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Hello, i don't know if this is the right thread for suggestions (i've already made suggestions in the engineering section some time ago): i have seen a few years ago that someone of you has made some fantastic toilets on board the rickenbacker (i don't find the posting anymore); is there any chance that it will be implemented someday? it would make it so much more immersive of course.. Then i have another suggestion : ) The very first room on the ops-deck (with the xerxes terminal) would be much more realistic & more lobby-like if there would be added some benches, trashcans, garbage, airducts, phone-terminals (ducts & destroyable machinery on the walls like in medsci on ops deck in general, it would make it much more coherent quality-wise or so; you can tell that those decks were made by different people) and maybe even put some glass-ceiling on the ceiling in that xerxes node room; i made some very rough examples with paint : )Image: http://i67.tinypic.com/169m8sg.pngImage: http://i67.tinypic.com/29e56k7.png
rule of the thumb is "don't add stuff unless very necessary". a good example would be the shooting range, which didn't have the actual shooting targets even though the model exists in the resource archives, or the entire ops4, which was so empty that some items and decorations have been added. as far as that Xerxes room goes, it never struck me as particularly unfinished, and I don't really see what could be added without affecting the overall aesthetics in a negative way.as far as the Rick toilets go, I personally am leaning slightly towards adding some, but never considered their lack significantly anomalous or immersion breaking - remember, a big chunk of Rick is inaccessible, so the toilets could just have been located there. anyway, they are ZB's creation, so he's calling the shots.
1. always.2. no, it doesn't work, but we have a wip script that will make it work. it will be released as a standalone mod when complete.
Attached here is a PDF of issues and suggestions I've put together for the next SCP.If anything seems unclear or in need of further proof, let me know and I'll upload it in video.CORRECTIONS: - there is another headless corpse found in the hallway leading to Dr. Watts's office in medsci1.mis; object number is 492.- the object number for the slanted window above the lift in Cryo Recovery in medsci1.mis is 207, not 1160.- the object number for the broken window in the Biopsy Lab in medsci2.mis is 1051, not 105.- the object number for the second replicator in many.mis is 68, not 56.(God I hate correcting my mistakes AFTER submission.)
•integrate New Quest Notifier• integrate “Where Am I?” Extreme Retro Mod (specifically for shodan.mis)• integrate Portrait Fix• integrate rec3 1F mall map fixer-upper and ops4 command center map fixer-upper
• new object request, if the modeler has the time: add a headless male corpse and a severedhead with it, and replace half the female ones with them:
• when shooting a wall at point-blank range with a pistol or assault rifle, muzzle flash does notappear during the shot, only until immediately after moving or looking away from the wall(strangely this does not apply to shotguns, as the muzzle flash is never rendered at all atpoint blank)
• body bags (−3073) should sound like fabric when impacted, not metal
• membrane walls (−983) should be breakable by Localized Pyrokinesis• the main status LED of security cameras (−367) is not flush with the sensor, observablewhen looking up from underneath• stasis field generator should also affect annelid grubs• multiple concurrent BBetty notifications should be queued and not played simultaneously• BBetty psi barks should be panned center and not right (this is consistent with how everyother BBetty notification is panned in SCP) [download]• start–end transmission cues for psi-reaver Korenchkin’s audio logs (LOG0601.WAV,LOG0606.WAV, LOG0607.WAV, LOG0709.WAV) should be panned center and not left (this isconsistent with how every other audio log is panned in SCP) [download]
• Remote Electron Tampering should be buffed to 10 seconds + 10 seconds per PSI insteadof +5, so that it isn’t a completely useless discipline, especially given how ubiquitous securitycontrol stations are on lower difficulties
• Electron Suppression should work on security cameras properly (currently it stops therotation and mutes it, but the camera is still able to trigger the alarm)
• Photonic Redirection, when cast while already activated, should not have BBetty bark“invisibility deactivated” and “invisibility activated” at the same time (not only is it obnoxiousbut also inaccurate, since Photonic Redirection never deactivates at all in that buffer – “invisi-bili-visi-bility deact-act-activated”)
• Psionic Hypnogenesis and Imposed Neural Restructuring should also affect annelid grubs
• hacked turrets should not shoot annelid swarms
• Endurance stat should also affect air supply
...All the specific mission changes...
Why though? What does this accomplish? I don't understand the reasoning behind this at all.
Psi5:"Psychogenic Cyber-Affinity\n\nIncreases your Cybernetic Affinity by 2.\n\nDuration: 2 minutes + 1 minute per PSI"
but yeah, you moving them into the google doc would be nice, not going to say no to that.
I keep encountering players who have no idea it's possible to just blast through SHODAN's shields in the final boss fight. I've been trying to think of ways to make it more obvious that they're taking damage.Best idea I can think of is to make the shield segments all start the same color, then change color as they take damage. For example start green, then turn yellow, then red when they're almost destroyed.An additional tweak might be to turn down the shield regeneration rate. The player gets sniped at by the SHODAN avatars so much that also having the shields regenerate seems unnecessary for keeping pressure on the player.Thoughts?