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673f1d929c071Beowulf

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Somehow that minimod does not work for me.
I guess it's just me?

Something missing because I cannot run SS2Tool because I'm on Linux?

673f1d929c274voodoo47

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remember, that means you must install the mod manager yourself, then load SCPb5, and then the minimod. have you done that?

673f1d929c371Beowulf

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Yes, first with ss2bmm and then for the minimod with dmm proper (after I noticed it said Unrecognized in ss2bmm for it).

673f1d929c43dvoodoo47

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is the path to the modSecurity file \SS2\dmm\SCP Hard Security\

673f1d929c520Beowulf

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ss22\DMM\SCP Hard Security\

Yes my game's folder is called ss22 instead of ss2

673f1d929c665ZylonBane

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Is there anything IN the security mod folder?

673f1d929c884Beowulf

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Yes, the contents from the archive.
ls -alR DMM/SCP\ Hard\ Security/
'DMM/SCP Hard Security/':
total 4
drwxr-xr-x 1 winuser winuser   40 May 11 02:29 .
drwxr-xr-x 1 winuser winuser 1136 May 11 02:29 ..
-rw-r--r-- 1 winuser winuser  868 Sep  4  2023 readme.txt
drwxr-xr-x 1 winuser winuser   22 May 11 02:29 scriptdata

'DMM/SCP Hard Security/scriptdata':
total 4
drwxr-xr-x 1 winuser winuser  22 May 11 02:29 .
drwxr-xr-x 1 winuser winuser  40 May 11 02:29 ..
-rw-r--r-- 1 winuser winuser 161 Feb  4  2023 modSecurity

md5sum DMM/SCP\ Hard\ Security/scriptdata/modSecurity
fb549720c3ca7bcc36eda4adb06af8b2 [...]

Everything else seems to work fine.
It's just that when I trigger an alarm it's sufficient for me to frob a security control, not hack it as advertised.

An incompatibility with another activated mod?

mod_path .\DMM\SCP Hard Security+.\DMM\Vurt-Goo-(GrubPodVanilla-1.04)+.\DMM\Vurt's SS2 WormPod v1.0b+.\DMM\Vurt Goo (Dripping v1.0)+.\DMM\SS2 Black Egg 1.02+.\DMM\SCP-Inventory-Fumbler_1.00+.\DMM\Vurt's SS2 Flora Overhaul 1.0k+.\DMM\SS2_DeNoised_CutscenesV1+.\DMM\Tacticool_complete_v1.05+.\DMM\SS2-Alternate-Start_1.00+.\DMM\Migraine Cyberspace No Envmap+.\DMM\SS2_Pistol_Hybrid_1.01+.\DMM\Unstable Grenades+.\DMM\SS2_Repairman_1.09+.\DMM\SS2_Stasis_Trap_1.01+.\DMM\SS2_Prison_Event_1.0+.\DMM\Scary-Monsters-AI_1.03+.\DMM\Assassin-Rapier_1.00+.\DMM\Randomiser 1.21B - RSD+.\DMM\Randomiser 1.21B - Ops4 Key+.\DMM\Randomiser 1.21B - Full+.\DMM\SS2-RSD_2.04_BETA+.\DMM\New Quest Notifier+.\DMM\RealSG_1.05+.\DMM\Four Hundred v21U+.\DMM\SHTUP-ND beta 2+.\DMM\SCP_beta5+.\patch_ext

673f1d929c9feZylonBane

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Have you tried the Death Taunts or Intoxication Effects mods? Those use the same activation method.

If none of those work, probably just Linux bullshit. All installing the mod does is create a file that the script checks for the existence of.

Code: [Select]
function IsModEnabled(modfile) {
local fname = string();
return Engine.FindFileInPath("resname_base", "scriptdata\\" + modfile, fname);
}

As long as scriptdata/modSecurity exists in ANY mod's folder, it should work.

Worst case, you could modify this function in scpScript to always return true when passed "modSecurity". Though this would be a most bletcherous hack.

673f1d929cafeBeowulf

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With this knowledge I attempted to hardwire it in
ss2/DMM/SCP_beta5/sq_scripts/scpScript.nut
but even that does not appear to work.

Do these scripts need compiling?

673f1d929cc02Beowulf

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Yikes! From the SS2-RSD_2.04_BETA mod:
//NOTE: incompatible with SCP Hard Security minimod
+ObjProp -1250 "Scripts" //Security Comp
{
        "Script 0" "rsdSecurityComputer"
}
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