68257a6df1b13

68257a6e042d4
1 Guest is here.
 

Topic: SS2 Big Droid Immortality Protocol Read 27336 times  

68257a6e04b42voodoo47

68257a6e04baf
Tags: °SS2 °dml

Upon destruction, a droid will not explode completely, but create a wreck that will persist in the world for another 20 seconds, and then blow up normally. During this timeframe, you can repair it to convert it to your side - and do this infinite amount of times, technically making the droid immortal. Repair 3 for Maintenance droid, 4 for Security Droid, and 5 for Assault droid (and 50 nanites) required at the moment, the repairs should be reasonably difficult.

requires SS2tool patched install of SS2 (NewDark v2.48+, NVscript loaded), can be activated/deactivated mid game, load with the highest priority.
« Last Edit: 09. July 2019, 10:46:10 by voodoo47 »
68257a6e04d7d
Thanks for this, mate. When you say "assign it the highest priority.", you mean of course that it must be above both Repairman and Turret Fixer?

68257a6e04e4bvoodoo47

68257a6e04e9f
it actually doesn't matter, all that needs to be avoided are crazy ideas like sticking it lower than SCP. also, turret fixer is now included in the Repairman (1.01+), if you still have the standalone test version, you should get rid of it.
« Last Edit: 01. November 2017, 17:38:49 by voodoo47 »
68257a6e04fa4
Thanks (and I didn't know that Turret Fixer is unnecessary when running Repairman v1.01, so thanks for telling me that, too).

68257a6e05084tiphares

68257a6e050dc
i justed wanted to say thank you for this mod.. back in 1998 when i've played system shock 2 for the first time i expected those security-droids to be hackable/repairable, i always wondered why it wasn't implemented.. was it due to time constraints or didn't they plan that at all?
 thank you very much anyways, it feels much much more complete now   :)
« Last Edit: 12. March 2018, 20:52:46 by tiphares »

68257a6e054besarge945

68257a6e0551d
Can we get a version requiring 4,5 and 6 repair instead of 3, 4 and 5?

68257a6e05619voodoo47

68257a6e0566f
it's trivial to change the requirements - edit the dml and search for ReqTechDesc (there will be three instances, one for each droid), and set it to whatever you like.

that's one of the beauties of dml mods - you can tweak them with very little editor knowledge, in this case, almost none at all.
« Last Edit: 13. March 2018, 13:54:21 by voodoo47 »

68257a6e058f4sarge945

68257a6e0594f
it's trivial to change the requirements - edit the dml and search for ReqTechDesc (there will be three instances, one for each droid), and set it to whatever you like.

that's one of the beauties of dml mods - you can tweak them with very little editor knowledge, in this case, almost none at all.

Fantastic! It might be a good idea to put that information in the OP in case anyone else finds it interesting. Thanks for the info!

68257a6e05aacGuyFawkesGaming

68257a6e05aff
Pretty cool, you brought one of my favorite things about BioShock (more things to hack) to System Shock 2. I feel it would be cooler though if you were able to hack them without blowing them up first, via Hack skill, as an option as well.

I also think I would be a cool concept if you could hack Protocol Droids too, though given their method of attack it should only work with the Hack skill and not the Repair skill after the fact. This should also mean they'd require a lower Hack skill (3 sounds fair) given they wouldn't be immortal like the other droids.

68257a6e05ba4voodoo47

68257a6e05bf4
doable, but the idea of this mod is to give more value to the repair skill - if they were hackable, nobody would bother (again).
68257a6e05da1
I still think, as this is repair+rewire+rewrite, it should also require a minimal Hacking skill alongside the Repair skill.
For example:
Mainenance droid:  Repair 3 & Hacking 1
Security droid:          Repair 4 & Hacking 2
Assault droid:           Repair 5 & Hacking 3

68257a6e05fddvoodoo47

68257a6e06033
the idea of this mod is to give more value to the repair skill
anyway, as mentioned earlier, changing the requirements is laughably easy, so whoever feels like they need to be bumped up, can grab a text editor and change them as deemed fit.
Code: [Select]
{
"Hack" 0
"Repair" 0
"Modify" 0
"Maintain" 0
"Research" 0
}
Acknowledged by: JML

68257a6e06183GuyFawkesGaming

68257a6e061d9
I think you're misunderstanding, the Hack skill can be used to avoid destroying the droids first. Just sneak up on them and you're golden. However if they do get destroyed then the Repair is employed. The droids are not immortal if just hack is used, much like the turrets with the Repairman mod.

The idea for the Protocol Droid was the it can only be hacked and isn't immortal due to it's attack method; there's nothing left to repair afterwards. This makes this particular droid arguably less useful which is why I mentioned that if done the hack skill requirement should be low. Even so I can see a Protocol Droid suicide bombing some Hybrids useful in certain situations.

68257a6e062b0voodoo47

68257a6e06308
I understand - what I'm saying here is that hack is not part of the equation on purpose, as the aim of this mod is to make repair more useful.

but maybe I'll make the bot hackablility into another minimod - I'm thinking bots hackable but only if immobilized by the stasis field generator first. should be interesting enough.

68257a6e06518sarge945

68257a6e06571
but maybe I'll make the bot hackablility into another minimod - I'm thinking bots hackable but only if immobilized by the stasis field generator first. should be interesting enough.

Stasis field generator usefulness mini-mod :P

68257a6e08c84voodoo47

68257a6e08ce4
no, but it would be very easy to make.

68257a6e08e76voodoo47

68257a6e08ece
I'll tell you once your alpha-beta-epsilon is released. or you can post the unmodified SS2 beta files and I'll make the mod for you.
« Last Edit: 25. April 2018, 06:57:38 by voodoo47 »

68257a6e09000GuyFawkesGaming

68257a6e09053
Is it normal for disposable maintenance tools to not work on the droids? Also I've progressed much further in the game, I really do like that the droids and turrets can now be repaired but feel that their damage output and resistance become negligible in later stages of the game that repairing them becomes a chore.

I do have an idea but not sure if NewDark scripting will allow it. In Bioshock 2, your hacked security can be upgraded by getting a "blue zone" during hacking. While System Shock 2 obviously doesn't have "blue zones" you could allow security devices to be modified much the same as weapons. In fact, since the Modification skill isn't very useful in it's self this could be a good way to increase it's use as well; kill to birds with one stone (assuming NewDarks script engine allows this).

68257a6e0910cvoodoo47

68257a6e0915c
yeah, the droids are not maintainable at this point. should be possible to add it though - same goes for modify, but no idea whether it can be done in some clean way (meaning without a trillion of extra metaprops).

68257a6e0940bunn_atropos

68257a6e0946b
Would it be possible to let the player mount guns to the droids?: Assault rifles on every arm!

68257a6e09505voodoo47

68257a6e09556
yes, most likely. not easily done though.

Your name:
This box must be left blank:

System Shock takes place on a space station named ...:
1 Guest is here.
We are forces of chaos and anarchy. Everything they say we are, we are.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
68257a6e09670