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Topic: SS2 TF's Secmod 3
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674102c0e56a6ImposedSocialEngineering

confirming required tweaks
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I'd like to install Secmod with Enemy Health Randomizer and SHTUP-ND. After reading through the threads it seems like there are three fixes mentioned I will still need to do manually (beyond Blue Mod Manager) for things to work as good as they can:

1. from Randomizer thread, post dated 2020-03-04 re: using Randomizer with Secmod:
"add the attached file to your Randomizer mod folder and it will. blind fix, will probably tweak it later (I don't think all those 7 archetypes actually need the NVCreateAndLink3 script - maybe TF would know)."
(attached shocksec.gam.dml)
As far as I can tell, the dml fixes that are offered in the Secmod thread get integrated into new versions of the mod, but this is technically a Randomizer fix and wouldn't be worked into the latest version of Secmod, so I must still fix manually - is that right?

2. from Secmod thread:
"I'd also recommend SHTUP-ND, but there is a bit of a catch - for it to work properly, a few bin files need to be deleted from Secmod\obj:
Code: [Select]

bay1
bay2
confer
crap
crewsign
hydsign
offic
tram
upper

also, CW001.tga in obj/txt16 as well while at it. I know, bit messy, and I could clean it up, but am reluctant to mess around with other people's mods that aren't abandoned yet."

3. I should drop the secmod.gam file that thiefsiefool attached in this thread on 2020-07-19 into SECMOD3.2.3 folder.

Are 1 and 2 still necessary?
Many thanks to everyone responsible for their efforts (esp. Voodoo47/ZylonBane/thiefsiefool)!!

674102c0e58a7voodoo47

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2. is not necessary, but yeah, you will still have to use the randomizer mod fix, and apply the gam from TF to Secmod 3.2.3 manually.

674102c0e59b4ImposedSocialEngineering

Re: confirming required tweaks
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thanks voodoo47 for offering to maintain Secmod in addition to whatever else. Doesn't look easy (even when you aren't trying to cooperate with other mods).

674102c0e5abdvoodoo47

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yeah, lets hope I'm not doing more harm than good. and I actually do try to make other mods compatible with Secmod wherever I can, if that's what you mean.

674102c0e5c1aZylonBane

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Would it be practical to "maintain" Secmod into using new BIN files for its custom models, so texture upgrades like SHTUP don't break them?

674102c0e5d52voodoo47

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if Secmod is using a custom model with a custom texture without a custom bin/tex name (just replacing a vanilla asset directly), then yes, sorting through the files and renaming where necessary would be good practice (the custom Minstrel door comes to mind, same issue, same fix).

assuming the amount is reasonable - I'm actually not aware of any, but I didn't really check for this.


//on a slightly related note, xerxes.bin needs to be kicked out of the mod, it's the old one from SHTUP b6 that is not compatible with the 400 mod.
« Last Edit: 30. July 2020, 21:16:34 by voodoo47 »

674102c0e5e45ZylonBane

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I could swear I saw someone post a list just a few days ago of files to delete from SHTUP to make it play well with Secmod, but now I can't find it.

674102c0e5f4evoodoo47

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you probably mean the list of SHTUP incompatible objects which needed to be removed from Secmod - that has been done quite a while ago.

674102c0e62e0RayDaug

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I've been playing though 3.2.3 and I've run into two invincible enemies now. The first one, the security camera in the Ops cafeteria, was just kind of annoying, but the rocket turret at the top of the stairs leading to the shuttle bays in command is a progress stopper. Any ideas as to what's going on or how to get around this?

674102c0e64b8RayDaug

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This should but the correct save. Thank you for the help.
[save_11.zip expired]

674102c0e65d9voodoo47

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this is, most likely, the object acquiring a random property bug - both objects have acquired way more hitpoints than they should (both over 1000 so they are not invincible, but you would have to pound on them for literally minutes to make any difference). I can fix the save, but will need your mod setup to make sure I don't break anything else on the way (ss2bmm.log).

674102c0e66b5RayDaug

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Sure, no problem. And thank you.
[ss2bmm.log expired]

674102c0e67afvoodoo47

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turret fixed, and attached. didn't bother with the ops camera.

can you drop your entire save database? I'm interested whether I can pinpoint the moment the issue happened.
[save_13.7z expired]

674102c0e6918RayDaug

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The directory is too big for the forum's hosting, so here is an external link. https://www.mediafire.com/file/y0drxt786i47mhi/file

Thanks for the fix, worked like a charm.
Acknowledged by: voodoo47

674102c0e6c59ThiefsieFool

« Last Edit: 18. August 2020, 12:36:41 by ThiefsieFool »

674102c0e6d8cvoodoo47

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I'm watching and taking notes as well, once he's done, we'll put 3.2.4 together so users wouldn't have to hunt around the topic for updated files.

674102c0e7189voodoo47

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ok, I'll try to round up all the unfixed things in this post;

-two fixed sound files https://www.systemshock.org/index.php?topic=7153.msg134226#msg134226
-prism issues (the implant problem from the linked video has just been fixed, I'm guessing? the rest of the fixes should already be integrated) https://www.systemshock.org/index.php?topic=7153.msg115948#msg115948
-the proper medbed toxicity heal setup still needs to be copied over from SCP, I think

note to self - now that Rebirth is going to get an update, I'll just throw the Secmod compatibility package in as well, decreasing the number of addons (and potential for user screwups) by one.


//also, not permitting the drinking/eating sounds to play over themselves should a player consume more items in quick succession would be nice. not allowing smoking of more than one cigarette at a time as well - the notion of Goggles sticking four cigs into his mouth, puffing them all up at the same time, and spitting out four butts when done is quite hilarious (happened on that last LP).

//some Secmod exclusive ammo is not recyclable, and (some?) Secmod exclusive weapons are excluded from the cycle weapons.. cycle. pretty sure this is a gamesys setting, oddly enough.

//the remove by frob fix needs to be implemented for the nav marker.

//and probably implement the full squirrel solution for the screaming toilet issue, fixing all the random pyro screaming forever.
« Last Edit: 18. August 2020, 11:41:50 by voodoo47 »

674102c0e731dThiefsieFool

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For the food I'd just leave as much freedom as possible I think, and the multiple eating sounds also offer useful feedback that you did in fact use multiple items in a row.

The ammo recyclability thing is something I'm not sure about since it affects the economy, napalm is found in large stack counts, and you can't recycle one stack count for less than 1 nanite. But we definitely need to fix the weapon cycling and the pyro screaming.

Also the prism duplication bug is finally fixed, there was a duplicate AmmoScript on EnergyAmmo, not sure how that got there but it's possible I was working with custom scripts on that object a long time ago, attached gamesys.

[shocksec.GAM expired]
Acknowledged by: voodoo47

674102c0e7459ThiefsieFool

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https://youtu.be/5hWd6kXw_po?t=5106 at a loss as to why the rec narcostims replicator has med hypos for just 8 nanites, level prices them at 30, something overriding the value somehow

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