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Topic Summary

Posted by: DoomGaze
« on: 04. May 2024, 12:21:11 »

Guys I'm really sorry if this has been answered but I scoured the thread and haven't found anything.

The "Local Feedback Loop" issue on Ops-- am I doing something wrong?  I can't quite get the meter on the wire puzzle all the way to the top, and I have no idea what else to do.  I'm looking around for clues and whatnot, I smashed three computer consoles.  Is there something I'm supposed to be doing that I'm not getting? 
Posted by: notaavatar
« on: 06. April 2024, 03:34:27 »

Ah I was watching startrek TOS "arena" and I see where maybe the inspiration for the prism grenade came about, it reminds me of the mortar kirk used.

That prism grenade is interesting, combination between stasis gun and grenade. I need to try a heavy first playthrough. I thought it was kind of weak considering
1) you can get stasis generator from the box in eng
2) the stun is short

Kind of wonder how it would turn out if you put your templates into prism grenades, and skip the stasis gun in inventory. There should be enough prisms for fusion cannon use still even if you turn all the templates into prisms

then you have radioactive prism grenades vs radioactive prisms in fusion cannon or radioactive prisms in stasis field generator. Not sure how that will work out
Posted by: notaavatar
« on: 26. March 2024, 23:35:22 »

also, prox grenades can be used for tram puzzle. rando puzzles could make heavy weapons more appealing because you could lay prox mine traps for the harder ones.
Posted by: notaavatar
« on: 10. March 2024, 04:58:52 »

I am excited to try lvl 7 cryokinisis + flame thrower
Posted by: notaavatar
« on: 25. February 2024, 04:12:14 »

I got another fun idea, how about more template grenades, that use organs, to make exotic grenades, with tinker trait?

some ideas for organ things:
-a homing grenade kinda like a shot from the worm cannon
-a grenade that works like psi mind control, perhaps brezerk instead of freindly, so they attack whomever is nearby for a short duration. side effects seem fun so like a 5% chance you get a 200% speed enraged rumbler, or even if enemies get psi powers from it
-some kinda gas grenade.. to make it different how about it decreases damage taken by enemy but does no damage
-swarm grenade
-these grenades can do some side effects too like spawn some angry worms from corpse too (% chance)

the transfer rate does not need to be 1:1 to balance this idea

other tinkers:
-be able to modify bullets using chemicals so you can turn them into the type you want at a loss, i.e. standard to AP with some tough element
-bond portable battery to template to make some kinda large AOE stun grenade (super expensive IMO, batteries are rare, and quite useful)
-some kind of homing bullets like that movie Runaway. maybe a repair tool could do this mod to make a small quantity?
-spider grenade. mix hand grenade (or scrambler) with some item to make it into a spider grenade that has IFF and runs up to enemies. IMO this grenade is so damn useless. not enough ambushes in the game either to make it worth while. Should do more damage too

It would be cool to get tinker from first OS upgrade station. I find that some other choices are SO appealing that its hard to make that choice.


I also want more bosses and ambushes! I loved the psi rumbler in recreation.

some random ideas
1) robot showdown in cafeteria on dec 4. you get attacked by 1 wimpy bot. how about getting attacked by a small army, or some kinda enhanced bot, perhaps with high speed. this area is so under used. thought it would be epic but its not.
2)  in deck five, after you clear the apartments a buncha hybrids break the glass and jump down from the upper hallway from previously locked apartment.
3) make the korenchkin psi reaver meaner. it could move faster, or spawn in some enemies with a psi power
Posted by: notaavatar
« on: 21. February 2024, 06:17:06 »

I tried that and I guess its OK vs something like cyborg assassins that are throwing stars but maybe the problem is the GFX because it does seem its better when used on the floor, but it basically looks like someone instantly dying from some puny flame that might light your pants on fire, or sometimes it looks like someone is taking damage from nothing.

I guess its more efficient then grenades when tested on medsci hybrid pack too.
Posted by: ThiefsieFool
« on: 20. February 2024, 12:51:16 »

I explained how the flamer works right here: https://www.systemshock.org/index.php?topic=7153.msg141166#msg141166
But I'm not totally opposed to giving it a buff, so long as it keeps the same identity, which is a more tactical weapon than a point and click and uberkill weapon.
Posted by: voodoo47
« on: 20. February 2024, 12:19:37 »

maybe consider registering so you would be able to edit your posts.
Posted by: notaavatar
« on: 20. February 2024, 12:06:05 »

for fusion cannon, its weak, but if you don't go standard, and recycle all the ammo, you can buy alot of radium prisms. works with energy
Posted by: notaavatar
« on: 19. February 2024, 22:51:23 »

another issue I have is with the flame thrower.

