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Topic: SS2 TF's Secmod 2.8 [obsolete]
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674405b87483fTucalipe2

Re: SS2 TF's Secmod 2.8
674405b8748be
> Nevermind... I fixed it:
> Dropped the chip I had, went to Hydro, saved. Removed ops1.mis from the save folder and tried it again. Worked flawlessly. I don't know if it matters, but I broke all the consoles before attempting the repair.

674405b874d9aThiefsieFool

Re: SS2 TF's Secmod 2.8
674405b874df3
> Nevermind... I fixed it:
> Dropped the chip I had, went to Hydro, saved. Removed ops1.mis from the save folder and tried it again. Worked flawlessly. I don't know if it matters, but I broke all the consoles before attempting the repair.

Ah, well done. I dunno why that sequence is broken so often, but saving/reloading seems to fix it like it did for you.
You're only supposed to repair the glowing panel for the sequence, when repaired it starts to animate and all the doors/etc unlock.

674405b874f98Tucalipe2

Re: SS2 TF's Secmod 2.8
674405b874fea
> Okay... I'm about to enter the BotM. But before going in, there are a couple things bugging me:
> I've read somewhere that there's a new area in Rickenbacker with a broken door/pipe/idk. However, I haven't found it, and I've looked throughout the three pods. Also, is the big hackable keyboard on Rickebaker's Pod 3 (where the double laser turrets are) is supposed to do something? The brackets said something about lifting security on Deck 3, but as I hacked it, it only showed a couple scripts echoes on-screen... At last, what the heck did I hack the big keyboard screen on the room above the trainers for (where the chair explodes as you enter the room)? It said Uuuuuummmmm...... and nothing else... :S.
> I don't want to go any further because once the escape pod's gone, it's gone.
Re: SS2 TF's Secmod 2.8
674405b8751e3
With this mod, will there be any problems using SHTUP?
Is it best to enable SHTUP first? (edit: found out you can't get the access card to the science sector in the cryotube using SHTUP, will it cause problems later if i reactivate it again?) edit 2: now I deactivated and activated, and I can find the card using shtup....
edit3: tried again, new game: Activating SHTUP first, then Secmod, can't get the card from the cryotube
Would really be able to play with SHTUP, the world looks so much better..

Also see there are patches for wrench and laser. What about tactitools Assault Rifle, Pistol, Shotgun and Eldrons Sci amp. Do they need fixes, or can I install them after Secmod?
thanks, looking forward to trying this one out, been playing vanilla SS2 more times than I can count :)



edit 4: please forgive my stupid questions, didn't think that it was the computer console next to it that opened it up... should delete the entire post, but will let it stand as a warning to other half witted people...  :P

but still wondering about the weapons...

« Last Edit: 30. September 2012, 22:06:51 by krist2 »
Re: SS2 TF's Secmod 2.8
674405b875388
Just try the weapons out, they should work. The laser needed a fix because it acts differently in Secmod (turning red on overcharge) and there was something similar about the wrench. But generally weapon mods will work with Secmod. See mod compatibility

674405b87543cValiant

Re: SS2 TF's Secmod 2.8
674405b875488
I have to say, this mod is excellent.

Thanks for supporting such a great game, the TTLG forums aren't friendly enough for me to do more than lurk so I have to give you your props here.
Re: SS2 TF's Secmod 2.8
674405b87570d
Just try the weapons out, they should work. The laser needed a fix because it acts differently in Secmod (turning red on overcharge) and there was something similar about the wrench. But generally weapon mods will work with Secmod. See mod compatibility

did that, and it seem to work nicely. This mod is a nice change from vanilla SS2! :D

674405b8757c1The Black Devil

Re: SS2 TF's Secmod 2.8
674405b87580d
Lately I tried the Secmod 2.8 with the SHTUP mod but the Mod Manager says they aren't compatible with each other.
In fact, when I played the game, it didn't seem to have any of the Secmod's changes.
Re: SS2 TF's Secmod 2.8
674405b8758df
Ask MOTHER about mod compatibility.

