673fbb10e773d

673fbb10e8c64
7 Guests are here.
 

Topic: SS2 Zygoptera 'Ultimate' Spawn Mod
Page: « 1 [2]
Read 133932 times  

673fbb10e91f5
I'm fairly sure that the dif files are just special save game files which the game loads prior to the actual save, so making a 'blank' version would just junk the level, unfortunately. You can find all the objects in them, so it would be theoretically possible to hexedit the changes in, but practically I'm not going to do it (and I wouldn't expect anyone else to, either) for several reasons, some technical but not least because this altered dif file would break a vanilla game which tried to use it.

I'd guess the most elegant solution- much as I dislike suggesting extra work for other people- would be to make the mod manager nuke the dif files if the mod has changed hydro2 or shodan levels. If it doesn't already.
673fbb10e94f8
It might be possible to use the Modmanager's copy/move command in a mod.ini file. That's a feature Zombe integrated, I'm not sure it survived in the updates TheBrain made since then.

[copy&move]
Followed by multiple lines of text - copy or move commands. Like "m \earth.tmp \mod\earth.mis" or "c shock2.gam \ppp.gam".
As you possibly noticed: if the parameter starts with "\" - it points to current (this) mod directory. Otherwise to system shock 2 directory.
Example:c cutscenes\shuttle1.avi \mod\cutscenes\cs2.avi
(from mod.ini-template.zip)

673fbb10e9607miracle.flame

673fbb10e967c
According to that, if I understood correctly it should look like this?

[copy&move]
m Hydro2.dif xHydro2.dif

an example... tried that, didn't work (
673fbb10e97c5
The syntax looks correct, maybe the feature is really broken. I'll ask TheBrain when I see him on IRC.
673fbb10e98b8
It does since some time now. I therefor removed the advice to rename hydro2.dif when using the modmanager.
673fbb10e9990
I believe this mod is incompatible with Secmod?
673fbb10e9e06
I would really love to use this mod in a game that I am already playing. Is there any way to make it compatible with my savegame(s)?

673fbb10e9fc5itsonlydanny

673fbb10ea01d
Hi,

I've just made the game 'mod-friendly' using the the SS2 Tool v.3.6, etc - and installed, obviously, Straylight AdaoB and SHTUP Beta 6. However, I can't stand the constantly spawning enemies/zombies, etc so also want to install Zygo's 'Ultimate' Spawn Mod (and a few other mods as well). However, the SS2 Mod Manger tells me that the latter conflicts with ADaob - need I be worried, or there some sort of 'work around' for this? If there isn't, then - unfortunately - I will have to dump ADaoB.

Any advice would be appreciated,

Thanks,
DANNY

673fbb10ea0f7miracle.flame

673fbb10ea15b
Maybe have a look at SS2 Unified & Revamped .mis mods v1.14 which aims to overcome incompabilities of that sort.
673fbb10ea2ac
A bit further up in this thread I explained why these mods are incompatible. Miracle.freak's combi mod is the way to go.

673fbb10ea353itsonlydanny

673fbb10ea3ac
Thanks for your help, Miracle.freak and Kolya!

DANNY

673fbb10ea439itsonlydanny

673fbb10ea484
Is this compatible with the new Community Patch?

DANNY

673fbb10ea58bvoodoo47

673fbb10ea5e0
no. all gamesys and mission mods are incompatible.

673fbb10ea67citsonlydanny

673fbb10ea6cf
OK, I did suspect that was the case.

Thanks.
673fbb10ea7b9
Are there any plans for further patching of this mod? I'm having the problem where the ecology elimination doesn't affect Hydroponics. Is it worth it to wait for an update?

673fbb10ea854voodoo47

673fbb10ea8ae
looks like I've missed the last post somehow - anyway, an update is unlikely.

Your name:
This box must be left blank:

Name the AI that appears in both System Shock games:
7 Guests are here.
“Nobody knows what’s gonna happen at the end of the line, so you might as well enjoy the trip.”
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673fbb10eb1f2