Did anyone figure out how to use this thing effectively?  The ammo is sparse. The ammo is expensive. At level 3 heavy, if you buy napalm, the damage compared to lvl 3 grenades is not worth it.

I feel like converting napalm to fire grenades with templates is a way better strategy then trying to use napalm. You set a large group on fire from a distance.

Did anyone find a use for it?
Posted by: notaavatar
« on: 18. February 2024, 02:35:14 »

and a way to hotkey more spells from the psi amp so you can play psi better. or some soft casting menu you can bring up with a mouse key
Posted by: notaavatar
« on: 01. February 2024, 08:29:04 »

another idea is a hotkey to use a battery to reload your energy weapon in inventory
Posted by: notaavatar
« on: 29. January 2024, 06:52:21 »

if they had some contact det with the tinker trait and a bit better physics it would be pretty rad. you would still need to be pretty close so its not the ideal substitute. make it scale with exotic skill >_>
Posted by: notaavatar
« on: 29. January 2024, 06:50:24 »

I got an idea for exotic psi playthrough it would be cool if you can turn the rifle grenades into hand grenades with the tinker trait some how if you don't wanna use the GL. Maybe you can improve HG though. It feels kind of like F.e.a.r. with the grenades but they kinda suck... but it seems like a easy modification to turn a rifle grenade into a hand grenade.
Posted by: Joe
« on: 27. October 2023, 00:13:52 »

Voodoo saves the day again. Thank you!
Posted by: voodoo47
« on: 26. October 2023, 09:56:14 »

find the customized texture in Secmod's obj/txt16 folder and rename/delete it.
Posted by: Joe
« on: 26. October 2023, 00:29:26 »

This is a tiny issue I've had with Secmod for some years, but... what is the easiest way I might replace the door button/switch textures with the vanilla one?
Posted by: sarge945
« on: 17. October 2023, 00:21:42 »

fair enough
Posted by: Joe
« on: 17. October 2023, 00:12:25 »

sarge945I am fairly sure I have done that; I am a pretty thorough explorer and so probably would've walked over that area you posted, *and* have been using Secmod 3 since release and I am fairly sure I would've noticed the issue you describe. By no means a scientific analysis but I think the source is more likely to lie with you, also given the lack of reports of the issue.
Posted by: sarge945
« on: 16. October 2023, 00:46:01 »

I don't particularly like them either, except the tram one, which is amazing.

The grenade launcher sometimes requires you to walk over it before it appears, are you sure you did that?
Posted by: Joe
« on: 16. October 2023, 00:34:43 »

For what it's worth, Sarge, I've not encountered that grenade launcher issue a single time. I am sure that isn't helpful to you in any capacity but just figured I'd help you narrow things down.

RE: wire puzzles -- not a fan. Would love an addon to remove them/replace them with something else. What that might be, I don't know, but there it is. No offense to TF, of course.

EDIT: actually would just rather the wire puzzles be replaced by hackable pads.
Posted by: sarge945
« on: 16. October 2023, 00:16:14 »

The one special case that comes to mind is what happens when you solve the wire puzzle inside the tram, a lot of monsters can spawn if you take too long, it's a case where normal vanilla spawns can actually be pretty annoying, so maybe that ecology should be adjusted.

Absolutely not.

I know I've been vocal in the past about not being a fan of Secmod, but one of the highlights of it for me has been solving that puzzle under duress.

It's very rare for the vanilla game to actually induce urgency like that, and having it enforced here is a very refreshing change.

Some of the wire puzzles in other areas can be a bit tedious and feel like they are wasting my time, but this one is perfect and if it were up to me I'd leave it completely as it is for that reason.

On a related note, I've noticed all of the wire puzzles have preset solutions. Would there be a way to randomise these? From what I understand, squirrel runs OnBeginScript after NVScript has already done it's thing, so depending on how the wire puzzles work, it may or may not be possible to squirrel a solution.
Posted by: ThiefsieFool
« on: 15. October 2023, 13:58:24 »

Also like voodoo mentioned, some levels might have been saved after editing, unfortunate but it is what it is, I think it's the case with Rick1 as I remember working to fix that one https://www.systemshock.org/index.php?topic=12399.msg150328#msg150328
Posted by: ThiefsieFool
« on: 15. October 2023, 13:27:59 »

I got a little curious why it's often said that the mod has greatly increased spawn rates.
To my knowledge all the ecologies have default spawn rates and no extra ecologies were added.

