66491b8e9dbb9

66491b8e9e1e8
1 Guest is here.
 

Topic: Is this SS2 mod setup correct? Read 1343 times  

66491b8e9eab1
It's been a while since I've re-installed System Shock 2 and added some of the newer mods, but I've done it now, so can someone cast their eyes over the enclosed screenshot, please, and check that the mods are in a workable order.

Thanks.

66491b8e9ec71voodoo47

66491b8e9eccc
wormblend does not work, don't use it. apart from that, nothing suspicious. maybe stasis trap extensions? what is being extended, and why plural? is this the stasis trap mod with some unknown extras?

66491b8e9f10fChandlermaki

66491b8e9f18f
Should be totally fine. In my experience, as long as SCP is activated first, followed by the object fixes and SHTUP-ND, the order of the other stuff doesn't matter too much unless you're trying to mix graphical mods (combining RocketMan's weapons with Tacticool's, for example, in which case whichever you prefer should take priority), or there are DML conflicts.

wormblend does not work, don't use it. apart from that, nothing suspicious.

Also this.
66491b8e9f65b
wormblend does not work, don't use it. apart from that, nothing suspicious. maybe stasis trap extensions? what is being extended, and why plural? is this the stasis trap mod with some unknown extras?

Wormblend has now been banished, thanks. Yes, the Stasis mod is Stasis Trap, somehow I must have renamed it - I was copying and renaming various files from an older backup hard drive at the time.



Should be totally fine. In my experience, as long as SCP is activated first, followed by the object fixes and SHTUP-ND, the order of the other stuff doesn't matter too much unless you're trying to mix graphical mods (combining RocketMan's weapons with Tacticool's, for example, in which case whichever you prefer should take priority), or there are DML conflicts.

Also this.

I don't follow you, sorry. You say "...as long as SCP is activated first...", but since SCP is the last in the list, then surely it would be the last to be activated? Or does the order list work in reverses, so that, in my example, SCP is loaded first, then obj fixes, then SHTUP, then Vurt's SS2 WormPod, then Vurt-Goo-(GrubPodVanilla-1.04), etc?

66491b8e9f762voodoo47

66491b8e9f7b5
that isn't really an experience, that is a very intentional bit of reality - SCP (or any other gamesys/mission mod) needs to have the lowest priority, Fixed Objects should follow, with SHTUP next. for the rest the priorities don't really matter, it's just a question of how neat you want to be.

66491b8e9fe77sarge945

66491b8e9fee5
Anyone using Rebirth has an incorrect load order in my view.

Actually seriously though, If you're going to use Quest Note Notifier, you should check out Hud Logs as well, they go well together to modernise the game's UI

Also AlyaMod and Zygo's are both ancient, I don't think either of them really work with a lot of mods (as many modern DML mods require SCP). I know they are deactivated, so they won't affect your actual game, but if you're interested in that sort of gameplay, consider dropping Zygo's for my Randomiser instead, since it's a much more modern (and compatible) approach to the problem (hey, can't blame me for shilling my own stuff). It's unfortunate that many of the features of Alyamod never made it into other mods, though, and it's largely unusable now in my view because of what SCP and modern mods can do.

I don't follow you, sorry. You say "...as long as SCP is activated first...", but since SCP is the last in the list, then surely it would be the last to be activated? Or does the order list work in reverses, so that, in my example, SCP is loaded first, then obj fixes, then SHTUP, then Vurt's SS2 WormPod, then Vurt-Goo-(GrubPodVanilla-1.04), etc?

Most mod-managers (ie Vortex, Nexus Mod Manager, a few others) for other games work from top-to-bottom priority wise - the top of the list is loaded first. Most people who have modded games like New Vegas or Skyrim are experienced with this. SS2BMM works from bottom-to-top instead, so the mods at the bottom are loaded first, moving upwards. It can be a little confusing for some people who are used to modding other games.
« Last Edit: 17. March 2023, 02:57:21 by sarge945 »
66491b8ea04eb
Anyone using Rebirth has an incorrect load order in my view.

Actually seriously though, If you're going to use Quest Note Notifier, you should check out Hud Logs as well, they go well together to modernise the game's UI

I was put off the SS2 HUD Logs mod because of your bug report in the mod's thread. Is there any way to prevent the bug from occurring when using the mod?


Also AlyaMod and Zygo's are both ancient, I don't think either of them really work with a lot of mods (as many modern DML mods require SCP). I know they are deactivated, so they won't affect your actual game, but if you're interested in that sort of gameplay, consider dropping Zygo's for my Randomiser instead, since it's a much more modern (and compatible) approach to the problem (hey, can't blame me for shilling my own stuff). It's unfortunate that many of the features of Alyamod never made it into other mods, though, and it's largely unusable now in my view because of what SCP and modern mods can do.

