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Topic: SS2 TF's Secmod 2.8 [obsolete]
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Re: SS2 TF's Secmod 2.8
66f876b0bf34d
Changed to Secmod 2.8 from 2.7 and restarted.

Now I also cannot repair turrets (can hack them ok) successful repair leaves a 'broken' turret without function.
The localised feedback is working as expected without trouble (two steps).
The Elevator-puzzle didn't work either on the second go (after reloading the section) - the direction wasn't reversed as on the first attempt. Not a problem as it isn't necessary to fix it to get up, but still not correct.
Issues with Cyber-mesh and not being invisible to security, it worked for a bit, then was hit&miss. I gave up on it and leaded up a suit of heavy armour.

Liked the changes to where-am-I? Glitching cyber-assassins, the 'crates' and the Showdown. Made a mess of my inventory and what I brought from Rickenbacker > Many > WAI, but had enough to deal with the problem (PSI use made up for the lack of ammunition/no heavy weapons).
Re: SS2 TF's Secmod 2.8
66f876b0bf4c5
The wormheart(?) anti-toxin implant brought the performance down to zero framerate inside the BotM, so I ditched it and had acceptable speed. A continual stream of debug messages were visible.
Re: SS2 TF's Secmod 2.8
66f876b0bf7cb
Is this version of the laser pistol as stand-alone weapon mod available?
Image: http://img27.imageshack.us/img27/9034/screenshot9b.jpg

Or did I miss something? :D

Regards Wrench

Wow in August 2009 - long time ago^^ Maybe there is now a way to get the laser as a stand-alone mod? Of course I tried the Tacticool laser bit its blue and it hase only the small beam^^ :D
Re: SS2 TF's Secmod 2.8
66f876b0bf9d7
Pretty sure that's the regular Tacticool laser gun on overload setting.

EDIT: If that isn't it yet, try adding the Secmod fix for the laser pistol to the regular laser pistol. It contains only a red texture and a weapon model.

EDIT2: However it may be that TF changes the gun models on the fly for overload via the gamesys, in which case no exact standalone model is possible. You could still overwrite the blue texture and model though to always have a red gun.
« Last Edit: 22. November 2011, 19:28:07 by Kolya »
Re: SS2 TF's Secmod 2.8
66f876b0bfb7b
***Found a fix for the aforementioned bulkhead crash***

Step 1: Drop EVERYTHING in inventory, including armor and implants, but NOT INSIDE the bulkhead area.  An ideal location would be the lobby area after you leave the tram.

Step 2: Go through the Command bulkhead. The game will not crash IF you have *absolutely nothing* in your inventory AND there were no items in the bulkhead.

Step 3: Go back through the bulkhead to the previous area. Pick up and re-equip all the stuff you dropped; now is a good time to re-organize things.

*You may now go through the Command bulkhead without any further problems.*

What exactly the problem is, I have no ****ing idea, I'm only a very amateur DromEditor. Hopefully this can put someone more knowledgeable on the right track to fixing it.

Also: Lieste's error with not being able to fix the feedback loop can be worked around by saving and then reloading, or going back through a bulkhead and returning. Some kind of trigger isn't firing properly.

66f876b0bfe64Nameless Voice

Re: SS2 TF's Secmod 2.8
66f876b0bfeb9
EDIT2: However it may be that TF changes the gun models on the fly for overload via the gamesys, in which case no exact standalone model is possible. You could still overwrite the blue texture and model though to always have a red gun.

This.  The model changing depending on weapon mode is a SecMod feature, requiring gamesys changes and custom scripts.

66f876b0bff70Delta41

Re: SS2 TF's Secmod 2.8
66f876b0bffc0
Sorry to bug everyone that knows what they are doing, (eq, everyone but me), but, any news on SHEMP and SECMOD affiliating?

Feel free to bash me over the head with a psi-amp for bringing up an ancient request.

