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Topic: SS2 Community Patch (SCP) Beta 6
Page: « 1 ... 5 [6] 7 »
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67b9ece9683b0CyrusVonNox2001

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Hey so I have a few questions:

First: I remember a number of years ago there was a mod that fixed audio log portraits so everyone had the right logo and the right shirt color for their respective decks. I think it also changed the corpse models so their uniform color matched the important character you were taking the log off of. I may not have been paying attention during the playthrough preceding my current playthrough so I didn't notice that time, but I did notice this time that both Grassi and Watts, both members of the medsci department, were wearing black uniforms instead of white. Is that mod being used in SCP? Where can I find that mod again? (I looked through the mod section and couldn't find it.) Do you think it could still be compatible with SCP if I was to find it?

Also when I was in the hallway in MedSci going towards Dr. Watts's lab I noticed some dust clouds around the security terminal under a red lighted vent, funny enough, I haven't seen any other dust clouds in MedSci. Was this Intentional? Maybe a forgotten detail from modding the maps? Was it in vanilla?

Here's a screenshot, you probably won't see it though you might have to look at it in game.
https://imgur.com/a/hRZOLyV

67b9ece968575ZylonBane

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The only mod SCP "uses" is Olfred's Fixed Objects.

Watts and Grassi are not wearing black uniforms in SCP. They are wearing standard MedSci uniforms. They have always worn standard MedSci uniforms. SCP did not change them.

Why are you confused by dust?

67b9ece9686cdvoodoo47

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SCP does fix a bunch of portraits and corpses so they would have the proper uniforms, I don't think this ever existed as a complete standalone mod, but a portrait fix was available (deprecated, but still lurking somewhere iirc). either way, do not use with SCP.

67b9ece9689b9sarge945

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For reference, the incorporated mod is Portrait Fix, and as the others have pointed out, it's already integrated, so you don't need it.

The dust you're seeing was added in SCP5 alongside a bunch of grunge marks, puddles of water, etc etc. A lot of extra little details were added to make the maps more dirty/grimy, and dust is one of them.

67b9ece968aceZylonBane

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SCP does not incorporate Portrait Fix. SCP's portrait corrections were created independently from and for the most part differently from Portrait Fix.

67b9ece968bcbCyrusVonNox2001

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Were the character corpses changed too in SCP? I haven't noticed yet and I don't know how much time I have for gaming this week.
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Voodoo, did you ever create/update a mod to make a laser pistol available earlier in the game, please?

Also, RoSoDude, does your Rebalanced Skills and Disciplines mod work fine with SCP beta 6 now, please??

67b9ece968e1fvoodoo47

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urgh. I did have some wip dml.. somewhere.

67b9ece968f19ZylonBane

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What on earth does a "gimme laser pistol earlier gimme gimme gimme" mod have to do with SCP?
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urgh. I did have some wip dml.. somewhere.

If you don't want to do it, or don't have the time, then please don't bother with it, it's not a huge thing, just a very minor thing for those of us looking for a slightly easier time in the game.



What on earth does a "gimme laser pistol earlier gimme gimme gimme" mod have to do with SCP?

This was the thread it was discussed in, so it seemed reasonable to me to ask about it in this same thread.

67b9ece969430voodoo47

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and by wip, I mean it's not really a question of work, but rather a question of where to pop it. ah well, drop the attached dml into your SCP folder and enter eng2 for the first time, the pistol is now linked to the first corpse (the guy with the repair soft). if you are downloading this you already know what the deal is, so whatever.

67b9ece969a53RoSoDude

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Voodoo, did you ever create/update a mod to make a laser pistol available earlier in the game, please?

Also, RoSoDude, does your Rebalanced Skills and Disciplines mod work fine with SCP beta 6 now, please??

SS2-RSD adds a laser pistol earlier to Engineering, which I think is about the right time for non-Marine builds to start investing in it.

The previous beta version I uploaded mostly works with SCPb6, with some minor issues. I have another update almost ready to resolve these, but I've been busy. I'll try to get it out this week.
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Btw, this part of the sky is missing. It's in the vanilla, with scp, with other graphics mods.

67b9ece969dc2voodoo47

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there is a chunk of the station there that may make it look like the window on the right is dark, that is ok, but your skybox looks weird, even with SHTUP you should have a gigantic hires earth sitting there, and your window in the middle just shows some smudge (vanilla skybox maybe? was it really that bad? been ages since I've looked at pure vanilla).

ok, looking at the window dither pattern, I'm almost sure you are not using SHTUP. running SCP without it is pretty much unsupported, so if you are doing that, you have to be prepared for less than ideal results.
[station.jpg expired]
« Last Edit: 03. February 2025, 12:14:25 by voodoo47 »
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Oh, damn, sure, it's a part of the ship! I looked like an absent skybox part for me all those years!
Thanks!

P.S. I've just noticed SHTUP and 400 should be higher priority than SCP to work properly.
« Last Edit: 03. February 2025, 18:35:41 by Valet2 »

67b9ece96a2f1ZylonBane

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P.S. I've just noticed SHTUP and 400 should be higher priority than SCP to work properly.
By "noticed", do you mean you finally figured it out yourself, or do you mean SCP told you your mod priorities were wrong?

67b9ece96a3ecvoodoo47

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it's been a while, but not 100 years, it's not supposed to be sentient yet.

67b9ece96a4d5ZylonBane

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Try starting a game with SHTUP below SCP.

67b9ece96a5b9voodoo47

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oooooh, completely forgot about that. no wonder, trying to pop SHTUP under SCP is not something my brain would consider real.
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The issue for me (and most users probably) is that steam doesn't save user configs. Which is weird. Every time I install ss2 to a new pc I have to manually change all bindings, patch with ss2tool, download and install several mods. Ages ago I tuned it perfectly on my main pc and completed the game and several fm-s. I knew scp should *always* be on the bottom.

Recently I had to repeat that, and I remembered scp should be on the top priority, I remember it was the most popular noob question on the forum.

Now here's the issue. I'm not someone re-playing the same game over and over again. I remember something about scp being a special mod required special handling, but this was like 10 years ago. But imagine the people who are even further from that. I do really think the mod manager should detect whether it's scp and put it to the bottom, and inform the player if he wants to change the order. I don't consider myself a smart person, but I've been working in support for ages, and I know it's couterproductive to repeatedly hint users they are stupid and wrong. It's better to make an appropriate environment so lesser mistakes could be made.

Maybe ss2tool could download and install the most popular and recommended mods and put them in a right order, as an option?
« Last Edit: 04. February 2025, 15:18:15 by Valet2 »

67b9ece96a89bvoodoo47

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this was considered, but rejected. the mod guide shows the proper mod priorities very clearly, if someone cannot be bothered to check one picture, then that person probably is beyond any help anyway.

67b9ece96aad3ZylonBane

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Every time I install ss2 to a new pc I have to manually change all bindings, patch with ss2tool, download and install several mods.
Uh... WHY? You can just copy the SS2 folder from old to new machine and everything will work perfectly.

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