There is some script code on the base archetype, for spawning things when a camera is destroyed, but it should not trigger more than once.

Ecology:
NVRelayTrapOn="CameraDed"; NVRelayTrapTOn="TurnOn"; NVRelayTrapTDest="&SwitchLink";
Security Camera:
NVRelayTrapOn="Slain"; NVRelayTrapTOn="CameraDed"; NVRelayTrapTDest="&SwitchLink";

The one special case that comes to mind is what happens when you solve the wire puzzle inside the tram, a lot of monsters can spawn if you take too long, it's a case where normal vanilla spawns can actually be pretty annoying, so maybe that ecology should be adjusted.
It would definitely be nice if there was a trick to quickly check which objects differ from vanilla.

Posted by: sarge945
« on: 03. October 2023, 09:52:55 »

It mainly happens on medsci1 and rick1, where the origin points are inside the map.

For every other map, they usually have air rooms like they are supposed to.

There's also an audible sound when using the recharger, because it creates an invisible object.

Honestly though, I think this particular issue can be resolved by making the grenade launcher HasRefs be false when it's not being actively needed.
Posted by: Nameless Voice
« on: 03. October 2023, 09:40:01 »

It's generally considered a no-no to allow the player to access the world origin at 0,0,0 - but I guess no one told Irrational.

In Thief maps, the rule is to put a small air box there and then build the rest of the map somewhere else.

Moving all of medsci1 doesn't sound like a great idea though.  Especially given DML minimods exist.
Posted by: sarge945
« on: 03. October 2023, 01:26:37 »

Okay, so it seems my Randomiser issue is not actually a Randomiser issue, it's a Secmod issue.

Running Secmod only (no other mods), is anyone else able to reproduce this issue?

This is the grenade launcher attached to the Shotgun hybrid (613) from the intro chase scene in medsci1.

To make this appear, simply walk along the small metal path in the recharger room, which is the origin point of the map (0,0,0). You need to walk into it to make it appear.

I have also seen a "droid spark" (-1500) appear there occasionally.

A similar issue exists in rick1 in the starting room.

This doesn't affect gameplay but is definitely weird. It should probably be fixed.

@voodoo47, @ThiefsieFool any idea how to deal with this? Maybe my install is just borked? This is normal Secmod only, no other mods!

EDIT: This can be hard to reproduce, it only happens sometimes. I thought reinstalling the mod fixed it, but I just didn't see it a few times.
[dump125.png expired]
Posted by: voodoo47
« on: 30. September 2023, 17:15:56 »

arachno-fix!

a few changes will be necessary to get the maps working when using vanilla filenames, but nothing major - just include the stub difs in case someone is using a no-tool install, change the filenames, make sure the affected map transitions still work properly, done.
Posted by: ThiefsieFool
« on: 30. September 2023, 16:51:01 »

Renaming those maps always felt like a pretty fragile change so I avoided it. I can't recommend it unless you are willing to test after and see what explodes.

In other news, this is what happens if you ever reuse a stim.

https://www.youtube.com/watch?v=E0n_XQuQm7I


Posted by: voodoo47
« on: 30. September 2023, 13:17:33 »

yes on the fingerprinting and mission filename cleanup, unless TF has some other idea. I'll fix the ops4 prison worm spawner while at it.

there is a trillion SCPb5 minor tweaks that could be/should be ported over, but I'm not getting into that until b5 is actually out.
Posted by: sarge945
« on: 30. September 2023, 13:07:01 »

I have been doing a deep-dive through Secmod as part of adding Randomiser support, and I found some things that might be worth changing (all technical, nothing gameplay related), as they will make Secmod easier to support by other mods going forward.

1. Hydro4.mis doesn't have the "secmod" qvar set. As a result, there's no easy way to DML fingerprint it without using the object position method (which is annoying).

This fingerprint doesn't work

Code: [Select]
FINGERPRINT
{
   QVAR "secmod" == 1
}

I have created a fingerprint for the level, anyone should feel free to use it:

Code: [Select]
FINGERPRINT
{
   1049 [-64 -67 -3]
   962 [-66 -144 -22]
   1051 [-2 -301 -32]
   1107 [34 -450 -32]
   1235 [-50 -480 -41]
   1263 [-52 -413 -33]
   967 [-62 -9 -25]
   966 [-70 -9 -25]
}

2. For some inexplicable reason, hydro2.mis is renamed to shydro2.mis, and shodan.mis is renamed sshodan.mis. The mod also contains a hydro2.mis file which is a copy of hydro1.mis and, AFAIK, isn't used at all, so it's just wasting space in the archive.

