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Topic: SS2 TF's Secmod 3
Page: « 1 ... 6 [7] 8 ... 46 »
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6740cb77af9eavoodoo47

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I don't think the bonus is displayed anywhere, but try to hack without the implant and then with the implant, you should see a difference in difficulty.

6740cb77afc9bThiefsieFool

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Here's a small bugfix patch that also moves the wire puzzle higher, will be added to the main archive soon
« Last Edit: 04. April 2015, 00:00:10 by Kolya »
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Thanks for a quick fix, ThiefsieFool! Works like a charm.

I checked the TechExpert implant and it just gives 10% boost just like you said, although it still has old description with stat boosts mentioned.

Another thing. I've tried to repair a dead laser turret with minimum skill requirement of 1 (i also have 4 CYB), and absolutely all nodes were empty all the time (tried 5 times) Is this a bug?

6740cb77afef2ThiefsieFool

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No problem, about the the turret repair, the nodes are clickable but they all fail right? I think it's normal to get all "empty" nodes if your chance is very low,
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Yeah, just noticed the difficulty was ~100%, yet no fault nodes because high cyb stat.

6740cb77b02abThiefsieFool

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Misaligned textures in the original game (in stripped missions no less) are not bugs.

6740cb77b03afvoodoo47

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they are fixable though - the latest NewDark editor allows limited texture manipulation in stripped levels. in this case, replacing the side textures with some neutral dark texture would be preferable (already done in the SCP beta2 map).

6740cb77b04d7ThiefsieFool

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Ah, the texture gun I assume, I never did figure out how that worked though.

6740cb77b05eavoodoo47

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you just add allow_wr_tex_assign to any cfg, select the texture you want (F7), hold alt and pew pew pew left mouseclick you go.

6740cb77b0c64ThiefsieFool

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Is everyone using SCP models or something? They won't work right with this mod, looking mainly at the badly rotated stuff.
No idea what's up with the smartgun texture.

6740cb77b0e84voodoo47

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the last screenshot might be a dml thing, will check. also, there is no such thing as SCP models - SCP includes some fixed models (Olfred's objects plus a couple of extras), but that should not interfere with anything. unless there are some other factors, like improper mod installation (System apparently thinks SS2 mods are pokemon - gotta catch them all).

just for the record, I have no idea what's up with the dude with laser rapiers and pipe in the chest, maybe that crazy Arcaniac pack again?


//looking at some more screenshots, I'm almost certain he is using both SCP and Secmod at the same time, and also the ss2tool dml set without actually using the tool. basically he is mashing together all mods that he can get his hands on (old, new, and also experimental stuff from Engineering just for good measure), while having no idea whether they are actually compatible, and then he is surprised that things go nuclear. I can say only one thing to that - don't do stupid shit, and your game will not be broken.

there are some valid reports there, like the grate or the freezer door colliding with a wall, but if you can't replicate the crazy stuff on your install, just blame it on his botched mod setup and move on.
« Last Edit: 08. December 2014, 00:35:28 by voodoo47 »

6740cb77b11b0OmegaDEATH

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you just add allow_wr_tex_assign to any cfg, select the texture you want (F7), hold alt and pew pew pew left mouseclick you go.
Cool ty for the tip.
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Code: [Select]
ss2_v243
patch_ext
NVScript.osm
SCP_beta1 earth.mis
SCP_beta1 station.mis
SECMOD3 medsci1.mis
SS2_Zygoptera_Randomiser_univ103_ADaoB029_compatible medsci2.mis
SECMOD3 MANY.MIS
SECMOD3 eng1.mis
SECMOD3 ENG2.MIS
SECMOD3 HYDRO1.MIS
SECMOD3 SHYDRO2.MIS
SECMOD3 HYDRO3.MIS
SECMOD3 HYDRO4.MIS
SECMOD3 OPS1.MIS
SECMOD3 OPS2.MIS
SECMOD3 OPS3.MIS
SECMOD3 OPS4.MIS
SECMOD3 REC1.MIS
SECMOD3 REC2.MIS
SCP_beta1 REC3.MIS
SECMOD3 motiondb.bin
SECMOD3 COMMAND1.MIS
SECMOD3 command2.mis
SECMOD3 rick1.mis
SECMOD3 rick2.mis
SECMOD3 rick3.mis
SECMOD3 shock2.gam
SECMOD3 SHOCK.CFG
SECMOD3 MANY.MIS
SECMOD3 SSHODAN.MIS
:happyjoy:
« Last Edit: 12. December 2014, 17:55:33 by voodoo47 »

6740cb77b140cThiefsieFool

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Yeah, you shouldn't mix mods like that, obviously. :wtfu:

I'm mostly worried about the smartgun texture, it doesn't look like I forgot to include the files since it can also randomly grab another texture from the world (happy hour), maybe it's some kind of video card issue.

6740cb77b17f7voodoo47

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impossible mess of files that never could, and never will work together :happyjoy:
WHY.
Cool ty for the tip.
do note that you should only be using the texture gun on levels that are only available in stripped form.

6740cb77b1b02voodoo47

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yeah, that's why are you having all those problems, it's because it works.
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yeah, that's why are you having all those problems, it's because it works.
I will go again , the modmanager , and no modmanager

6740cb77b1ebcvoodoo47

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just realized - if he is using patch_ext as his mod load folder, that probably means he is actually adding the mod files into the archive. if there was a nobel prize for finding the most creative way of how to install mods in the WORST possible way, then I'm pretty sure we'd have a winner right there.

one last time;
-uninstall SS2, delete the SS2 folder
-reinstall SS2
-apply SS2Tool
-download the LATEST versions of the mods you want
-load them with modmanager (the tool will install it)

anything else WILL result in problems, errors, unpredictable behavior etc. also, NEVER touch patch_ext.crf manually. actually, with the exception of adding mods to the DMM folder, you should NEVER touch ANYTHING manually.
« Last Edit: 08. December 2014, 11:32:34 by Kolya »

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