6644b7a2bc4ca

6644b7a2bca98
1 Guest is here.
 

Topic: SS2 Pistol Hybrid
Page: « 1 ... 5 [6]
Read 12790 times  

6644b7a2bd001
I want to add this to my setup with Secmod 3. I'm still running through the SS1 remake at the moment but I will hit SS2 next, wanna be sure it's still good to go and will report any issues.

6644b7a2bd113voodoo47

6644b7a2bd175
should work as described in the first post.
6644b7a2bd2b0
Of course, I didn't know if something changed where it wasn't compatible anymore. Curious about how it'd interact with @sarge945's Randomizer mod, I assume similar to everything else, but IDK.

6644b7a2bd361voodoo47

6644b7a2bd3b3
I see no reason why it wouldn't work, randomizing loot tables shouldn't pose a problem. unless the mod also affects guaranteed loot, which isn't something it should be doing.

excellent opportunity to find out?

6644b7a2bee68sarge945

6644b7a2beeed
Of course, I didn't know if something changed where it wasn't compatible anymore. Curious about how it'd interact with @sarge945's Randomizer mod, I assume similar to everything else, but IDK.

It works pretty well and should be quite seamless.

From the mod page:

Q: Does enemy randomisation work with other mods, such as Pistol Hybrids or Shard Hybrids?
A: Yes, but it will affect the enemy spawn ratios. If a pipe hybrid is spawned, it may then be replaced with a pistol hybrid, for instance, reducing the total number of pipe hybrids. Please also keep in mind that some enemy replacement mods don't respect patrol paths, links, or triggers, so enemy AI may be affected. This is an issue with these mods which I cannot fix.

I see no reason why it wouldn't work, randomizing loot tables shouldn't pose a problem. unless the mod also affects guaranteed loot, which isn't something it should be doing.

The only time it specifically changes guaranteed loot is when you have enemy randomisation enabled, it removes the batteries from the enemies in rick1 and places them into containers (which then allows them to be randomised with all the other loot in the level), since otherwise finding a battery on a spider (which replaced a midwife) can be...uhhh.

There are a few instances where enemies have some random hypos which I didn't care enough about to keep, so they may or may not be there depending on if they get replaced or not. But overall no random items should be removed. Let me know if I missed anything (most likely some of the enemies with guaranteed organ drops)

I could add a global check to see if an enemy has guaranteed loot, and if so, don't randomise it under any circumstances. I originally decided against this because losing out on randomising some enemies didn't seem worth it for an extra hypo or two. I might do it specifically for organs, though.
« Last Edit: 24. October 2023, 12:40:04 by sarge945 »

6644b7a2bf088voodoo47

6644b7a2bf0f3
that's the neat part, Pistol hybrid mod doesn't really replace any AIs, it just gives them a different skin (with a probability of your choice). so all scripted sequences, triggers etc will be respected - a good example is the video in the first post, where a corpse is being angrily beaten by a hybrid, but the hybrid is not whacking it with a pipe, but whipping it with a pistol instead.

Shard hybrid mod works differently, it just creates a new AI archetype and then modifies the map spawn lists to include it. simple (and compatible only with the base game), but again, not going to break anything, and that's what counts.
6644b7a2bf5c3
sarge945I see. I read the description of your mod multiple times and still forgot what it said about compatibility with this mod.   :(

6644b7a2bfdbfsarge945

6644b7a2bfe23
that's the neat part, Pistol hybrid mod doesn't really replace any AIs, it just gives them a different skin (with a probability of your choice). so all scripted sequences, triggers etc will be respected - a good example is the video in the first post, where a corpse is being angrily beaten by a hybrid, but the hybrid is not whacking it with a pipe, but whipping it with a pistol instead.

Shard hybrid mod works differently, it just creates a new AI archetype and then modifies the map spawn lists to include it. simple (and compatible only with the base game), but again, not going to break anything, and that's what counts.

Good to know

sarge945I see. I read the description of your mod multiple times and still forgot what it said about compatibility with this mod.   :(
Yeah the mod page is a little long-winded, I should probably cut it down a bit.

Your name:
This box must be left blank:

Replicator restrictions are in place for the good of whom?:
1 Guest is here.
Nash is dead. You're on your own.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6644b7a2bff8c