6742da134a13b

6742da134b86b
28 Guests are here.
 

Topic: SS2 TF's Secmod 3
Page: « 1 ... 36 [37] 38 ... 46 »
Read 213924 times  

6742da134c0b3
ok, it's up;

-needs SS2tool 12. 09. 2020 update, you need to repatch with the tool if you are running anything older.
-do not install by extracting 3.2.4 files and folders into a 3.2.3 modfolder, load 3.2.4 cleanly.
Did all this, game was all fine until I entered Hydrophonics D. When you enter the level all of the gameplay modifications are undone

6742da134c23fvoodoo47

6742da134c290
what do you mean by that? other mods stopping to work? if so, how exactly?
6742da134c417
All gameplay tweaks return to their vanilla counterparts (shotgun having 12 shells, batteries being one use items again and so on) and new items that are added in the mod show up with no graphics in inventory and are unusable.

6742da134c541voodoo47

6742da134c591
yep, looks like an incorrect map has ended up in the package somehow. attaching the 3.2.3 version of the map, download and move it into your 3.2.4 install, load a save made before entering Hydro D, and all should be good.

TF, can you apply whatever changes you did to the hydro3 level from this package to the attached map?
[HYDRO3.MIS expired]

6742da134c9d1ThiefsieFool

6742da134ca26
yep, looks like an incorrect map has ended up in the package somehow. attaching the 3.2.3 version of the map, download and move it into your 3.2.4 install, load a save made before entering Hydro D, and all should be good.

TF, can you apply whatever changes you did to the hydro3 level from this package to the attached map?
Sure, here you go.
[HYDRO3.MIS expired]

6742da134cad3voodoo47

6742da134cb21
thanks - I'll repack 3.2.4 once I get back to my main rig. let's hope no more similar regressions are lurking around.
Acknowledged by: ThiefsieFool

6742da134cbdavoodoo47

6742da134cc25
SECMOD3.2.4a is up - replaced the hydro3 level with the correct file, apart from that, no changes. SECMOD3.2.4 users are highly recommended to upgrade by grabbing HYDRO3.MIS from the SECMOD3.2.4a archive and overwriting the file in their SECMOD3.2.4 folder, ideally BEFORE entering Hydro D for the first time.

6742da134cda6ndimension

6742da134cdfb
When I enter Mall, the PoolCue is gone, Rifle requires 6 Standard Weapons (not 4). Also when the Mall just loads after bulkhead, there's an oxygen meter charging.

6742da134ce96voodoo47

6742da134cee2
well damn, looks like we have another regression. fix this weekend, most likely.

6742da134cfb4ndimension

6742da134d001
Noticed also, cameras have their sounds back on hard difficulty, Protocol Droids  don't charge you just waddle like in vanilla.

BTW: backtracked, went into Mall with vanilla gear, came out with Sharpshooter perk, I hope it's Secmods version with headshots b/c the 1 free module for each 10 received gave me vanillas's 8 modules.

6742da134d109voodoo47

6742da134d157
attaching the last good version (from Secmod 3.2.3, all changes from Secmod 3.2.4 will have to be reapplied), it can be used as a temp fix (need to load a save made before entering Rec3 for the first time after overwriting the 3.2.4 file).


//ok, this is where the regression happened - whatever has been done to the hydro3 in that archive, needs to be reapplied to the file attached to this post. also, proliferator research needs to be checked.
[REC3.MIS expired]
« Last Edit: 13. November 2020, 00:09:56 by voodoo47 »

6742da134d21aThiefsieFool

6742da134d26a
Can I help? Not sure what's wrong with REC3 exactly, and there shouldn't be any tie between it and hydro3 either, I just messed around with some pre-placed objects in hydro3 last I edited it.

6742da134d329voodoo47

6742da134d376
yeah - basically, whatever changes you made to hydro3 between Secmod 3.2.3 and Secmod 3.2.4 need to be applied to the map attached to my previous post to correct the problem. also need to check the proliferator research.

6742da134d419ThiefsieFool

6742da134d4b4
well there wasn't a lot changed that I remember, mostly making the chemlord hybrid stronger.


[REC3.MIS expired]

6742da134d572voodoo47

6742da134d5bd
will check and repack. had a quick look at the proliferator, and its research seems fine, so no idea why it was glitching for ndimension., maybe he was trying to research it on the regressed map.

anyway, are the pincer things on the proliferator supposed to be black?
[pincer.jpg expired]

6742da134d7edThiefsieFool

6742da134d848
anyway, are the pincer things on the proliferator supposed to be black?
Apparently not, something must have happened there. https://shodan.fandom.com/wiki/Viral_Proliferator

6742da134d91evoodoo47

6742da134d979
I'll see whether I can fix quickly, then double check all maps making sure they are loading the correct gamesys (something I should have done when the first regression happened), and attach 3.2.4b to the first post.
Acknowledged by: ThiefsieFool

6742da134da32voodoo47

6742da134da80
it's base.bmp under obj\txt16, I'm guessing it's shared with some other object where it looks proper. will rename it for the time being (_base.bmp).

