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Topic: SS2 TF's Secmod 3
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67406a8aeb34fvoodoo47

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would move the RebirthPatch above Rebirth, but this shouldn't really matter (mods and patches are constructed so priorities don't really matter wherever possible).

might have been just some concretes that were saved with an older version of the mods and patches active - hit shift ; to open the console, type summon_obj og-crystal and press enter, if a proper shard hybrid is spawned, everything is working fine.


//nope, this one is on me (as usual, I might add) - the hand shard model got lost in all the 3.2.2 rollback confusion. get Secmod_RebirthPatch_1.03 and you'll be good, old saves and everything.
« Last Edit: 07. April 2020, 21:34:59 by voodoo47 »

67406a8aeb569Witness

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That got them their shards back, although they still have the blank nametag.  Are they considered a different item from other crystal shards?  I figured it was part of some system to despawn dropped shards if they got too numerous (while poofing hybrids with the laser pistol is fun, after a while the extra shards really start building up in the hallways).

One other thing, do you think it would make sense to add an additional Osmium somewhere on the Von Braun?  As it is, you only have access to two of them for about 90% of the game, and you need one for research.  So after I took Tinker for my first upgrade and made my Enhanced hazard suit, I never had a chance to try out the wrench or pool cue upgrades.

67406a8aeb6f3voodoo47

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yes, they in fact are a different item, and I have no idea how to link things around so it would be described as "unresearched object" by default, and as a "crystal shard" as soon as you research the actual crystal shard. so no description it is (it's not like it's displaying garbled text or an error message, so not a problem really). also don't think there is any anti-shard system built in, so if you pile them at one place, they will stay there until the engine object limit is reached, and then some will stop being rendered.

I could add the chemical, but I tend to avoid such changes, as I'm not really deeply familiar with Secmod and its inner workings, so it's pretty much simple fixes only for the time being. anyway, if you have a nice place where I could place it without throwing off the progress balance in mind, I could pop it there.

67406a8aeb855Witness

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Fair enough, the name isn't a big deal.  No idea what the object limit is, and anyway the only chance of it causing a problem is fairly specific (using a weapon that evaporates/gibs them so the items end up on the ground, and killing a LOT of them) so I doubt it's worth worrying about. 

AFAIK, the only vanilla use for Osmium is the healing gland, and in Secmod just upgrades with the chemical grafter, so no risk derailing things plot-wise.
I'd say just add one to one of the chemical stores on a shelf with the others.  Just about any one would do, but if you added it to one of the stores that already had it (Medical or Engineering I think), updating the manifest would be as easy as changing one number ;)
Acknowledged by: voodoo47

67406a8aebb54ThiefsieFool

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There's really just two chunks of Osmium in the whole game? I think we can easily have two more, ideally in different storages so you have to keep exploring to get what you need.
Osmium isn't really intended to be a bottleneck to crafting things since the grafters are already hard to obtain.
Acknowledged by: voodoo47

67406a8aebcb2Witness

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Technically there's 4 Osmium, but 3 and 4 are Rickenbacker/BotM, so effectively only 2.

On a slightly more problematic note, Rickenbacker defence turrets seem to be invulnerable to everything but AOE attacks.  I tried Laser Rapier, Cryo, and Laser pistol had zero effect, they seemed to go right through it.  Tried shooting the gun, the ceiling mount, nothing.  Needless to say, this is HIGHlY annoying.  The Fusion Cannon worked, probably from hitting a wall nearby and the splash got it.

67406a8aebdedvoodoo47

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yeah, I know what's up - didn't notice as I was testing with the emp rifle, which is also AOE. grrr.

adding the following bit of code to your shocksec.gam.dml should fix it (you will have to load a save from before entering Rick for the first time though):
Code: [Select]
+ObjProp -4646 "PhysDims"
{
"Size" 2, 2, 3
"Offset 1" -1, 0, 0
}
also some more issues with the RebirthPatch. welp, 3.2.3 it is, today or tomorrow.
« Last Edit: 12. April 2020, 10:43:44 by voodoo47 »

67406a8aebf04Witness

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Tried putting this in, no luck.  Maybe I added it to the wrong file?  The shocksec.gam I found was in System Shock 2\DMM\Secmod_RebirthPatch_1.03.  Do I need to do something with the mod manager to reload it?
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No reloading is necessary, but you probably got the wrong file. voodoo said shocksec.gam.dml
There should be one in \System Shock 2\DMM\SECMOD3.2.2

67406a8aec1d5voodoo47

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don't bother, just grab SECMOD3.2.3 and Secmod_RebirthPatch_1.04 from the first post. saves are compatible, but map fixes will only get applied to not yet visited maps as always (so you need to have a save just before entering Rick as mentioned if you want its turrets fixed).