This is bad for a multitude of reasons, but the most important one being that any DML-heavy mod that needs to do anything complex for the hydro2 or shodan maps will basically have to be copy-pasted in order to work with the shydro2 and sshodan maps.

My assumption is that these maps were renamed to workaround the issues people used to have involving hydro2.dif and shodan.dif, however these issues are a thing of the past and the workaround is no longer necessary.

Would it be worth renaming these missions back to their old names? This should make mod compatibility significantly better for those maps. This should allow the majority of DML mods to "just work" with minor/no modifications as a lot of the object numbers between SCP/Vanilla and Secmod are still the same.
Posted by: voodoo47
« on: 02. July 2023, 08:50:32 »

can make them hackable when in stasis.
Posted by: sarge945
« on: 02. July 2023, 01:14:28 »

Being able to hack robots would be difficult to pull off because they can't be disabled. But I like the "droid immortality protocol" approach of making them repairable.

I find droid immortality slightly unbalanced personally, as I feel the benefits that it provides outweigh the cost of investment into repair. But additionally tying a research requirement to it could make it a bit more in line with other things, and might be a nice idea.
Posted by: ReconUnit
« on: 01. July 2023, 23:35:06 »

Stuff like that would probably go into Research, there is already one case where a new organ was added to toxic goo eggs, and when you finish researching it you essentially get a perk that gives you increased efficiency with anti-toxin hypos.

Potentially maybe some mechanical parts dropped by robots, assassins and turrets that can be researched, in addition to doing more damage to them but also finding more loot/ammo on defeat. Or being able to hack robots when properly researched.
Posted by: ThiefsieFool
« on: 23. June 2023, 12:13:28 »

Stuff like that would probably go into Research, there is already one case where a new organ was added to toxic goo eggs, and when you finish researching it you essentially get a perk that gives you increased efficiency with anti-toxin hypos.
Posted by: voodoo47
« on: 23. June 2023, 06:51:25 »

yes on the cap, but additional perks should be doable, they just won't be registered anywhere in the mfd.

"eat this organ to get a permanent agility boost."
Posted by: ReconUnit
« on: 23. June 2023, 01:10:03 »

From what I remember, OS upgrades are permanently hard coded to be capped at 4 ? 

More or less what if there is a separate secondary OS system that has the similar function but uses unique Secmod upgrades and has it's own wall mounted unit which is located in other parts of the decks ? While similar to the OS upgrade, it could provide useful permanent boosts but at the cost of certain stats like health and speed, damage resistance, ect ect. Such as increased chance to find more nanites/ammo off bodies regardless of difficulty.
Posted by: ReconUnit
« on: 13. June 2023, 10:56:26 »

Was debris able to be recycled back in the earlier versions of Secmod ? Else I don't know why it can be picked up and stored in your inventory unless it's used in certain crafting ?
Posted by: sarge945
« on: 13. June 2023, 03:26:53 »

(Update) Sorry I completely didn't even see the wiring circuit that was below. Strange thing was that just by dragging the power cell onto the recharger even when broken would still perform a recharge of the cell.

The infamous bug

(I thought that was fixed, though?)
Posted by: ReconUnit
« on: 12. June 2023, 09:41:15 »

Oh sorry. It wasn't that Recharging station it was the one that was located afterwards to gain access to the other part of Med/Sci which has the two security turrets nearby it. It was already damaged at least I believe it was, and I already had used up a auto-repair bot I found off a corpse at the upgrade stations, which required repair skill 3 which I didn't have the CM to obtain as I was running it on Hard.

(Update) Sorry I completely didn't even see the wiring circuit that was below. Strange thing was that just by dragging the power cell onto the recharger even when broken would still perform a recharge of the cell.

I think it came from a old/unfinished mod from Flatliner a while back. Figured if it's usable for Secmod as a high tier hacking skill as it's sorta a handy robotic opposite to the PSI version of Imposed Neural Restructuring which turns organic hostiles temporarily friendly. Alternatively it could be a specialized grenade crafted using a scrambler grenade and a ICE-Pick which once hit, the robot would turn friendly.
Posted by: ThiefsieFool
« on: 12. June 2023, 08:14:19 »

Most big gameplay mods aren't really compatible. Usually it's one big mod and then some DML stuff on top of that.
Scramble grenades in this mod have a 'berserk' effect actually, they will make a robot or turret hostile to everything it sees.
And it should be very hard to get softlocked, any broken objects that seem to block progress don't really need to be repaired, you can hit the first locker with a wrench and solve a wire puzzle to fix the first recharging station.
Posted by: ReconUnit
« on: 12. June 2023, 07:42:03 »

Ah I see. I guess it was another old mod from 10 years back or so. There was another way around it when I was doing a run using the SCP and Rebalanced Skills mod run basically using the PSI pull to move broken turrets and then repair them.

