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Topic: SS2 TF's Secmod 3
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67400e695f2a6voodoo47

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so you are still having problems extracting the archive? make sure you have the latest 7zip installed if that's the case. if you are sure it's been extracted fully (the root should list 52 items), and it still crashes, share the logs and crash dump.

also Secmod is not my mod by any stretch of the imagination, I would need like ten thousand years to comprehend all the crazy stuff TF has implemented everywhere.
[secmod.jpg expired]

67400e695f44cDV_Hawkes

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Oh so you are not responsible for me loosing my mind while trying to get out of Cryo recovery A.  Hiding that access card in the light had me going nuts for about ten minutes.  Don't get me wrong I loved it just went a little crazy thinking I had really screwed up.  I have all 52 items.  I will see what I can do to get you the info you need.
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Hey voodoo, you remember this thread from last year? https://www.systemshock.org/index.php?topic=10191.0

Is there any way I can get the fix for just that art terminal? I *could* DL the latest Secmod but I have a lot of personal tweaks made to the gamesys so I wouldn't want that overwritten. What do?

67400e695f85dvoodoo47

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grabbing the rec1.mis.dml should fix it (won't work on a save though, the level needs to be entered freshly).
Code: [Select]
DML1

// lets make sure the code art terminals are positioned properly
ObjProp 78 "Position"
{
"Heading" 3000
}
ObjProp 79 "Position"
{
"Heading" 8000
}
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Where would I put that? In misdml and overwrite?

67400e695fa2bvoodoo47

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the Secmod folder would be a good place.
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Quick question about the laser rapier.

A couple years ago and a few pages back I made a post about how strong the rapier is with Smasher - often disintegrating organics in one hit. Is there a way to make it so Smasher just does what it says (I think 70% more damage) and doesn't kill them outright?

67400e695fc15voodoo47

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smasher is editable, but no idea how.
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Fuck. Is there a way to remove an OS upgrade and swap in a new one?

67400e695fdd0voodoo47

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some can be tweaked, but no, not really.

67400e695ff4dZylonBane

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As a player, or as an editor? As a player, no. As an editor, define "new". If you're willing and able to modify graphics and multiple string files, write custom scripts, and work within and around the constraints of what's hard-coded into the engine, then sure you can make a new OS upgrade.
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As a player, yeah. I just wanted to see if maybe there was a tool I could use to remove the upgrade and then place a new one. I guess I could just not *use* the overhand smash.

67400e696045aThiefsieFool

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There is nothing wrong with the rapier that I can find, the damage values for Smasher are what they should be (very slightly less even) and the stim shape flags are also set correctly, unlike the vanilla crystal shard flags.



Still, if you want, you can tweak the value that's set to 20 to change the rapier's overhead damage.
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EDIT: Okay, that did it. How can I make it so that the overhand smash does more damage but still doesn't gib them? Maybe put it a bit above 12 instead of 20?
« Last Edit: 18. April 2019, 18:10:53 by Joe »

67400e69607d0ThiefsieFool

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Editing the thresholds for gibbing and vaporizing is quite complicated, basically you need to look at each monster and everything that they inherit from, and check the receptrons for damaging stims like EnergyStim or StandardImpact, and change ALL of the ones that are related to gibbing to a new value, usually the default stim interval is something like Min=19, Max=Infinite, but it might vary a little.

So maybe just reduce the damage until your skills don't boost it over 19, that'd be easier.
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So monsters gib when the ElectroShock value of 20 is greater than the monster's default stim of 20? Makes sense, so just raise that gib stim to above 20?

EDIT: Also, I'm comparing skill and stat costs between Secmod and vanilla. Why did you lower the amount required for each level of Repair and Modify, out of curiosity?
« Last Edit: 18. April 2019, 21:31:19 by Joe »
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Hello. Is this mod can be played with Community Patch Beta 4?

67400e6960bf4darkyoshi1935

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Thanks a lot for this mod, tried it with a friend in MP, we both loved it but we ended up glitched at some point in the story, however, I am playing it in SP now and I can't stop gaming! :D I hope MP is fixed soon

67400e6960e6aSuperV1234

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I think that the difficulty gap between "Hard" and "Impossible" is insanely high, and "Impossible" is literally impossible to play without save scumming. I've been trying to beat the game with minimal saving/loading (so that my actions have consequences), and in "Impossible" mode I found myself pretty much stuck in the Engineering cargo bays. There's simply not enough resources to deal with the suicidal and maintenance robots, and outrunning them is not an option in the cargo bays. Also, they pretty much 1/2-shot you.

I was frustrated by that, and started a game in "Hard" mode. I literally breezed through Med/Sci and Engineering only using my wrench 95% of the time, and when I reached Hydroponics I was stacked with resources (15+ med hypos, 120+ std bullets, 40+ pellet ammo). Most importantly, I didn't die once! This didn't feel like a challenge.

My suggestion is to make either "Hard" a little bit harder, or "Impossible" a little bit easier. There's a sweet spot between the two that needs to be accessible. Maybe "Hard" gets more balanced in the later stages of the game, but it really was a breeze for the first 1/1.5hrs, where "Impossible" took me 2/2.5hrs of pain just to give up at Engineering.

67400e6960ff1ThiefsieFool

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Well, try it with the vanilla game and you are likely to find surprisingly similar results.

What you're talking about with resources and difficulty is governed by the 'loot hose' property which cuts out 30% of the random loot you find on Hard and 70% on Impossible.
This means that Secmod or no, on Impossible you will occassionally get a run where unusually few essential items will drop and you will need to use your understanding of the game's inner workings to the maximum in order to get by, that is... cheese the hell out of it... which isn't that hard given most enemy encounters are avoidable even if you stay away from Invisibility, you just invest in agility a bit and avoid enraging enemies that don't need to be enraged.

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In particular, RE: loot, it's easy enough to change loot chances in ShockEd. That way, you can be on Hard while having less loot.
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Security system more of a challenge: security panels need to be hacked to deactivate alarms, destroyed cameras will cause Xerxes to send in a few monsters but the cameras are hackable to circumvent that

Any chance one could re-create this with a .dml submod to make it compatible with SCP?

67400e696135bvoodoo47

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chance? almost 100 percent. easy? no.

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