I will swap the Zygo randomizer for yours, thanks.

Edit: Is your randomizer compatible with SCP? I can't find any mention of SCP in your mod's page (https://www.systemshock.org/index.php?topic=12152.msg145182#msg145182).


Most mod-managers (ie Vortex, Nexus Mod Manager, a few others) for other games work from top-to-bottom priority wise - the top of the list is loaded first. Most people who have modded games like New Vegas or Skyrim are experienced with this. SS2BMM works from bottom-to-top instead, so the mods at the bottom are loaded first, moving upwards. It can be a little confusing for some people who are used to modding other games.

Oh, I see. It was a little puzzling, thanks.
« Last Edit: 17. March 2023, 17:41:09 by JDoran »

66491b8ea05c4voodoo47

66491b8ea065b
it's like in a prison, whoever is on top has more say than who's at the bottom. don't drop your soap!

66491b8ea0a7aZylonBane

66491b8ea0ad1
I was put off the SS2 HUD Logs mod because of your bug report in the mod's thread. Is there any way to prevent the bug from occurring when using the mod?
The fact that he's the only person who's reported that bug might should have mitigated your decision making here.
66491b8ea0ddd
The fact that he's the only person who's reported that bug might should have mitigated your decision making here.

OK, I will add HUD Logs to the mods, thanks.

But are Sarge's randomizer and SCP mutually exclusive, or can they work together?

66491b8ea0ffeChandlermaki

66491b8ea1052
OK, I will add HUD Logs to the mods, thanks.

But are Sarge's randomizer and SCP mutually exclusive, or can they work together?

They work together.

66491b8ea1114voodoo47

66491b8ea1164
the mod's dmls are set up to load if SCP is detected, so I'd say yes.
66491b8ea124b
Understood. Thanks, everyone.
Acknowledged by: Chandlermaki

66491b8ea1be5sarge945

66491b8ea1c50
I was put off the SS2 HUD Logs mod because of your bug report in the mod's thread. Is there any way to prevent the bug from occurring when using the mod?

The Autoplay version works fine and the standard version still works for emails, but not logs. Many others haven't had any issues at all. Since there's a high likelyhood you might not even have any issues at all, I'd recommend at least giving it a try. I don't expect to see a fix anytime soon since it might just be some weirdness on my end, since nobody else is reporting issues. The issue seems to relate to not being able to find the relevant bitmaps for logs, which makes me think something is very fucked with my install. The log images are there in the actual logs as well.


I will swap the Zygo randomizer for yours, thanks.

Edit: Is your randomizer compatible with SCP? I can't find any mention of SCP in your mod's page (https://www.systemshock.org/index.php?topic=12152.msg145182#msg145182).

Yes, it's designed with SCP in mind.


Oh, I see. It was a little puzzling, thanks.

Yeah it confused me the first time I used it. I feel like this disparity should be explained somewhere.
« Last Edit: 18. March 2023, 06:42:09 by sarge945 »

66491b8ea1fd6ZylonBane

66491b8ea203c
The Autoplay version works fine and the standard version still works for emails, but not logs.
Uh, what do you think the standard version is supposed to do with logs?

66491b8ea22b8sarge945

66491b8ea230c
Uh, what do you think the standard version is supposed to do with logs?

Right, well the autoplay version shows Log portraits when it autoplays them. The standard version shows nothing while logs are playing.

I just went and re-examined the mod page and uhh...yeah, it says it only displays for emails. Damn.

That combined with the random ss2 log error I was getting and....yeah, it looks bugged even though I guess it's technically not.

Is it not possible to display anything when you manually play a log? I guess there's no way to detect if you're playing one.

I will amend my bug report.

66491b8ea2420ZylonBane

66491b8ea2472
Playing an email does not generate any messages that scripts can listen for. That's why when you pick up a log containing a code, the code is added to your notes immediately instead of after you've read it.

The "autoplay" version of HUD Logs cheats around this by forcing logs to play when you pick them up. Picking up an object is something that scripts can detect.

66491b8ea26b1sarge945

66491b8ea270f
Playing an email does not generate any messages that scripts can listen for. That's why when you pick up a log containing a code, the code is added to your notes immediately instead of after you've read it.

The "autoplay" version of HUD Logs cheats around this by forcing logs to play when you pick them up. Picking up an object is something that scripts can detect.

That's a good explanation, thanks.
1 Guest is here.
(it would be better to call and ask before you go)
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66491b8ea284a