SECMOD3.2.4b is up. saves will work, but clean load required.
« Last Edit: 14. November 2020, 18:02:08 by voodoo47 »

6742da134dbc1ndimension

6742da134dc18
Since I deleted the saves already I can't check, but anyway: I'm pretty sure I had Research 1 (+1 more from LabAssistant). The research did "start", meaning I didn't have the usual message "this item needs Research of x", but it was stuck at 0,0%. I could glitch the counter via right click spam (around 0,1% per click) to the point (5-ish %) where it asked for first chemical. It didn't accept either. After upgrading Research to 3 (4 total with LabAssistant) the research went normally.


Secmod is great. No idea what does the heart do, but the monkey was hilarious. Also, add to the front page readme a note about the importance of Armors, especially for the last level. Was briefly considering reloading a save to see if any PSI helps with that (and bringing back Agility hypo, just to see if I can jump to Shodan and PoolCue her too)









6742da134e001ndimension

6742da134e056
A few notes:

1. Supposedly eggs contains organs. They don't. Opened or not. Destroyed eggs produce Grub or Swarm pods.

2. Rumbler jumping works for it well, but it can be used to glitch it on ladders. Go onto a ladder wait for the Rumbler to jump on you. PoolCue him. First level of Rickenbacker has a ladder with 3 turrets stacked vertically. You can glitch the Rumblers onto you and lower them for the turrets to kill them for you while the Rumbers are on top of you. Funny stuff.

3. Fusion Cannon does jack shit vs anything else than Robots. And for the robots just use EMP rifle, don't need to bother with ammo, don't need to bother with maintenance because you can find like 6-9 EMP rifles. IOW overkill for weaker, underpowered for bigger. Radium Prisms are decent but very expensive.

4. Would be cool if weapon condition affected it's damage.

5. Never found Power Armour.

6. There are security crates underwater but the water is electrified. Deliberate, bugged or just me?

7. PoolCue > Shard and Rapier, especially with OS upgrades. Not to mention PSI melee power. PoolCue outranges egg activation range. For the most fights, you can PoolCue everyone excluding Security/Assault bots and miultiple Rumblers. It's possible to solo unglitched Rumbler but it's tedious.

8. EMP/Prism grenades are weak. You can use them to kill Protocol bots, turrets, Cyborgs, but forget about big bots.

9. Rickernbacker turrets  on the "gravity reversed" level appear to have hitboxes messed up. Can't hit them with Rifle, even on auto. Grenades work, and show the "enemy beackets/hp meter" where the turret is.

10. HealFromWormPiles implant is conflicting with the need for worm piles and Grub organs for ammo.

11. Headshot/Sharpshooter is a waste of Upgrade. Zero need to headhsot Hybrids, very rare tho have a need to headshot a Midwife or a Cyborg, you ain't gonna be headshoting a Rumbler in melee range (I'm pretty sure it's head is behind you whan backpedaling and he's on top of you).

12. Some weapon upgrades are not needed at all. Eliminate kickback is wasted becasue you still have to re-aim after staggering the enemy. Bigger clip is useless, just reload. V useful: 60% degradation. Lower ammo per shot is Modify 6. That's huge investment for very little gain, save for EMP rifle. Automatic fire is meh.

13. Hand grenades are too rare and too weak to make any meaningful impact. Anything I can kill with a grenade or 2 I can also solo with a Wrench or PoolCue.

14. Found 4 French-Epstein devices. Bad luck, not enough hacked Replicators or hardcoded limit?

6742da134e385voodoo47

6742da134e3d9
I'm pretty sure I had Research 1 (+1 more from LabAssistant). The research did "start", meaning I didn't have the usual message "this item needs Research of x", but it was stuck at 0,0%. I could glitch the counter via right click spam (around 0,1% per click) to the point (5-ish %) where it asked for first chemical. It didn't accept either. After upgrading Research to 3 (4 total with LabAssistant) the research went normally.
confirming, that particular situation will produce the aforementioned glitch. no idea what's up, TF will have to check.


1. you need to search them before destroying.
2. yes, stuff that falls onto the player in a narrow shaft will get stuck on the player, be it organ or a rumbler. that's how Dark physics works, afaik.
3. yeah, fc could use a boost.

the rest, no idea.

6742da134e483ndimension

6742da134e4da
>you need to search them before destroying.

I did search majority of them (closed and opened), never found anything inside.

6742da134e64endimension

6742da134e699
A few posts above there's a "temp fix" file for Mall.  Simple replace the file and that's it?

Your name:
This box must be left blank:

Name the default melee weapon in System Shock:
28 Guests are here.
Through the looking glass, nothing is what it seems.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6742da1351c36