- fixed the rick turret physdims
- better temp fix for those two Rick2 inverted turrets (now leave a lootable corpse, which is still technically incorrect as they should be leaving a repairable corpse, but better than no corpse)
- osmium on Eng and Med now in double packs
- with RebirthPatch_1.04, the assassin model should be correct, but its rapier will bug out slightly. not fixable unless RocketMan fixes the finger joints


note to self: find out what's up with smartgun not being part of the weapon cycle.
« Last Edit: 14. April 2020, 17:35:11 by voodoo47 »

67406a8aec2e9Witness

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Yay, I can shoot the thing shooting me to make it stop, well, shooting me.  That was a very unpleasant surprise when it happened, thank you for the fix.  Also thanks for the added Osmium, it will make future early-Tinker runs a lot more fun.

BTW, on the smartgun cycle thing, I noticed the plasma uzi and the flamethrower don't show up either.

67406a8aec3c7voodoo47

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yeah, I think it actually is a gamesys flag of some sort, and it needs to be set on all the new weapons.

67406a8aec707sarge945

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I just want to take a moment to thank voodoo47 for taking some serious time out to fix up an old mod that he never really seemed to even be a fan of. Kudos! While it's unfortunate I can't run this with SCP, it still seems like a fantastic mod, and I never got a chance to play it back in the day (back when ADaoB was the big patch mod everyone had to have), so thanks for keeping it nice and modern and up to date with the "new" quality of System Shock 2 (32 bit lighting, dml, etc etc).

I should get a chance to play this now that we are all in isolation. I might have some bug reports if I find any major ones.

Just a thing. Shouldn't the original post have the "dml" tag added? Or is that just for DML exclusive mods? (aka things that are generally going to play nice with others)?

67406a8aec84fvoodoo47

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it's basically "the package has dmls". ok, added.

67406a8aec9c0beauapropos

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Attached here are a couple of modded emails and an audio log where Polito and Delacroix reference the actual number of environmental regulators.
Acknowledged by: ThiefsieFool

67406a8aecae5beauapropos

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...And the (hopefully) remaining audio logs where Sanger and Delacroix reference the actual codes for Engineering.
Acknowledged by: ThiefsieFool

67406a8aecc2framsey sparrow

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Does anyone know if Secmod works with Zygoptera's randomiser?
If not, does it incorporate it or otherwise need it (i.e. it doesn't because it randomises items itself without 3rd party mods)?
Thx

67406a8aecdadramsey sparrow

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also, could any veterans here such as voodoo47 confirm if secmod is fully and smoothly playable as of today or if it has any serious issues or bugs that would transpire 3rd of the way down a playthrough?

I'm loving SCP but look for a more challenging, expanded experience with better rules for security cameras and other features which from what I read in the Secmod's readme file, it seems to be going for.

67406a8aecefcvoodoo47

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those two are definitely not compatible.

we are aware of a few bugs, but nothing game breaking, so feel free to fire the mod up - and report any issues here.

67406a8aed050ramsey sparow

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Nice one, thanks for a speedy answer and will do.
If you don't mind, since I'm bending your ear:

1. is SCP compatible with the Z's randomiser or has own randomisation built-in?
2. does secmod include randomisation of its own?
3. are you aware of any plans to expand or make SCP modularly-compatible with secmod's additional hydro level and some of its core functionalities like alarm on camera destruction / direct hacking of cameras for a permanent shutdown? That last bit seems to me like such a solid feature it should easily become a part of the base experience.

67406a8aed16evoodoo47

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1. no and no.
2. I think there is a bit of randomization going on.
3. no, but alarming cameras already is a standalone minimod.

67406a8aed317ramsey sparrow

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1. that's a bummer, randomised placement of things is perhaps the primal agent for replay-ability. would be amazing if the scp crew considered it.
2. yes, there's a bit of it apparently, as gathered from the readme
3. it is, but unfortunately without the direct cam hacking feature which really lends itself to systems echology in my opinion (that was Alyamod I believe).

Thanks again V.

67406a8aed458Ramsey sparrow

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So I can come back to report camera hacking actually is a thing in Secmod :)
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