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Topic: SS2 TF's Secmod 3
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6742df0002865ThiefsieFool

6742df00028cb
ok, the tool should start to deploy an updated NVscript osm soon, so unless you want to play around with the prison event, things should be ready to go as far as 3.2.4 is concerned, meaning nothing to add from my side (but would recommend adding the newest NVscript to the package before attaching it to the first post).
Yeah let's go, we can look at the prison thing later.
Did you notice anything with the new trait and implants? Hopefully all the strings and stuff are doing alright.

Also attaching a few more files from my side.


[secmod update 2.zip expired]

6742df0002a44voodoo47

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was just a very quick run, mostly focused on quests (art code bits now getting logged properly yaay), but will check the os upgrades if nothing else. that reminds me, did you consider moving the last os upgrade unit to the first part of rick1 (right above light 1604), SCP style? in vanilla, it's available so late it basically doesn't matter.

6742df0002cf6ThiefsieFool

6742df0002d4c
was just a very quick run, mostly focused on quests (art code bits now getting logged properly yaay), but will check the os upgrades if nothing else. that reminds me, did you consider moving the last os upgrade unit to the first part of rick1 (right above light 1604), SCP style? in vanilla, it's available so late it basically doesn't matter.
Just give it a quick go with "summon_obj trait machine" and "summon_obj energyshellimplant" to see if the new strings are alright, should only take a moment.
And yeah I think that is a good spot for the machine, the last one is in Recreation after all.



6742df0002e97voodoo47

6742df0002ee6
new strings load ok, but not sure whether SecExpert doesn't need a comma after "unlike others", not an expert on English grammar.

will move the last trait machine. but a slight problem, the rec1.mis from the zip you uploaded reports as older than what is in the rtm package, so maybe reapply whatever you fixed to that to make sure there are no regressions?

//also, maybe last small suggestion for the traits - I really like the idea of being able to stack small consumables after taking the pack rat upgrade.

//will also rearrange the rick3 shodan mails, SCP style.

//and while I still have no idea why the prison event hybrid assumes the squatting position once done, I've managed to pinpoint the source - it's the Secmod motiondb, if I get rid of it, the sequence plays out fine.
« Last Edit: 12. September 2020, 12:10:48 by voodoo47 »
Acknowledged by 2 members: ThiefsieFool, RoSoDude

6742df0002fd3ThiefsieFool

6742df0003022
I didn't change much so I can redo that, but I thought I had the latest version of rec1 by downloading Secmod from here, what version should I be editing?

If that's fine then it might be that I just opened a local version of rec1 by mistake.

6742df00030d3voodoo47

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this should have everything that has been posted before it and after 3.2.3 integrated.

6742df00031bfThiefsieFool

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Ok, I checked it out and rec1 from that archive actually has everything it needs.

For pack rat, I figure that will become a compatible dml mod at some point.

6742df00034f8voodoo47

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ok, the gamesys is in, and added a trait machine 1989 to rick1, and updated NVscript.

dml screwery on rick3:
-trait machine 511 set to only exist in the editor (as 1989 is now placed on rick1)
-removed the redundant black egg quest check from card slot 516 (same check is on the last door of rick1) and relinked door 514
-the two quest relevant Shodan emails now play after frobbing card slot 516 (SCP)
-the third mail trigger moved to the bridge (SCP)
-should the player enter the pod and dawdle inside for 25 seconds, the "you hesitate" Shodan mail will play. if the launch button is pressed before the 25 second timer expires, the mail won't play at all (SCP)

would recommend one full playthrough, but no chance I'll have the time.

[SECMOD3.2.4rtm2.7z expired]
« Last Edit: 12. September 2020, 17:35:38 by voodoo47 »

6742df0003637voodoo47

6742df0003684
invisibility not going away after firing a weapon; https://youtu.be/PmPqu4XKz3Q?t=99


//ok, dafuq did I just see; https://youtu.be/PmPqu4XKz3Q?t=2026 //alright, intentional.
« Last Edit: 12. September 2020, 21:15:40 by voodoo47 »

6742df00038f9ThiefsieFool

6742df000395b
invisibility not going away after firing a weapon; https://youtu.be/PmPqu4XKz3Q?t=99


//ok, dafuq did I just see; https://youtu.be/PmPqu4XKz3Q?t=2026 //alright, intentional.

