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xdiesp, can you add subtitles to cutscenes? It will help to understand content, localize this wonderful mod to another languages, etc.
I took it easy with the "Hacker Ending", and recycled most of the Good Ending for it. Its original content will just transfer to the Cortez ending.By comparison the new "OSA Ending" is much more elaborate, with lots of scenes and inventions. I wrote it with Shephard as the zany one of the bunch: to enjoy how smug would Goggles become, if he could take on the whole game with just PSI. It kills me when he uses the ultimate PSI power, "Revolution". Two videos left!https://www.youtube.com/watch?v=UVseqjRw174
you know that there is no need to hardcode subtitles into the movies, as SS2 2.43 supports them natively, right?
So all I have to do, is to put .srt files in the \cutscenes\ folder.
Yep, it will be awsome!
Subtitle Workshop has been very useful to me in creating, converting and (re)timing subtitles. Free, open source, portable.
you need SS2 2.43 to get subs working.
I tried your mod a while back, and it's quite nice, with pretty good voice acting, a story with some depth, and a new spin on old gameplay; I have a few gripes though (note I tried this over the summer and I had my hard drive wiped recently so if there were changes please let me know (: ) The system of certain enemies being resistant to certain weapons is really my only problem, a nice concept but I think it could do with some tweaks. I do think that it's quite a good system as really would shooting a military robot with a pistol really do much, but some things are just absurd, like a grenade launcher not harming a hybrid. I think that enemies having multiple weaknesses would be a good idea; for example hybrids are based off of humans they would be vulnerable to things that humans would die to, such as bullets and explosions, but not emps, and since a hybrid is well, a hybrid of human and annelid it would make sense that annelid weapons should be able to kill them as they are the only things tough enough to crack a rumbler's hide. A cyborg midwife should be able to be fried with energy, or destroyed with explosives; a MP bot with explosives or energy, etc.Another gripe with resistances is that if I recall correctly you didn't change skills, so one needs to invest in all skill trees to get anywhere. I think this frustration could be alleviated if instead of using a standard, energy, heavy, psi, exotic system of skills, a better idea would be to say allow you to train melee, pistol, rifle, other and make allow the player to upgrade weapons stats along the way. This would allow more diversity in builds, so an O.S.A agent could have a back up pistol in case of emergency and continue to be effective on higher levels. On a semi related note I really think that psi was messed up a fair bit here, as I just think that if psi ops was a thing back on Earth (and it was judging from the O.S.A.) then psi would affect normal humans in some way. I would like to see psi powers that could bypass different resistances, because as we saw in the vanilla game you could do quite a few different things with psi, ranging from making a target explode to creating a sword of pure psionic energy. My suggestion is to use the already existing combat powers to build powers that target different enemy types, such as cryokenisis could do standard damage, pyro for explosive, you could rewrite soma transference into a psi damage power. This applies to most of the weapons in the game too, I would like armor-piercing bullets to, you know, pierce heavy armor, obviously this wouldn't be as useful if you were to add my suggestion about weapon skills, but it would be a nice after though.Now I these are just suggestions to improve a solid game with some annoyances, so don't think that I'm saying implement these or it sucks; I'm just saying that it's a bit rough around the edges and could use a bit of polish on the new gameplay systems, one last thing though is that the auto target could use tweaking, or an option to take turn it off. Maybe use a lock on system rather than free aim so you can precisely switch targets. Just my thoughts and suggestions, keep up the good work