66f876b0c012aDelta41

Re: SS2 TF's Secmod 2.8
66f876b0c017a
Also, weird bug (will post screenies later). Not sure what happened, but suddenly I can't access the 'right clicks' in my SS2. Normal weapons, nothing, new weapons, nothing. Items, nothing.. For reference to those that are more intelligent, here's my mod list as of now:

{ } ADoB
{ } Ejecting Brass
{X} Secmod fix for tacticool laser pistol
{X} SHTUP Beta 6
{X} PSI Amp v2
{} Rebirth Midwife Skin
{X} Kolya's Loading Screen
{X} Rebirth 02 (Is that how it's supposed to show up?) (First Mod Loaded)
{X} ss2_schatten_shmup1.1
{X} SecMod Rebirth (loaded after Secmod Main. 3rd to be loaded)
{X} ss2_tf_secmod_2.8 (Second mod loaded)
{X} tacticool assault rifle
{X} " Grenade Launcher
{X} " Laser Pistol
{X} " Shotgun
{X} " wrench fix (loaded after secmod and tacticool wrench)
{X} " wrench
{X} Vurt's flora overhaul

Side note, I summoned the new weapons with the console. It was after that, it seems, that this whole ordeal went tango uniform. Several restarts have not fixed this.

Advice?

66f876b0c0326Delta41

Re: SS2 TF's Secmod 2.8
66f876b0c0376
Thanks, and I was wondering what keybind fix was in the tools menu.  :rolleyes:


Forgive me, I'm only a moron 65% of the time.
Re: SS2 TF's Secmod 2.8
66f876b0c0456
Don't worry about it, it's a very common bug.
Re: SS2 TF's Secmod 2.8
66f876b0c0577
Actually it seemed the 'problem' was that 'fixing' the feedback loop is a two stage problem - fixing the loop is only part of it - forcing the loop to be used is also required.
<Spoiler>Hint, Break something...</Spoiler>
Re: SS2 TF's Secmod 2.8
66f876b0c06a9
Is Engineering the only deck with the multiplayer issue where you end up "waiting for other players", or does other decks have the same problem?

I understand it is possible to get past engineering in multiplayer by using a non secmod version, even if it may cause other problems. I am worried that other decks may have the same issue too tho', and I may just end up causing a mess.

Also, seeing how this does not occur before engineering, perhaps someone knows what the problem is? Perhaps it could be fixed without changing too much?

66f876b0c0735ndimension

Re: SS2 TF's Secmod 2.8
66f876b0c0780
What mods is the Snecmod 2.8 compatibile with?
Re: SS2 TF's Secmod 2.8
66f876b0c0882
See my answer to your thread here.
Re: SS2 TF's Secmod 2.8
66f876b0c0988
Strange when ever I use this mod I keep being shown debug messages and also when using the wormheart implant I can a spam off messages saying "NVSpy: "Timer" on Player (56) from (0)"
Re: SS2 TF's Secmod 2.8
66f876b0c0a82
That's one of Nameless Voice's scripts which TF used there. The bug was mentioned earlier on this page by Lieste too.
The fix for now is not to use the wormheart.

66f876b0c0d26ThiefsieFool

Re: SS2 TF's Secmod 2.8
66f876b0c0d7e
Weird thing is I checked out the version from the main post and there's no NVSpy script on implants or on the player.

66f876b0c0e13Nameless Voice

Re: SS2 TF's Secmod 2.8
66f876b0c0e65
Maybe an old version of the mod?

66f876b0c0f1dThiefsieFool

Re: SS2 TF's Secmod 2.8
66f876b0c0f69
Just in case you can try this script file, it might
« Last Edit: 29. February 2012, 12:30:18 by Nameless Voice, Reason: Attached scripts »
Re: SS2 TF's Secmod 2.8
66f876b0c10e5
I found out it doesn't spam any messages as long as the wormheart isn't powered, so when in your inventory it has no percentage number on top of the icon. The way I worked around it was by taking it out of my inventory when recharge at a charging station, this was tedious especially when I forgot to take it out but stopped the unholy spam off the "beep" sound effect and the messages which pop up rapidly. Also when I moved about or hit something it would also give a message about colliding on player or something like that. Also I tried the script but it doesn't work but thank you for supplying it.

66f876b0c116aNameless Voice

Re: SS2 TF's Secmod 2.8
66f876b0c11b6
It "doesn't work"?
Re: SS2 TF's Secmod 2.8
66f876b0c13dc
It "doesn't work"?

Yes, it doesn't work in the sense that it doesn't prevent the spam off messages when the wormheart implant is powerd.

66f876b0c149aThiefsieFool

Re: SS2 TF's Secmod 2.8
66f876b0c14e9
The wormheart implant isn't supposed to be powered, I made all the worm implants work without requiring power since you have to research them, but looks like the recharger will power them anyway and that's bugging out something in the player scripts.

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