674405b875a03code371

Re: SS2 TF's Secmod 2.8
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Hello! Please help me, all works good, ss2, KolyaTool, Rebirth, Secmod, SecmodRebirthFix... installed, and all .mis files was backuped, and pasted after that, but i dont see the first table(with box opening animation)! it's invisible for me! and i dont see the box, thats must opening too(first door where we hack storage, placed right) it's invisible... i use mod menager. what i miss?

thank you! and sorry for my bad english!

674405b875b0aSuperV1234

Re: SS2 TF's Secmod 2.8
674405b875b56
Does this mod work in multiplayer?
Or is it working at all?

Laser pistol still shoots "projectiles", and weapon modifying works just like in vanilla.

My modlist is
SHTUP
ArcaniacGraphicsPack Reduxed
Crion's Impossible MP
Rebirth 02
SecMod - Rebirth patch
SecMod 2.8
Re: SS2 TF's Secmod 2.8
674405b875c2e
You cannot mix Crion's Impossible MP and this mod. Ask MOTHER about mod compatibility.

674405b875cb9SuperV1234

Re: SS2 TF's Secmod 2.8
674405b875d3a
Engineering bugs out in multiplayer. Any fix? (without crion's impossible MP mod)
Re: SS2 TF's Secmod 2.8
674405b875e37
Search this topic for "multiplayer" and you'll see that many others had this problem. I don't think it has been solved. One suggested solution is to disable secmod on engineering and re-enable it later, which might or might not work.

674405b875eceSuperV1234

Re: SS2 TF's Secmod 2.8
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It's such a shame, this is a fantastic mod. I will try disabling it. Is the mod abandoned?
Re: SS2 TF's Secmod 2.8
674405b875ff8
Not sure, TF still visits regularly but if he actually put out a secmod update at this point it would be some surprise.

674405b876092SuperV1234

Re: SS2 TF's Secmod 2.8
674405b8760e0
I'm stuck in the Rickenbacker - where is the Nacelle B card? Where is Diego?
Also - is Nacelle A intended to be unaccessible? The button does nothing

674405b876173Link6746

Re: SS2 TF's Secmod 2.8
674405b8761c4
I'm wondering what version of adaob this is based on for it's fixes. Might go for it if it's 0.3.0

674405b8762bbvoodoo47

Re: SS2 TF's Secmod 2.8
674405b87632a
no, definitely not 0.3.0.
Re: SS2 TF's Secmod 2.8
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0.28 if I remember correctly.

674405b87649ddudroot

Re: SS2 TF's Secmod 2.8
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Is it not recommended to activate both this and 0.30 ADaoB?
Re: SS2 TF's Secmod 2.8
674405b8765d3
These mods are not compatible.

674405b876690Kyle873

Re: SS2 TF's Secmod 2.8
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I'm very intrigued as to whether that Engineering multiplayer glitch will somehow be resolved by the 2.4 patch. Everything's always been good up to that point.

Gonna try later tonight.

Edit: Nope, the players who don't initialize the load into Engineering are still frozen, but at least the game doesn't flat-out crash to hell and back now.
« Last Edit: 05. January 2013, 07:30:17 by Kyle873 »
Acknowledged by: Kolya

674405b87684eunmaker

Re: SS2 TF's Secmod 2.8
674405b87689a
Hello everybody at this forum and let me introduce myself with something.

Having decided to play Energy weapons this time, I found out that this great EMP rifle replacement by Rainalkar and Rocketman is not quite compatible with this mod, as its origins are off. I like to do some amateur modeling now and then, so I chose to try myself at .bin modeling and hacked together this EMP rifle replacement, based on R&R&R's model. Its prong thingies (or whatever their name is) are now jointed and move apart when going into AoE fire mode. I adjusted the origin to make the gun display visible, so now it looks rather long on the screen and projectiles come out a bit higher than the gun's muzzle, not really noticeable. Also several tweaks here and there.

By my opinion so far, this mod is not that great, but if anybody still plays it, they could use this weapon replacement.

It appears I cannot post attachments so here's the download link: http://www.mediafire.com/?udtytr94bf82zio

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