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A patch for Secmod would be amazing...
You mentioned enemies being randomized. What sorts of randomization can one expect on the early decks, for example?
1.2 Beta:- Added Secmod support. Support is currently in beta. - Known issue: Various objects appear at 0,0,0 on some maps. This is purely visual and mostly only an issue in medsci1- Fixed a few locations that I missed on various maps- Randomised the ops4 armoury. It only randomises amongst itself, so this is not a significant gameplay change.- Fixed missing the captains quarters in command2, now that whole area is randomised properly- The hackable vault behind the athletics lobby desk in rec1 is now randomised.
1.2 Beta 2:- Moved Batteries from 2 enemies in Rick1 into containers, allowing them to randomise properly when the enemies are replaced. (actually fixed in 1.2 Beta) [Thanks @Deu sex]- Fixed SecMod issue with particles (such as blue monkey cryokenesis balls) appearing at the origin in some maps (was visible on medsci1 and rick1)- Fixed issue where FakeNanites and other important items could be randomised, breaking the UI- Added some missed item locations from Secmod- Fixed some Secmod items not being randomised correctly (such as Empty Hypos)
Wonderful job, Sarge. I only use Secmod 3 so before I do anything I want to know for sure which one to download.
"Trash - In Vanilla, garbage cans can hold all sorts of items - nanites, cybermodules, implants, weapons, etc. This addon forces them to only ever contain junk items such as magazines or chips."Conceptually, it makes sense, obviously. Finding a pistol and ammo or whatever didn't make a ton of sense, I suppose, but now the trash can as a lootable container is far less enticing. Is it possible to make a table for the trash can that contained all the vanilla items but those items might only show up *extremely* rarely? Reducing them to magazines and chips, while more realistic perhaps, almost eliminates the trash can as a loot source.