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I would check the RSD mods and see whether those you currently have are SCPb5 compatible. aaand Scary-Monsters-AI_1.03 isn't (b4 only, as mentioned in the mod description). ta-daa?
From my brief overview of SCP Beta 5's object hierarchy I think Scary Monsters and Rapier Assassin are still fully compatible.
Is the setting in a config file somewhere?
Do the RSD mods change things about the maps?
Level Design:New secrets and environmental hazards, extensive item redistributionNew opportunities for power cells to open loot caches and access locked routesFinal bossfight rebuilt for greater challenge and complexity
The last thing I noticed is that when I got to the MRI room where Dr. Watts is, he is missing the audio log where the Hybrid he was autopsying attacks him.
Hello. I've been having some problems with my version of SS2. I've installed some mods and I'm certain they're the source of the problem. I will post my mod list here followed by the problems I've been having.1. SS2_Vaxquis_VintageSongRemake2. SHTUP-ND beta 23. Four Hundred v21U4. Super QBRs5. RealSG_1.056. Assassin-Rapier_1.007. Scary-Monsters-AI_1.038. SS2-RSD_2.04_BETA9. SCP_beta5Problems I've noticed: (So far)1. NPC's have trouble fighting in close range. (The first Hybrid I encountered in SCI would just run at me and only attacked when I raised my Wrench. The monkeys I encountered in the room in MED with the monkey cages would just freeze when I got up close to them.) 2. When I got to MED, the soundtrack wouldn't play, I played most of the MED section in silence until I got Dr. Watt's key card and doubled back through the the Crew Corridor to use the surgical unit and the soundtrack finally started.3. Sometimes text on the skill menu when I access the Upgrade Units would bleed outside the UI borders. Also, when I open the hacking menu, I could see the security countdown numbers through the hacking menu.That's what I have so far, I've played SS2 to completion or at least to the BOTM at least 3 times, and I didn't notice this stuff in my last playthroughs.If you think I should take this to any particular mod authors to have this sorted out, just tell me. If you think I should just rearrange my mod order or remove a particular mod, tell me as well.
Do the RSD mods change things about the maps? When I played, I noticed that the Surgical Unit in the Room in MED with the QBR was missing its activation key, I also ended up finding 2 activation keys scattered around the map. I also noticed that the pistol in the chemical storeroom is jammed, the shotgun you find in the storage room across from Dr. Watt's quarters is missing, and the shotgun you find in the room close to the room where you find Dr. Watts is also jammed. The last thing I noticed is that when I got to the MRI room where Dr. Watts is, he is missing the audio log where the Hybrid he was autopsying attacks him. While this does create a cool effect where I can't trust my memory, and it does up the difficulty a bit. These do seem like unnecessary changes. I did notice that SCP changed a lot of the Pre-Von Braun levels. I hope these weird changes on the Von Braun are not SCP related as I would expect SCP to be largely faithful to vanilla considering how essential the community views it to be.