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Topic: SS2 TF's Secmod 2.8 [obsolete]
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Re: SS2 TF's Secmod 2.8
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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.

But it also glitches and powers other anniled implants, the only different the wormheart implant is the only one which causes the spam off messages

66f8752149b5dSoldierG65434-2

Re: SS2 TF's Secmod 2.8
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So I've run into the same problem twice now. At first I though it was just a random occurrence but now that it's killed to runs I'm seeking help. I'm assuming that it's SecMod related because that the major mod I'm running.   

There comes a point where I cannot use items from the inventory. Right-Click stops working. What's weirder is that I just finished up a Tech/Standard (my usual build). The on;y thing I'm doing different is playing a Psi build. I've tried clean installing and the problem still happens, first in Engineering and then in Hydro.

66f8752149e41SoldierG65434-2

Re: SS2 TF's Secmod 2.8
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Yep, sure enough was.

I just brought it up here because I had literally just finished my Tech/Standard run with no issues and then ran into the problem with Psi/Energy.

66f8752149f68infrabaron

Re: SS2 TF's Secmod 2.8
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does anyone know what the annelid serum does?  found it somewhere in medsci or engineering looks like an orange hypo.  when i rightclick it prints MM

i am neck deep in my secmod run and loving it by the way, i drowned a rumbler in hydroponics but operations is just tearing me to bits.  the speed increases to hybrids are crazy but disintegrating them with laser rapier is v. rewarding.  also, midwives have trouble hitting crouched targets.

66f875214a43fThiefsieFool

Re: SS2 TF's Secmod 2.8
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does anyone know what the annelid serum does?  found it somewhere in medsci or engineering looks like an orange hypo.  when i rightclick it prints MM

i am neck deep in my secmod run and loving it by the way, i drowned a rumbler in hydroponics but operations is just tearing me to bits.  the speed increases to hybrids are crazy but disintegrating them with laser rapier is v. rewarding.  also, midwives have trouble hitting crouched targets.

That item is used in inventory combinations, you can find those in the readme. Good to know you're having fun.

66f875214a5a2Punchgroin

Re: SS2 TF's Secmod 2.8
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Completely bawss mod man, I approve of every decision made here. However, I seem to be at an impasse on Ops. I cant seem to get that dang feedback loop fixed, even though I repaired the circuits (or whatever, since all I see is black empty nothingness with "solve feedback loop" in the text box.) No matter how many times I click, I cant seem to "solve feedback loop" am I missing something here?

66f875214a8c3ThiefsieFool

Re: SS2 TF's Secmod 2.8
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Completely bawss mod man, I approve of every decision made here. However, I seem to be at an impasse on Ops. I cant seem to get that dang feedback loop fixed, even though I repaired the circuits (or whatever, since all I see is black empty nothingness with "solve feedback loop" in the text box.) No matter how many times I click, I cant seem to "solve feedback loop" am I missing something here?

Thanks, I think people had some luck with that part by leaving the level and coming back, or saving and reloading, something like that could help. When you fix it it's supposed to light up and all the doors will unlock.

66f875214aaffPunchgroin

Re: SS2 TF's Secmod 2.8
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I actually sort of cheated and got an assassin to open all the doors for me, so all I'm missing out on is the replicator ;) One of my favorite things about classic PC gaming is coming back every couple of years to see what new goodies the mod community has come up with. Between you, Vurt, Shtup, Rebirth, and Tacticool we basically have a SS2 HD remake on our hands.

I only have 1 teenie tiny suggestion for if you ever make a new version of Secmod - When you upgrade the firing speed on the Laser Pistol, the overcharge shot still makes that same slow sound effect for recharging the shot. (even though the overcharge *is* firing much faster now) It shouldn't be too much trouble to remove that or replace it with an accurate recharge s/e should it?

