6743242ce1311

6743242ce230e
2 Guests are here.
 

Topic: SS2 TF's Secmod 3
Page: « 1 ... 37 [38] 39 ... 46 »
Read 214010 times  

6743242ce2a42voodoo47

6743242ce2ab5
no, get Secmod 3.2.4b (clean load required, do not update by unpacking 3.2.4b files into your 3.2.4a or earlier folder). saves will work, just make sure it's not a save made while being in the regressed level.

6743242ce2cf1Dark-Star88

  • Company: I freaking wish
6743242ce2d56
Getting the feedback loop solved-not-solved bug, im afraid.  :what:

Oh yes, and about that Rumbler in Hydroponics...screw you so very much for the adrenaline-fueled chase scene after I barged in on it, complete with ducking under half-opened doors JUST in time and climbing up the nearest ladder like a cat from a frothing Rottweiler.
« Last Edit: 02. December 2020, 07:31:53 by Dark-Star88 »

6743242ce2ed8Dark-Star88

  • Company: I freaking wish
6743242ce2f24
Annnd now I had the idea to load a savegame from before trying to solve it at all...and it worked.

Looking through the thread it looks like it's an error that isn't consistent.

6743242ce2fafvoodoo47

6743242ce2ffa
ah, I see now. I'm very sure it's not something I can fix.

6743242ce30a1Dark-Star88

  • Company: I freaking wish
6743242ce30f1
If it can't be fixed (and I get that Dark is a nightmare sometimes) I think a forewarning in the Readme is in order.

6743242ce3214Dark-Star88

  • Company: I freaking wish
6743242ce3260
I see some chemically-enhanced items are missing full descriptions and some aren't.

The osmium-enhanced hazard suit does, for instance, but the iridium-enhanced power armor doesn't.

edit: Genuine bug - you can jump out the windows in Hydroponics, in the 'lobby' area with the recharger that breaks, and wander around bit in outer space.

Also, while the section on the Rickenbacker with the shield generator, repairable door and fixable/hackable display was a nice addition...was there supposed to be something more to find than a destroyed shotgun at the end of wandering some dark, cramped. disorienting passages? Even with the compass HUD it was a nightmare to navigate.
« Last Edit: 10. December 2020, 07:28:08 by Dark-Star88 »
6743242ce3361
Hello everybody. I was wondering if this mod has some problems with the german game version? It kind of scrambles the key bindings and I cant find the new binds for hand grenades and so on. there are some blank slots at the end of the key binding list. Did I miss something?

6743242ce3415voodoo47

6743242ce3464
iirc, the tool will convert a DE version of the game to EN and install the DE translation as a mod - disable that in the manager, load and enable Secmod and you should be fine.
Acknowledged by: Kolya
6743242ce354f
I tried to disable the german language mod in the manager but then everything is english (but the key bindings of secmod work again!).

6743242ce35d8voodoo47

6743242ce3622
well yes, that is the only supported language as far as Secmod is concerned.
6743242ce3702
Oh I see. So no german secomd for me then. I still might to give it a try sometime. Never tried it in english. Thank you for your reply.
Acknowledged by: voodoo47

6743242ce3892Sir_Figs

6743242ce38e3
I've just loaded the latest version of Secmod as of ~Jan 9 2021. I am just in the first part of Medsci and have run into a 'possible' roadblock. Not sure what the spoiler rules are...


I have the first dead power cell from a hybrid (the first 'real' power cell after the intro cryo area). The first recharge station in the 'basement' guarded by 2 turrets requires Repair 3 (I assume you don't need Repair 3 at this point to progress the story). There is an opened security crate near the bulkhead that requires the charged power cell, but it had nothing in it (sounds like it may supposed to have a portable battery?). At the broken repair station, I can manually drag the dead power cell (or my built-in marine laser pistol) over the broken recharge station to recharge it. Is this intended?

6743242ce3978voodoo47

6743242ce3a18
no, but we do not know any way of preventing it. the idea is that you should solve the puzzle.

6743242ce3cb2RoSoDude

6743242ce3d0a
Darn, looks like that affects my broken Power Station as well. I think a script on each rechargeable archetype would be capable of fixing it by blocking the OnRecharge() event. Will check right now.
Acknowledged by: voodoo47

6743242ce3e77RoSoDude

6743242ce3ec8
Okay, can't actually block the OnRecharge() event (because it's sent from the chargeable item to itself), but can block OnFrobToolEnd() based on the ObState of DstObjId. Doing the latter actually fumbles the object out of the player's hand, which can be regarded as intended behavior.

I tested on the ExperTech implant and Laser Pistol so far, and both work. Example implementation:

In gamesys.dml:
Code: [Select]
////Fixes inventory drag recharge on broken Power Stations
+ObjProp -1661 "Scripts" //ExperTech
{
    "Script 0" "rsdBrokenBlockFrobTool" //was NVImplant
    "Script 1" "NVImplant"
}
+ObjProp -22 "Scripts" //Laser Pistol
{
    "Script 2" "rsdBrokenBlockFrobTool"
}
In \sq_scripts\[scriptname].nut:
Code: [Select]
// ================================================================================
// RSD: Generic script to block FrobTool messages when hovering over broken objects (e.g. Power Station)
// Place BEFORE other scripts that read FrobToolBegin/FrobToolEnd messages
class rsdBrokenBlockFrobTool extends SqRootScript {
function OnFrobToolBegin() {
if (Property.Get(message().DstObjId,"ObjState") == eObjState.kObjStateBroken) {
BlockMessage();
}
}
function OnFrobToolEnd() {
if (Property.Get(message().DstObjId,"ObjState") == eObjState.kObjStateBroken) {
BlockMessage();
}
}
}

I'll be putting this in my own mod to fix the next version, so thanks to Sir_Figs for the report

6743242ce4127ThiefsieFool

6743242ce417a
Nice find, I don't think there's an easier way to do this so looks like we'll be adding that to the mod soon, I think it would be the first time squirrel was used here.
Acknowledged by: RoSoDude

6743242ce42eaSir_Figs

6743242ce4348
Just finished the fluidics computer (only normal difficulty, I get enough anxiety in this game as is), some further observations/thoughts:

1. Pipe hybrids are definitely harder now - shifting sideways to flank while in melee range, but I noticed this more now rather than early on. Does the AI improve further on in the game?

