67436cbb1c53d

67436cbb1d81c
3 Guests are here.
 

Topic: SS2 Zygoptera 'Ultimate' Spawn Mod
Page: « 1 [2]
Read 134606 times  

67436cbb1dde5
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.
67436cbb1e0c4
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)

67436cbb1e1f9miracle.flame

67436cbb1e249
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 (
67436cbb1e346
The syntax looks correct, maybe the feature is really broken. I'll ask TheBrain when I see him on IRC.
67436cbb1e435
It does since some time now. I therefor removed the advice to rename hydro2.dif when using the modmanager.
67436cbb1e4f4
I believe this mod is incompatible with Secmod?
67436cbb1e9c2
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)?

67436cbb1eb9bitsonlydanny

67436cbb1ebef
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

67436cbb1eccfmiracle.flame

67436cbb1ed25
Maybe have a look at SS2 Unified & Revamped .mis mods v1.14 which aims to overcome incompabilities of that sort.
67436cbb1ee2a
A bit further up in this thread I explained why these mods are incompatible. Miracle.freak's combi mod is the way to go.

67436cbb1eeb2itsonlydanny

67436cbb1ef34
Thanks for your help, Miracle.freak and Kolya!

DANNY

67436cbb1efd9itsonlydanny

67436cbb1f027
Is this compatible with the new Community Patch?

DANNY

67436cbb1f141voodoo47

67436cbb1f19c
no. all gamesys and mission mods are incompatible.

67436cbb1f246itsonlydanny

67436cbb1f8fc
OK, I did suspect that was the case.

Thanks.
67436cbb1fa2a
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?

67436cbb1fac9voodoo47

67436cbb1fb23
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 in System Shock 2 that shares its name with a Persian king:
3 Guests are here.
At first you can't hear the pole holding up the sign ... but it has a sound shadow that's many feet long.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67436cbb20edb