I also seem to be getting a lot of crashes when I hit the *read unread log* button, and when I hit the elevator button. (where I keep a lot of junk, including some secmod-only gear, like upgraded armor and the cyber-mesh, and that *crazy*fast speed boost implant)

Still crashes less than it did when I was running vista ;)

Also gotta say, I love what you have done with the assassin and spider scripts. Those damn spiders in particular have been driving me bat****. Thank god I have a metric @&^%ton of buckshot pellets stashed up, with the firing speed increase and a double barreled shot on my shottie ;)

66f875214ac14TheCisco1357

Re: SS2 TF's Secmod 2.8
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Can you make a compatible version of HiTorque Med/Sci map with this cool mod?
So, I have try it and it is very nice, I love the laser pistol that change the color from to blue to red  :D
Good work

66f875214acf8OmegaDeath

Re: SS2 TF's Secmod 2.8
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Freaking loved every second of it.. played with a buddy..

66f875214af2eFironkkuify

Re: SS2 TF's Secmod 2.8
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Freaking loved every second of it.. played with a buddy..

Wait what?  You played SecMod with a buddy?  I sure hope you mean he just happened to be watching.  I don't think co-op is possible past MedSci when it comes to SecMod. =Z

66f875214b01cOmegaDeath

Re: SS2 TF's Secmod 2.8
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we played up to engineering.
i have also finished it twice already.

66f875214b0f8OmegaDeath

Re: SS2 TF's Secmod 2.8
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I mean.. finished alone.
Re: SS2 TF's Secmod 2.8
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Coming back to SS2 after a hiatus of a few months, I discover that I am invulnerable in all my saves. I have a marine, navy and OSA save, and in all of them I can stand around getting whacked endlessly by a pipe hybrid without effect, and I sound like one of those unbreakable windows whenever I'm hit.

What gives? I never cheated while playing so why am I suddenly unkillable?
Re: SS2 TF's Secmod 2.8
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I'm not sure this is related to Secmod. Did you try starting a new game?

66f875214b465Medevila

Re: SS2 TF's Secmod 2.8
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Does this include the terrain textures from ADaoB? On that note, does it contain everything from ADaoB?

66f875214b720Fironkkuify

Re: SS2 TF's Secmod 2.8
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Coming back to SS2 after a hiatus of a few months, I discover that I am invulnerable in all my saves. I have a marine, navy and OSA save, and in all of them I can stand around getting whacked endlessly by a pipe hybrid without effect, and I sound like one of those unbreakable windows whenever I'm hit.

What gives? I never cheated while playing so why am I suddenly unkillable?

You sure you or someone else didn't type in the command for god-mode before or during that hiatus?

If not, then that is indeed a very strange bug to say the least...may even justify a re-installation depending on the circumstances.
Re: SS2 TF's Secmod 2.8
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Does this include the terrain textures from ADaoB? On that note, does it contain everything from ADaoB?
ADaoB has very few terrain textures. TF included everything from ADaoB he wanted in SecMod (except for the monitor textures which came later). The two mods are incompatible.

66f875214bb12Medevila

Re: SS2 TF's Secmod 2.8
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Alright. I had used ADaoB on my last playthrough, but looking at the date on the OP, I think SecMod might have been out at the time.

P.S., Kolya you're so damn helpful <3  :D
Re: SS2 TF's Secmod 2.8
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Found out a fix for the repair jobs not working right (Feedback problem/turret repair/etc.); before you go to do the repair job, save your game and then load that save. Make sure if you're trying to repair a turret that you've put the lid back on it before saving.

I think switching bulkheads is what causes the repairing bug, but I haven't completely tested the phenomenon to say with certainty.

Any word on if this is fixable without needing a reload, TF?

66f875214bd41Nameless Voice

Re: SS2 TF's Secmod 2.8
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Sounds like something buggy with one of the scripts, probably that annoying object status watcher that tended to bug out from time to time.

A save where the issue could be reproduced easily might be handy.
Re: SS2 TF's Secmod 2.8
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Where can I find information on the advanced inventory combinations made possible with the Tinker trait? The readme attached to the OP doesn't have any useful info on that.

66f875214c07fThiefsieFool

Re: SS2 TF's Secmod 2.8
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Where can I find information on the advanced inventory combinations made possible with the Tinker trait? The readme attached to the OP doesn't have any useful info on that.

They're in there just a bit hard to spot, use a search function to find "Require the Tinker trait"

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