664a12a328ea9

664a12a32943b
1 Guest is here.
 

Topic: SS2 Distinguishable Implants
Page: « 1 [2]
Read 6588 times  

664a12a329c5asarge945

664a12a329ccf
So this is sort of a mess right now, in terms of all the different functionality being spread over multiple posts as people have contributed.

@beauapropos any plans to merge this?

664a12a329e20Deu sex

664a12a329e72
just tried the mod, works as intended, helps a lot especially for newcomers, on my first run I never noticed that expert tech and endur boost existed because of vanilla samy colors

664a12a32a2c9tiphares4

664a12a32a31f
Got around to recoloring the anti-radiation hypo to a deeper green so it's easier to see for red-green color deficient ("""colorblind""") folks like myself. This could be merged with beauapropos' work for a Recolored Inventory Objects mod, just credit me or whatever.

There's one version of the pickup texture based on the vanilla anti-rad hypo, and one version based on SHTUP -- the comparison shot is using SHTUP.

hello, somehow it doesn't work alas.. i've tried both versions; each of them has an exclamation symbol in the mod-manager - don't know what it means..

what could be the reason? i'm using the following mods at the moment:

mod_path .\DMM\Green Anti-Radiation Hypo SHTUP+.\DMM\Green Anti-Radiation Hypo vanilla+.\DMM\SS2 green inventory+.\DMM\Distinguishable Implants+.\DMM\SS2_DeNoised_CutscenesV1+.\DMM\SS2-RSD_1.06+.\DMM\Kaucukovnik_Worms_v2+.\DMM\ss2_hud_logs_autoplay_v1+.\DMM\thelovebat-SS2-altMusic+.\DMM\Stackable Snacks v1.2+.\DMM\SS2_Droid_Immortality_1.01+.\DMM\ss2_enemy_health_randomizer_v1+.\DMM\SCP-Alarming-Cameras_1.02+.\DMM\Scary-Monsters-AI_1.01+.\DMM\Portrait Fix (SCP Beta 4)+.\DMM\Migraine Cyberspace+.\DMM\R&R&Rs EMP Rifle SecMod compat+.\DMM\SS2_Repairman_1.06+.\DMM\ss2_new_quest_notifier+.\DMM\Vurt Water VanillaInspired 1.0+.\DMM\SS2_Prison_Event_1.0+.\DMM\Vurt's Hi-Res Space v1.1+.\DMM\SS2_Stasis_Trap_1.01+.\DMM\Vurt Goo (Dripping v1.0)+.\DMM\Vurt's SS2 WormPod v1.0b+.\DMM\bigearth+.\DMM\Ball Lightning Rifle v1.0+.\DMM\Vurt's SS2 Flora Overhaul 1.0k+.\DMM\SHTUP-ND_beta1+.\DMM\SCP_beta4+.\patch_ext


664a12a32a443voodoo47

664a12a32a497
loaded the archive with the mod manager? post the ss2bmm.log (in your SS2 folder).

664a12a32aae5RoSoDude

664a12a32ab41
tiphares4That would be because I'm dumb and apparently renamed the mod archive and uploaded without actually testing it in BMM. The name was too many characters for the modfolder, as per the error message.

I've reuploaded with shorter names; should work now.

EDIT: or maybe the longer name worked in an older version of BMM? I updated between the original upload and now IIRC, so maybe it's not entirely my fault. My memory for this stuff is poor.
EDIT2: I'd recommend against using Stackable Snacks with SS2-RSD, as the latter's expansion to the Pack Rat O/S upgrade conflicts with the former (that is to say, the effect of Stackable Snacks is already integrated into SS2-RSD and balanced around Pack Rat). Also, you should generally make sure to load gamesys mods first, then asset replacement mods (models/textures/sound), then gameplay DML mods like mine on top.
« Last Edit: 08. February 2021, 22:13:25 by RoSoDude »

664a12a32ac26tiphares4

664a12a32ac7d
Oh yes, i will try it out, thank you..

Maybe it won't conflict if i don't choose rat pack o/s .. thanks for the recommendations.

664a12a32ad7fRoSoDude

664a12a32adce
A while back a few people requested that I swap the HP/PSI bar colors since red is a more typical color for health. I don't really know where else to put this, so I thought I'd throw it in here with the other recolors.

664a12a32ae9dvoodoo47

664a12a32aee8
it somehow feels wrong and right at the same time.
Acknowledged by 3 members: Chandlermaki, JML, sarge945

664a12a32b227RocketMan

664a12a32b27d
PSI feels cyan to me.  Not sure why.  Also having the bar the same color as the interface always seemed wrong

664a12a32b344notaavatar

664a12a32b392
I will try it, playing with multiple implants on weird builds (not a standard), a few times I got stuck running around with arrow keys only while I was being chased by stuff, switching implants in combat (i.e. from psi to swift implant), particularly with the dual implant OS mod, happens to be difficult.

664a12a32b4aevoodoo47

664a12a32b4fe
so, this undoubtedly is a good idea, however, when I tried to play with this mod, it actually made the issue worse, as it changes the colors in a way my brain deems incorrect.

SCPb5 will be using different colors, and I'm thinking once it's finally out, this mod will probably be retired, as having two mods doing the same thing in an incompatible way probably isn't for the best. ideas on the current setup? attached.
[impfix.png expired]
664a12a32b65c
Deep blue for agility feels very wrong to me personally. What exactly did you feel was wrong?

664a12a32b781voodoo47

664a12a32b7d1
how odd - to me, "the blue one" was always SwiftBoost, or at least that is how it was interpreted by my brain. it also somehow made me believe ExperTech (inventory icon) was (a bit) teal, and that EndurBoost had some orange tint going on. all not real, but made real now.

so right now, the SCPb5 implant color changes are;
-ExperTech inventory icon is teal, matches the vanilla world object now
-SwiftBoost world object blue now, matches the vanilla inventory icon
-EndurBoost orange now (not lemon-lime)
-PsiBoost world object made more purple to match the vanilla inventory icon

not going to be changed, but was indeed curious whether this would feel wrong to someone (and if so, why - I kind of have a reasoning behind this).

664a12a32b8d8sarge945

664a12a32b935
Should ask @RoSoDude to chime in since he has actual colorblindness rather than just wanting implants to be distinct from one another. I hope the new colors aren't a problem.

664a12a32baf0RoSoDude

664a12a32bb4c
Nah, they're all good (with this mod's changes).

EDIT: I missed the post with the SCP recolors. I definitely prefer the current mod version. SwiftBoost is the teal one to my brain, since it's the one you find first (and in greater quantities). Maybe you're thinking it should be blue to match the speed hypos, but then again the red BrawnBoost doesn't match the purple strength hypo either!

Why not just leave the current mod available even if SCP does change it? Maybe will need an update to keep the world colors consistent, I suppose.
« Last Edit: 10. July 2023, 11:11:03 by RoSoDude »
Acknowledged by: Vegoraptor

664a12a32bca9Nameless Voice

664a12a32bcf9
Outside of the scope, but a modern piece of good advice to help people with colour blindness is to use patterns (such as stripes) to differentiate things by something other than pure colour.

664a12a32bd9asarge945

664a12a32bde6
EDIT: I really like the RunFast and WormBlend ones too! I'm an idiot and didn't see that post.
« Last Edit: 23. July 2023, 04:00:11 by sarge945 »

Your name:
This box must be left blank:

Name the default melee weapon in System Shock:
1 Guest is here.
It is absurdly, impossibly cool.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664a12a32beeb