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Topic: SS2 TF's Secmod 3
Page: « 1 ... 42 [43] 44 ... 46 »
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673fe2b0d0903voodoo47

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I'm oldschool, I like to run through medsci to get there. feels like home.
Acknowledged by: ThiefsieFool

673fe2b0d0bfdThiefsieFool

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Looks like the music added to Where Am I doesn't loop, fixed but this also needs to be included.
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Acknowledged by: voodoo47

673fe2b0d0cffvoodoo47

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extra secmod folder in the update x zip, contains strings, what's up with that?

673fe2b0d0f56ThiefsieFool

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extra secmod folder in the update x zip, contains strings, what's up with that?
My folder structure had that so I updated the strings in there as well going 'better safe than sorry'. They might not be needed.
Acknowledged by: voodoo47

673fe2b0d1064voodoo47

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pack rat strength bonus is passive/not helping with minimum requirements intentionally, right? also, that botm ambient only played once (ops ambient?), so something seems to be wonky there.

673fe2b0d1179ThiefsieFool

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Pack Rat will help with minimum requirements, it being a separate bonus makes it more useful in that you will have strength 7 if you max out your strength, and there's no incentive to take the trait very late to save on cyber modules.
I tried it just now and the music keeps paying throughout the whole of the BOTM for me. This "song" stuff is weird.

673fe2b0d1287voodoo47

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nope, taking pack rat definitely does not seem to be helping with minsysreqs. str3, medium armor, no deal item needs str 4 even after taking the trait. game exe, not the editor.

can you maybe tell me what is supposed to be played in botm?

673fe2b0d13c5ThiefsieFool

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Works for me, I started a new game and ran to Medsci. Did this behavior somehow change in the latest Newdark? The bonus helping with min reqs is the intended behavior, but it's not really a big deal if it doesn't happen.

The song is the same that is played in HYDRO1.MIS
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673fe2b0d14d0voodoo47

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the pic where the armor is equipped shows only the last three squares of inventory as locked, suggesting str4 plus pack rat. which would indeed, allow you to equip the armor even if pack rat is doing nothing for the minsysreqs. something is up.

I'm on 2.48, which is the version distributed by the tool.

673fe2b0d173avoodoo47

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aha, I know what's up - we need to update the tool. I'll make it happen.

//everything is ready to go, once the tool update is live, SECMOD3.2.4d will be attached to the first post.
« Last Edit: 19. February 2023, 15:52:28 by voodoo47 »

673fe2b0d1868voodoo47

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SECMOD3.2.4d.7z is up, SS2tool 26feb2023 update is mandatory.

TF, I've thrown in a few tiny dml fixes, mostly things like bad rendertype, but one redoes the light setup in the ops4 prison, and while I'm 99.99% sure this does not break the forcefield trap setup, there might be something wonky going on as the worms didn't seem to spawn - might wanna check that place to make sure it's doing whatever you intended it to do.

//yes, trap 682 sunken too low in level geometry.
« Last Edit: 26. February 2023, 11:53:04 by voodoo47 »

673fe2b0d1958Kubrick

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Enjoying this incredible modification but I'm stuck. I can't find the Cargo Bay 2 key. The location has been changed, right?

673fe2b0d1c2cThiefsieFool

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Enjoying this incredible modification but I'm stuck. I can't find the Cargo Bay 2 key. The location has been changed, right?
It's at the top floor of cargo bay 1B "data wheel storage".

673fe2b0d1ec0XenoSpyro

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SS2tool 26feb2023 update is mandatory.

Where is the Feb2023 version of Tool? The OS skill doesn't work as advertised and the most recent Tool update on its dedicated thread is from 3 years ago.

673fe2b0d2059voodoo47

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it means you have to run the latest version of the tool again if you have applied it before 26feb2023. the tool is the same, but the content it delivers gets updated, so you need to run it again sometimes.

673fe2b0d2189XenoSpyro

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I ran the tool today before I posted about it because the one I was already using was about 2 years older than that. Then I started a new game, rushed to the first OS, and saw that Pack Rat +Str still wasn't working.

673fe2b0d228fXenoSpyro

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Okay I discovered the issue. I turned off all my mods one by one and apparently  Pack Rat +strength isn't applied if Quest Note Notifier is enabled. No joke.

673fe2b0d280csarge945

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Okay I discovered the issue. I turned off all my mods one by one and apparently  Pack Rat +strength isn't applied if Quest Note Notifier is enabled. No joke.

This is broken because the latest version of Secmod sets Script Slot 3 on the Player. Quest Note Notifier also sets script slot 3 on the player, making them incompatible.

@ZylonBane and @voodoo47 I suspected this would start to happen as more and more mods were released. Standard practice from now on for all DML mods should probably be to add any extra scripts to a metaproperty, then add that metaproperty to whatever object is being modified (in this case the player). DML mods are meant to be completely standalone and universally compatible, and yet they are fighting over the (very limited) script slots on objects. Adding them via metaprop where available will likely fix compatibility going forward, as long as the modified objects have their "dont inherit" flag set to false.

This is why I recommended in the Coloured Laser Rapiers thread that as many objects as possible should have the Dont Inherit flag set to FALSE where possible (which would require some re-organising of scripts). With enough effort, all objects in the gamesys could have "don't inherit" set to false, which would mean that theoretically ANY mod could add scripts to them in a compatible manner, which would be extremely beneficial to everyone involved.

If we are going to go down the "small minimods that change tiny things" route for modding (which we seem to be going down, and it's by far one of the best things to happen here), then we need to fix this compatibility issue sooner rather than later, as it's only going to get worse over time.

I recommend Quest Note Notifier be updated especially, since it's incompatible with the latest version of secmod.


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« Last Edit: 30. May 2023, 03:13:09 by sarge945 »

673fe2b0d2987ZylonBane

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I recommend SecMod be updated to use Squirrel so it doesn't have to add TEN scripts to the player object.

673fe2b0d2c12sarge945

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I recommend SecMod be updated to use Squirrel so it doesn't have to add TEN scripts to the player object.

Secmod isn't the same without farter and sharter

But, 10 scripts or 4 scripts, the issue remains. I'd rather fix it permanently for all mods by adopting a standard

673fe2b0d2d13ThiefsieFool

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Interesting find. Clearly the best solution is to add one more farter and move the NVCreateAndLink and NVSetPropertyTrap5 scripts to it.
Acknowledged by: RoSoDude

673fe2b0d2f24sarge945

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Interesting find. Clearly the best solution is to add one more farter and move the NVCreateAndLink and NVSetPropertyTrap5 scripts to it.

Add them to a metaprop called "fart enabler" or something (to fit the existing naming scheme), then add it to the player

673fe2b0d30b6voodoo47

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yeah, as discussed earlier (switching small/new mods to use metaprop assigned scripts instead of assigning them directly). this is a limitation we will have to deal with on the fly in one way or another.

either way, edit the gamesys.dml of the Quest Notifier mod with notepad or similar, and change it into this;
Code: [Select]
DML1

#script "squirrel"

CreateArch "Misc Metaprops" "QuestNoteMeta" {
}
+ObjProp "QuestNoteMeta" "Scripts" {
"Script 3" "zbQuestNotifier"
}
+MetaProp "The Player" "QuestNoteMeta"
that will make it Secmod compatible. ZB, fell free to update the mod itself if you want to. I know I know, but it's the lesser evil (vs poking into the inner workings of the behemoth that is Secmod).
Acknowledged by: ThiefsieFool

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