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Topic: SS2 TF's Secmod 3
Page: « 1 ... 40 [41] 42 ... 46 »
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674087ef57532Jackson Richie

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Its not working for me when I am using the rebirth edition

674087ef577f2Jackson Richie

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I have secmod loaded in my mod manager as a high priority above scp beta 4. And nothing changed

674087ef578devoodoo47

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first, you shouldn't be doing that (SCP and Secmod active at the same time). then start a completely new game.

674087ef57b46Jackson Richie

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voodoo47 so delete the SCP beta and then start a new game?

674087ef57c8evoodoo47

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deactivating SCP should be enough (and then start a new game). but maybe consider sharing what exactly are you trying to do - if you are just trying to play Secmod then you just load Secmod with the manager, any other mods you may want on top of that and play it.

you can post your ss2bmm.log or a screenshot of your mod loadout.

674087ef57d6aJackson Richie

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Where is the ss2bmm.log at on the site?

674087ef57e42voodoo47

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the log is something the modmanager will create in your SS2 folder.

674087ef57f2bJackson Richie

674087ef58008voodoo47

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you will have to upload the screenshot to a place like imgur and then post the link.

674087ef58440voodoo47

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well, if you are trying to play Secmod, then you perhaps should load the actual mod (that big zip from the first post, SECMOD3.2.4c). and as mentioned, disable SCP.

also too many mods (rule of thumb is that once your mod count starts to get over 20, then maybe you should slow down), and I see some stuff from Engineering you shouldn't be using and some you definitely didn't get from this site. your mileage may vary.

674087ef5869cCortana

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voodoo47 What do you mean? I got all of my mods from here. I will disable some I do not need though

674087ef588c0Cortana

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voodoo47 the only mod I have thats not here is redux on mod db. It compiles rebirth

674087ef589devoodoo47

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yeah, that one I'd deactivate.

anyway, the obvious solution here is to just load Secmod, and then start adding mods on top of it. and remember, less is sometimes more.
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Switched to the newest version today (used to only have 3.0). for some reason the map where you find doctor watt's keycard is completely impossible to get into. After pressing the little scanner thingy to get in, it spawns you into the map, but the door is still shut, and won't move at all. I can go to the map before it, but no matter how many times I reload, leave and come back, or start new playthroughs, there's no way to get in. This is without any other mods installed. Any ideas why this is happening?

674087ef58c1evoodoo47

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screenshot + save.

also, started a new game?
« Last Edit: 11. June 2022, 08:48:39 by voodoo47 »
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This is on a new game I made just today for sharing this issue:
https://i.imgur.com/7uS1prK.png
https://anonfiles.com/1bK9j9pdy4/save_13_7z
I hope this is useful!

Secmod version is 3.2.4c.

674087ef58f00voodoo47

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looks like your SS2 install is old. repatch with the latest SS2tool, start a new game again, should be good.
« Last Edit: 12. June 2022, 09:53:04 by voodoo47 »
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Fixed it! Turns out I still had an old install from my other drive that I never bothered completely deleting. I reinstalled SS2 a few weeks ago to a drive meant just for games, but had to get my original drive fixed because it straight up almost died about a month ago, so the idea that it would interfere slipped through my mind. I think the mod manager I used to boot the game was loading that instead of the "updated" version. Well, it's in the past now. Thanks for the help!
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ThiefsieFoolSorry for saying this in a completely unrelated place, but I don't expect to get another chance to ask, I've been playing Secmod 3 for a while (I've stopped playing for a month or two though, due to having a slow computer and not being able to find a keypad code), and I can't figure out the code for the locked door in the Engine Core (Sorry if that's not specific enough). Could you tell me what it is or where to find it?
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Sorry for saying this in a completely unrelated place, but I don't expect to get another chance to ask, I've been playing Secmod 3 for a while (I've stopped playing for a month or two though, due to having a slow computer and not being able to find a keypad code), and I can't figure out the code for the locked door in the Engine Core (Sorry if that's not specific enough). Could you tell me what it is or where to find it?
If it is the door in the engine core above the room which leads to the nacelles, that code is given to you by email over the course of the story, same as in vanilla. Specifically, it happens when you are on the Operations deck in the email "Well Done." This happens far later in the game than the rest of the action in Engineering, so don't worry about opening that door your first time in the area.

There are three other locked doors in Engineering for which the code must be given. One is given via email when you pass nearby (the auxiliary closet). The code for the door to Fluidics Control is changed in Secmod, but it's in the same place in vanilla, in an audio log in one of the storage bays. The audio log itself will read you the vanilla code, but the text has been changed to reflect Secmod's new code. Fluidics Control also has a wire puzzle in the door before the code door.

Inside Fluidics Control is the log with the code for the chemical storeroom.

Secmod changes a few codes, so you need to read the text of the logs and emails to see if they have been changed from vanilla. All of them are located the same places as vanilla though.
Acknowledged by: ThiefsieFool

674087ef59a9csarge945

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The model used for the Laser Rapier that the assassins wield (rr.bin) uses a gif texture, with a small number of colours in it's pallette. Because of this, the texture for the rapier is much brighter than the normal one for all other rapiers. This may be jarring for some people, so I have modified the model to instead refer to the original PCX file, giving the rapiers their deep blue colour back.

I won't call this a "fix", as I understand it could be done for artistic reasons.

For anyone interested in authentic looking blue rapiers on assassins, I have attached a file that should do that. Extract to your Secmod folder.

This is already included in my Coloured Laser Rapiers All-in-One mod, so if you use that, you don't need this.
[dump052.png expired]
[Authentic Rapiers.zip expired]
[dump076.jpg expired]
« Last Edit: 21. July 2022, 14:44:15 by sarge945 »

674087ef59d81voodoo47

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the path names for the textures have to be the EXACT same number of characters when modifying them
if we are talking about hexedit changing texture names in a model bin file, then no, the name just has to start at the same spot, a character or two longer filename for the texture is ok (don't overdo it though).

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