6656901e04ee5

6656901e05717
1 Guest is here.
 

Topic: SS2 - Things that still need mods for Read 1480 times  

6656901e06151Xkilljoy98

  • Company: N/A
6656901e061f0
I wanted to make of list of items that have yet to have mod made for them

Weapons:

Stasis Field Generator
Mark IV Laser Rapier
Cerebro-Energetic Extension

I might have missed some and maybe some of those have mods somewhere IDK but those are ones IK of that have no mods from what I can tell
« Last Edit: 17. October 2022, 18:00:49 by Xkilljoy98 »

6656901e06393voodoo47

6656901e063eb
AI models and a few weapons, yeah, SS2EE should take care of that. once the new models are available, we should have the permission to mod further/redistribute.
6656901e0654e
SFG, crystal shard, viral prolif and annelid launcher are covered in rocketman's alternate weapons pack.

https://www.systemshock.org/index.php?topic=679.0

6656901e06879Xkilljoy98

  • Company: N/A
6656901e068dc
OName
Ok guess I missed that one, and I suppose that leaves only 3

6656901e06a66ZylonBane

6656901e06ac0
What is this thread even about, every weapon in the game has been modded in various ways by multiple mods.

6656901e06b84voodoo47

6656901e06bd7
Tacticool, the most recommended pack, is not complete, and mixing and matching models from different packs can produce unsatisfactory results.

6656901e06dd7Xkilljoy98

  • Company: N/A
6656901e06e2c
ZylonBane
There are a few that I don't believe have mods or at least aren't mentioned in any stand alone weapon mods

6656901e06f36ZylonBane

6656901e06f77
What exactly are you using the word "mods" to mean?

And why is it important that any mods be self-contained vs in a larger package?

And why the implicit assertion that every weapon needs to be modded?

6656901e0718eXkilljoy98

  • Company: N/A
6656901e071e7
ZylonBane
1. I wasn’t aware that there were any mods for them

2. Well cause if one wants a fully modded game then some are missing as otherwise in a fully modded game a low poly weapon looks out of place
« Last Edit: 18. October 2022, 04:48:28 by Xkilljoy98 »

6656901e074e7Dark-Star88

  • Company: I freaking wish
6656901e07540
And why the implicit assertion that every weapon needs to be modded?

Without some kind of mod the stasis field generator is a complete waste of cybermodules and ammo so you can play a lethal game of Freeze Tag when what you really need is to KILL the Nasty Things coming at you.

6656901e0767dvoodoo47

6656901e076d2
ah, so now we are in the mechanics territory all of a sudden. anyway, SFG is fixed in pretty much all the builds of the game (meaning AIs who were inexplicably immune to stasis are not immune anymore), and while still a gimmick weapon, it definitely can help you to get rid of nasty things if used correctly. there is a LP posted somewhere around here where the guy uses it frequently and he is having a pretty good time doing so.

and if still not enough..
6656901e0790b
I've completed the game twice using the Stasis field generator as one of the main weapons. It was a lot more usable than the Fusion big badaboom nonsense.

6656901e07bceZylonBane

6656901e07c26
2. Well cause if one wants a fully modded game then some are missing as otherwise in a fully modded game a low poly weapon looks out of place
Hold up. Are you (incorrectly) using the word "modded" to exclusively mean graphically modded? Because there's about a dozen ways to mod SS2's weapons that don't involve touching the graphics at all.

6656901e07ebeXkilljoy98

  • Company: N/A
6656901e07f32
ZylonBane
Modded in this context meaning wanting to update the graphics of everything

Also it isn't incorrect as modded can mean a couple of things

6656901e081cfsarge945

6656901e0822e
SFG, Fusion Canon et al are fixed by RSD and by the stasis trap mod mentioned above.

6656901e084b4goonchen guigen

6656901e08512
Xkilljoy98with the laser rapier i think it should be modifiable 1st mod could give it a secondary function that flashes enemies and they do their stun animation the second is damage output make it rechargeable making it most effective at full charge maintenance could be +5 points instead of +10
cerebro-energetic extension nerf it put it in tier one have each psi skill point add to damage output and have it become a more stable/visible looking weapon as in the higher a psi skill the more effective the player can materialize the weapon going from kind of blurry looking to very crisp and sharp looking
the stasis field generator is a whole other animal i say pull it and give us a flame thrower but if it had to stay i think something like where its secondary function creates a wall similar to the psi ability and even that still seems kind of useless

6656901e087f8RoSoDude

Acknowledged by 2 members: Chandlermaki, sarge945

Your name:
This box must be left blank:

____ at you, hacker: a pathetic creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
I know what you really are! I can't prove it but I'm on to you!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6656901e08979