I remember that this was particularly incompatible with either I think it was called AlyaMod2 and Pop's Enhancement, mainly the hackable robot feature, but do scramble grenades have that ability to turn robots friendly ? And would Voodoo's
SS2 Pistol Hybrid be valid for integration into Secmod in a future update  ?

Playing the SS1 Remake made me think that on one or two decks there could be a larger prop version of recycler where you could break down larger things like broken weapons and other materials that the smaller inventory version couldn't. Gaining some small amount of nanites back but if it attempts to process something organic or exotic there could be a chance it would break down and needs to be repaired to work again.

Finally asking about the storage randomized feature because I think I accidentally locked myself out of progressing through the first part of Med/Sci with getting the battery recharged, as I wasn't sure if the Recharger was already broken and I needed to use that Auto-Repair tool to fix it if it was which I had already used to fix a grenade launcher.
Posted by: ThiefsieFool
« on: 12. June 2023, 06:29:47 »

It's been a while since I last tried this mod, probably back when it was either still v1 or v2, far as I remember though was it possible to physically pick up destroyed turrets and have them in your inventory to carry and relocate elsewhere to drop and repair them ? Or perhaps that was some other mod I was browsing years ago.

Starting up a new run with this mod so hopefully it'll be a blast. Also are storage/loot items randomized each playthrough ? Wasn't sure since it wasn't mentioned on the main mod page features including how the wrench could be used to open certain containers. Is there a list of all changes and features that I could read up ?
Sorta, it's a very old feature of the mod that you can repair turrets though you can't relocate them, you have to carry the broken debris that flies off a destroyed turret, but it has to be placed on the same static destroyed turret body, and then you repair the whole thing with the repair skill.

There is light loot randomization on containers and bodies, which shouldn't break the economy or anything. There should be a readme in the archive, it's pretty long but you can skim around.

Posted by: ReconUnit
« on: 12. June 2023, 04:33:20 »

It's been a while since I last tried this mod, probably back when it was either still v1 or v2, far as I remember though was it possible to physically pick up destroyed turrets and have them in your inventory to carry and relocate elsewhere to drop and repair them ? Or perhaps that was some other mod I was browsing years ago.

Starting up a new run with this mod so hopefully it'll be a blast. Also are storage/loot items randomized each playthrough ? Wasn't sure since it wasn't mentioned on the main mod page features including how the wrench could be used to open certain containers. Is there a list of all changes and features that I could read up ?
Posted by: sarge945
« on: 31. May 2023, 16:06:59 »

and it's also linux people, but that's pretty much the same thing.

I really need to upload that ss2tool fix script (after making it work from my server)
Posted by: voodoo47
« on: 31. May 2023, 12:13:37 »

you're a dev, that doesn't count. or does it?

and it's also linux people, but that's pretty much the same thing.
Posted by: Nameless Voice
« on: 31. May 2023, 12:06:49 »

I feel personally attacked.
Posted by: voodoo47
« on: 30. May 2023, 16:26:36 »

makes sure the squirrel script is loaded. in case some lunatic out there is running a manual (meaning, not tool patched) SS2 ND install with the intention to load mods.
Posted by: sarge945
« on: 30. May 2023, 16:20:35 »

voodoo47
What does this line

Code: [Select]
#script "squirrel"
in the DML actually do?
Posted by: voodoo47
« on: 30. May 2023, 09:11:56 »

yeah, as discussed earlier (switching small/new mods to use metaprop assigned scripts instead of assigning them directly). this is a limitation we will have to deal with on the fly in one way or another.

either way, edit the gamesys.dml of the Quest Notifier mod with notepad or similar, and change it into this;
Code: [Select]
DML1

#script "squirrel"

CreateArch "Misc Metaprops" "QuestNoteMeta" {
}
+ObjProp "QuestNoteMeta" "Scripts" {
"Script 3" "zbQuestNotifier"
}
+MetaProp "The Player" "QuestNoteMeta"
that will make it Secmod compatible. ZB, fell free to update the mod itself if you want to. I know I know, but it's the lesser evil (vs poking into the inner workings of the behemoth that is Secmod).
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