2. Shotgun hybrids seem to have trouble with melee fighting - sometimes they'll be trying to swing and miss repeatedly, the animation sometimes seems oddly fast/jerky (maybe it's not completing the attack?) This seems to happen when I melee rush them which is most of the time right now. So far, I think I take less damage overall from these (vs vanilla) even with the higher ranged damage.

3. Nice surprise to see the first grub lunge - I imagine they are a big threat on higher diffs with the toxins. May actually consider some sort of splash weapon/skill solely for these critters, especially for groupings.

4. The wire puzzles sometimes re-activate by themselves (ie. cargo area elevators) on a reload.

5. Love the laser animations, new items (pleasantly surprised to find an implant not mentioned in the readme), modified placements, etc.

6. Are replicators randomized in any way (on load, on initial game generation)?

6743242ce44bdNameless Voice

6743242ce4522
Are you using Rebirth?  I think the Rebirth shotgun hybrid models might have issues where their arms are treated as much shorter than they are.
I can't remember if that was ever fixed.

6743242ce4604Sir_Figs

6743242ce4655
Just the base Secmod file (3.2.4b), no other mods. Sometimes their melee accuracy is great, and sometimes I get hit while they aren't quite facing me. I can't quite confirm 100% or provide better detail, could be seeing wrong especially in the heat of battle. If off-center hits are a thing, I could see that being from a horizontal swing like how the player swings the wrench.
6743242ce4757
will someone please tell me how to change the maximum amount of mods on a weapon?

6743242ce4986Sir_Figs

6743242ce49d9
On the topic of weapon mods, I think I encountered a slight bug.

I had 3 laser pistols all modified to level 1 via FE devices. I modified one successfully and moved over to the next without closing inventory or the mod screen. The modify overlay that is present when selecting a weapon seemed to get confused - after some fiddling the end result was something like the same set of 3 mods highlighted and 3 not highlighted for all 3 laser pistols, and the one which was successfully modified still showed modification level 1. The modification which was supposedly applied (+30 base energy) did not take effect. It is possible the modify button wouldn't show up again but I can't remember. The above details may not be entirely correct, it's been a couple days. I reloaded and made sure to tab/click out of inventory after modifying each laser pistol, and everything was gravy.

Laser pistol beams (only using overcharge) seem to have slight trouble with enemy hitboxes. Sometimes the beam goes through, say, the shoulder but doesn't hit, and there are other times where I've hit an enemy but it seemed like it could have missed. Possibly harder to hit things on the right side while the left seems more forgiving than normal - I've noticed it on hybrids/assassins, possibly turrets as well. I don't remember this happening in vanilla, but it's fairly subjective. Have not used any other guns or offensive psi powers yet in this mod to compare.

Also, the level 4 PSI power Remote Pattern Detection (which gained the effects of Sense Motion) may have a bug... or bonus. It shows two buff icons, one of them called Electrokinesis (guessing intended since that replaced Sense Motion). The item detection part expires normally, but the Sense Motion (labeled Electrokinesis) part seems to remain active forever, as well as through level transitions and reloads. When moving to a new level, the power expiry sound plays but nothing happens. Upon reaching Command deck for the first time, the Sense Motion component finally expired. However, on a recast the same behaviour occurs - and moving down to Rec and back up to Command no longer seems to cancel the power. I'm certainly not complaining, but assuming it's not intended...

6743242ce4b61Sir_Figs

6743242ce4bb7
In two runs (one vanilla Steam and one SCP Beta 4), pretty sure I had a stack of psi hypos drop down to 1 hypo, earlier on in the SCP Beta 4 run (sometime within the first 2 stages - pretty sure there's more than one in that timeframe?)

In the last quarter of Secmod, I had the following items disappear (down to one item or one small clip):
-Standard bullets
-Anti personnel bullets
-Maintenance tools

I managed to find a recent save to restore maintenance tools. Not long after, a couple more stacks dropped to one:
-Maintenance tools again (might be wrong; I did have my full stack again for the end, think I reloaded as I was auditing inventory more closely especially for this 'universal ammo')
-Scramble grenades

I may have lost anti-personnel bullets at some point earlier as well, I only had 80 at a save not long before having lost the entire stack (vs ~220/380 for AP/standard), having used 0 or a few at most. However I also don't recall tripping left and right over them as loot.

Coincidence, possible bug? I thought it was a rare bug but 4-5 times within the last quarter of the game seems like a lot.

6743242ce4c67voodoo47

6743242ce4cb4
yes, stack of items being reduced to 1 or 0 is a known bug. should be rare as mentioned. apart from loading an earlier save, nothing can be done.

guess you could try to share a bunch of saves?

Your name:
This box must be left blank:

A familiar door code with 3 digits:
2 Guests are here.
Also: accidentally first SS1 level mod ever?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6743242ce5c56