Wish I knew what happened there, isn't invisibility supposed to be vanilla now? Except for the NVPlayerScript making player arms fade.
If it is vanilla, then maybe some kind of engine bug made a stack of invisibility last forever.

6742df0003a2dvoodoo47

6742df0003aca
I've got no idea how invisibility works, vanilla or otherwise. maybe it's the super-psi amp?

https://youtu.be/PmPqu4XKz3Q?t=2683 intentional?
« Last Edit: 13. September 2020, 07:27:57 by voodoo47 »

6742df0003d0eThiefsieFool

6742df0003d63
I've got no idea how invisibility works, vanilla or otherwise. maybe it's the super-psi amp?

https://youtu.be/PmPqu4XKz3Q?t=2683 intentional?
Doubt it, the super psi amp just shoots faster.

The thing in the video should be fixed by the SSHODAN script change I wanted earlier.

6742df0003e29voodoo47

6742df0003e7a
it's not something I can help out with either way. so as far as I'm concerned, one tiny tiny rick3 dml tweak (one tripwire made into a oncetripwire, unnecessary, but I like to keep things neat sometimes) and it's done.
[rick3.mis.dml expired]

6742df00040c5ThiefsieFool

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it's not something I can help out with either way. so as far as I'm concerned, one tiny tiny rick3 dml tweak (one tripwire made into a oncetripwire, unnecessary, but I like to keep things neat sometimes) and it's done.

Hmm, I'd revert the change that removes rumblers from alarm spawns, since I don't support removing original monsters like that unless they are completely unable to path around or some other critical bug, other than that it looks good.

6742df00041eevoodoo47

6742df000423a
the reasoning behind that is there is no way for the rumblers to get into the tiny rick3 area, making it very obvious they are spawns which breaks immersion, but feel free to change it in any way you see fit.

it's trivial to edit the dml and pop different AIs into the spawn slots.

6742df000447cThiefsieFool

6742df0004528
the reasoning behind that is there is no way for the rumblers to get into the tiny rick3 area, making it very obvious they are spawns which breaks immersion, but feel free to change it in any way you see fit.

it's trivial to edit the dml and pop different AIs into the spawn slots.
I get that they can't follow you if you go down the ladder, but most of the level is still accessible to them, not to mention in this mod they can sometimes jump down ladder or elevator shafts if they get frustrated, so I'll change that.


[rick3.mis.dml expired]

6742df0004625voodoo47

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ok, I am supposed to pop the dml into the rtm2 package, and attach it as 3.2.4 full to the first post, I take it?

//oops, the slot3 fix got deleted - that actually fixes a vanilla typo where the generator is set to spawn Invisible Arachnightmare, which does not exist, the correct creature is Invisibile Arachnid. restored that, so it's Arachnightmare, Rumbler and Invisibile Arachnid now.
« Last Edit: 13. September 2020, 18:21:52 by voodoo47 »

6742df00048d1ThiefsieFool

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ok, I am supposed to pop the dml into the rtm2 package, and attach it as 3.2.4 full to the first post, I take it?

//oops, the slot3 fix got deleted - that actually fixes a vanilla typo where the generator is set to spawn Invisible Arachnightmare, which does not exist, the correct creature is Invisibile Arachnid. restored that, so it's Arachnightmare, Rumbler and Invisibile Arachnid now.
You mean posting the new version now or just the new files so we can run more tests before announcing the new version?
I'm actually fine with either option.

6742df00049d8voodoo47

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unless you want to run through the latest package/entire campaign or add some fixes, we should be good to go.

6742df0004bffThiefsieFool

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unless you want to run through the latest package/entire campaign or add some fixes, we should be good to go.
Yeah, throw it up there.
I will do a run soon to see how the latest version feels, but the update doesn't need to wait for that.
Acknowledged by: voodoo47

6742df0004d32voodoo47

6742df0004d89
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.
-saves are probably partially compatible, switching to 3.2.4 from 3.2.3 mid-game will not result in an unwinnable scenario, most likely. starting a new game is still highly recommended though.
Acknowledged by 2 members: Nameless Voice, ThiefsieFool

6742df0004eb4Nameless Voice

6742df0004f01
Especially given that the latest NVScript update may cause issues with old saved games.
Acknowledged by: voodoo47

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