6649cf15e2347

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Topic: SS2 TF's Secmod 3
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6649cf15e3229sarge945

6649cf15e3291
voodoo47
What does this line

Code: [Select]
#script "squirrel"
in the DML actually do?

6649cf15e3441voodoo47

6649cf15e349c
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.

6649cf15e368dvoodoo47

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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.
Acknowledged by: Nameless Voice

6649cf15e38f0sarge945

6649cf15e3945
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)

6649cf15e3aaeReconUnit

6649cf15e3afc
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 ?
« Last Edit: 12. June 2023, 04:47:50 by ReconUnit »

6649cf15e4021ThiefsieFool

6649cf15e4077
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.

6649cf15e4204ReconUnit

6649cf15e42dd
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.
« Last Edit: 12. June 2023, 07:50:03 by ReconUnit »

6649cf15e43e2ThiefsieFool

6649cf15e4438
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.

6649cf15e4578ReconUnit

6649cf15e45c3
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.
« Last Edit: 12. June 2023, 15:07:18 by ReconUnit »

6649cf15e4922sarge945

6649cf15e497c
(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?)

6649cf15e4a50ReconUnit

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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 ?

6649cf15e4b95ReconUnit

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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.

6649cf15e4c9cvoodoo47

6649cf15e4d16
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."

6649cf15e4dd3ThiefsieFool

6649cf15e4e2b
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.

6649cf15e5056ReconUnit

6649cf15e50b0
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.

6649cf15e518bsarge945

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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.

6649cf15e52c1voodoo47

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can make them hackable when in stasis.

6649cf15e5542sarge945

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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.
« Last Edit: 30. September 2023, 13:25:45 by sarge945 »

6649cf15e5671voodoo47

6649cf15e56cc
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.

6649cf15e57cfThiefsieFool

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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


6649cf15e58ecvoodoo47

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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.

6649cf15e5ad2sarge945

6649cf15e5b2b
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]
« Last Edit: 03. October 2023, 01:47:55 by sarge945 »

6649cf15e5c38Nameless Voice

6649cf15e5c8c
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.

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