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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).
00 00 00 origtexture.gif 00 00 0000 00 00 mynewtexture.gif 00 00should be ok. as long as there is enough zero values, and you are overwriting them.
...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.
That's not how textures or palettes work.
According to GIMP the gif is limited to 87 colours because of it's color space settings. It's current shade is literally the darkest blue possible when I paint on it.
You're asking if the mod that makes extensive changes to SS2's maps and game systems is somehow compatible with another mod that makes extensive changes to SS2's maps and game systems?No, no it is not. Not even theoretically would such a thing be possible.
There's no hard feelings, just trying to figure out what you mean by unbalanced.The problem with balancing by undermining dominant strategies is that it's notoriously unpopular with any established fanbase, avoiding that is quite sensible and takes more thought than just nerfing the dominant strategy. It doesn't mean you can't nerf things at all, just that nerfing as a modus operandi will both make your work more unpopular and reduce the amount of fun creative work you have to do, just my perspective.
Quick examples on balancing weapons or psi: Standard and Annelid weapons could be balanced by just bringing them to comparable offensive power. I chose to deal with it by making it so Annelid weapons do not degrade and can be easily reloaded through crafting, while the researchable Worm Skin armor will make you highly resistant to the splash damage they cause in anti-human mode.It's a lateral approach instead of just big and obvious nerfs or buffs.
"Repair has more uses the further you go into the game, so it seems you didn't explore enough, just off the top of my head there are multiple recharging stations that will shut down after one use and need repairs, and you can use repair to fix more objects after hack critical failure like security crates, or reverse the negative effect of a scrambler grenade, fix broken lockers, detach surgical keys, and probably more"
I believe that having an abundance of broken weapons was never that popular with players. That includes the hybrid broken shotguns. It is too obvious and unimmersive, and kind of a sledgehammer approach when condition 1 weapons are awkward to use and maintenance skill requirements exist. I think it's a good idea to stay away from too many broken weapons and instead expand what repair can do.
Another example is with localized pyrokinesis, in vanilla it makes you immune to incendiary explosions, and lately I've seen it getting "fixed" by making it grant resistance instead. Obviously no one will use it the way they did in vanilla.I made it so it just costs more psi points and expires more quickly if your psi stat is low. Because there's no reason to take a sledgehammer to something people have been using for many years, when you can just leave it alone but make it more costly.
- the original O/S upgrade situation is more unbalanced than the tweaked one, nearly all upgrade choices are bad, adding more good choices does not make balance worse, even if there's more work to do
- the issue with shooting security cameras being too easy and optimal was solved back in the 2000s and is mentioned in the docs as well as noticeable in-game, when you destroy a camera there won't be an alarm but there is a very high chance it will spawn a single enemy that will come to investigate, a micro-alarm in essence, the cleanest solution is to hack the camera itself which has no negative effects
random loot is localized and implemented through a table on each specific container, so there's no runaway potential of you finding more CMs or powerful items than intended, and if you do miss something it's non-essential, especially by the end of the game, there's no issues with lacking Ice Picks either as essential equipment is pre-placed
- more guaranteed organ loot was considered a strict improvement when it was added, especially with the original monster counts where some monsters are not too numerous and the low organ drop chance could make the research a lot less useful if the organ arrived lateIt's strange you would criticize very limited random loot in the previous point, but want more random loot here where it can have runaway potential and can define your damage output (+25% vs. the monster) through a large chunk of the game.I believe the general usability of Research itself was also improved, some requirements were raised, annelid equipment that requires research was made more useful, and organs must be researched before you can use them in inventory combinations, including the previously completely useless organs like "grub organ" or "swarm organ".
Definitely appreciate the in-depth criticism and discussion, thanks. I get where you are coming from, and hopefully my answers are useful too.