind of blurry looking to very crisp and sharp looking
the stasis field generator is a whole other animal i say pull it and give us a flame thrower but if it had to stay i think something like where its secondary function creates a wall similar to the psi ability and even that still seems kind of useless

6750144a419b8RoSoDude

Acknowledged by 2 members: Chandlermaki, sarge945
2 Guests are here.
that has not been thought through thoroughly though
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6750144a42b30