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wormblend does not work, don't use it. apart from that, nothing suspicious.
wormblend does not work, don't use it. apart from that, nothing suspicious. maybe stasis trap extensions? what is being extended, and why plural? is this the stasis trap mod with some unknown extras?
Should be totally fine. In my experience, as long as SCP is activated first, followed by the object fixes and SHTUP-ND, the order of the other stuff doesn't matter too much unless you're trying to mix graphical mods (combining RocketMan's weapons with Tacticool's, for example, in which case whichever you prefer should take priority), or there are DML conflicts. Also this.
I don't follow you, sorry. You say "...as long as SCP is activated first...", but since SCP is the last in the list, then surely it would be the last to be activated? Or does the order list work in reverses, so that, in my example, SCP is loaded first, then obj fixes, then SHTUP, then Vurt's SS2 WormPod, then Vurt-Goo-(GrubPodVanilla-1.04), etc?
Anyone using Rebirth has an incorrect load order in my view.Actually seriously though, If you're going to use Quest Note Notifier, you should check out Hud Logs as well, they go well together to modernise the game's UI
Also AlyaMod and Zygo's are both ancient, I don't think either of them really work with a lot of mods (as many modern DML mods require SCP). I know they are deactivated, so they won't affect your actual game, but if you're interested in that sort of gameplay, consider dropping Zygo's for my Randomiser instead, since it's a much more modern (and compatible) approach to the problem (hey, can't blame me for shilling my own stuff). It's unfortunate that many of the features of Alyamod never made it into other mods, though, and it's largely unusable now in my view because of what SCP and modern mods can do.
Most mod-managers (ie Vortex, Nexus Mod Manager, a few others) for other games work from top-to-bottom priority wise - the top of the list is loaded first. Most people who have modded games like New Vegas or Skyrim are experienced with this. SS2BMM works from bottom-to-top instead, so the mods at the bottom are loaded first, moving upwards. It can be a little confusing for some people who are used to modding other games.
I was put off the SS2 HUD Logs mod because of your bug report in the mod's thread. Is there any way to prevent the bug from occurring when using the mod?
The fact that he's the only person who's reported that bug might should have mitigated your decision making here.
OK, I will add HUD Logs to the mods, thanks.But are Sarge's randomizer and SCP mutually exclusive, or can they work together?
I will swap the Zygo randomizer for yours, thanks.Edit: Is your randomizer compatible with SCP? I can't find any mention of SCP in your mod's page (https://www.systemshock.org/index.php?topic=12152.msg145182#msg145182).
Oh, I see. It was a little puzzling, thanks.
The Autoplay version works fine and the standard version still works for emails, but not logs.
Uh, what do you think the standard version is supposed to do with logs?
Playing an email does not generate any messages that scripts can listen for. That's why when you pick up a log containing a code, the code is added to your notes immediately instead of after you've read it.The "autoplay" version of HUD Logs cheats around this by forcing logs to play when you pick them up. Picking up an object is something that scripts can detect.