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Camera hacking is very easy to add to a mod or minimod, it's just editing two or three properties. It's based on the turret hacking functionality already in the game.Also destroying cameras doesn't trigger an alert in this mod, it stimulates the ecologies tied to the camera once, which usually results in one monster being spawned to investigate. This is far more reasonable than a full alert.
Indeed, thanks for clarifying ThiefsieFool, I've worked it all out in the meantime of my original posts and I agree it's a good, balanced system (though it feels to me a destroyed camera should perhaps spawn more than one or two fodder enemies to make it a little more tactically meaningful).Glad to see you're still around, so using the opportunity I have to say I have not had this much fun with a computer game since the time of The Dark Project and Original System Shock 2 releases. Secmod is terrific and enhances on the original in a subtle, non-canon breaking ways from what I gathered so far, a great job.I'm about to venture into the additional level in Hydroponics; so far, coupled with some orthodox graphic updates, enemy health randomiser, vague health bars and 'fire the drummer' mods, it's pure joy to re-experience the classic after so many years.On a side note I think I may have found a bug or two: 1. unless I'm missing something, the tier 4 'invisibility' psi power does not seem to work: creatures (hybrids, midwifes and monkey in hydroponics is what I tested) always spot me. No shots fired, no previous contact, transparent hand/weapon model, even crouching and remaining still - they still see you as they would without the power being active.2. got toxin-poisoned, died, got revived in a resurrection machine, the toxin-level hud bar is stuck on the screen.
both are gamesys fixes, so compatible with old saves - I could fix this up fairly quickly, as long as TF tells me what needs to be done with the invisibility issue.
So I've edited the last shocksec.gam to restore invisibility to vanilla mechanics, it works fine and the transparent hand models are still there probably because playerscript handles them, so that's nice. This should be usable for fixing runs in progress.Buuuuuuut I've noticed the "invisibility activated/deactivated" voiceover sounds don't play, so that needs to be fixed. I think it's some kind of sound schema limit issue, was there a fix for that?
Glancing over the SCP change list, looks like I've deleted the following schemas and replaced them with sound traps or other script-played sounds:- ShodanDoor, ShodanDoor2 (set on the walls/floors/etc that fall away during the SHODAN meeting)- act_cheese (cheeseborger consume sound; never used in vanilla)- Telephone- CmptrNacelle (engine nacelle activation)- SpaceShield (shield deactivation)
Hi there,I recently found this community/mod after years of playing SS2 vanilla. I have spent the last week or so stuck into Secmod and I just wanted to post and say I absolutely adore this mod. The altered / amped up encounters are really fun, every time I died by getting mobbed or ninja'd from a cheeky spawn point it put a massive grin on my face. Every time I thought I had a bug I just hadn't explored enough - you did a great job sticking to the spirit of the original game with the new objectives and the wire puzzles provided a much needed break from hacking every now and again. It's awesome as well that you and the other modders on this site are still active and tweaking your mods all these years after release.No crashes, no complaints, no notes!Thanks for putting this out into the world.