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Topic: SS2 Inventory Fumbler (SCP Minimod) Read 6319 times  

664a24bd027e7RoSoDude

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System Shock 2 - Inventory Fumbler (SCP Minimod) v1.00
by RoSoDude https://rosodudemods.wordpress.com/

This mod introduces new and old inventory micromanagement annoyances to System Shock 2:
-Hybrid Shotguns must be manually unloaded of their single slug round as in vanilla
-Recharging stations only charge items dragged one at a time from the inventory (frob distance is increased to accommodate)
-Med Bed keys, ICE picks, Auto-Repair Units, and French-Epstein Devices no longer stack in the inventory
-Game cartridges must be dragged onto the MFD game player to install them

Requires SCP Beta 4 (and hopefully supports future versions), install above it in Blue Mod Manager. Compatible with Rebalanced Skills and Disciplines 1.08, which re-enables device stacking if the player acquires the Pack Rat O/S Upgrade.

664a24bd02b03goosefromtopgun

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Nice work as usual. I am quite interested in this in concept, however the idea of all the hybrid shotguns floating around again because I want that one round from downed hybrids is also immersion breaking. Perhaps a version that does all of the above, minus manually unloading of the single slug would be good? I mean you still have to bring up the inventory screen to get the thing.

664a24bd02c6aZylonBane

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You're basically asking for a mod that was created to be annoying to be less annoying. That's like someone asking for a mod that was created to be ugly to be less ugly.

664a24bd03052RoSoDude

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Nice work as usual. I am quite interested in this in concept, however the idea of all the hybrid shotguns floating around again because I want that one round from downed hybrids is also immersion breaking. Perhaps a version that does all of the above, minus manually unloading of the single slug would be good? I mean you still have to bring up the inventory screen to get the thing.

It's straightforward to remove any feature you don't like. Just go into DMM\SCP-Inventory-Fumbler_X.XX\shockscp.gam.dml and remove or comment out (syntax // for an individual line or /* [...] */ for a block comment) the parts you don't want. In this case, just remove the following code block:

Code: [Select]
////Forces the player to manually loot Hybrid Shotguns again
//Add one slug back to Hybrid Shotguns
+ObjProp -4073 "GunState" //Hybrid_Shotgun
{
    "Ammo" 1
}
//Remove "NVGuaranteedLoot0="OneRifledSlug";" from OG-Shotgun
+ObjProp -175 ObjList = "NVRelayTrap2On="BeginScript"; NVRelayTrap2Off="Null"; NVRelayTrap2TDest="[Me]"; NVRelayTrap2TOn="Init"; NVRelayTrap2OnDelay=500; NVRelayTrap2TCount=1; NVCreateAndLinkOn="Init"; NVCreateAndLinkCount=1; NVCreateAndLinkCreate="og-shot flash"; NVCreateAndLinkLinkType="~DetailAttachement"; NVCreateAndLinkLinkData1Field="Type"; NVCreateAndLinkLinkData1Value="2"; NVCreateAndLinkLinkData2Field="vhot/sub #"; NVCreateAndLinkLinkData2Value="0"; NVCreateAndLinkLinkData3Field="joint"; NVCreateAndLinkLinkData3Value="12"; NVCreateAndLinkLinkData4Field="rel pos"; NVCreateAndLinkLinkData4Value="0, -1.5, 0"; NVCreateAndLinkLinkData5Field="rel rot"; NVCreateAndLinkLinkData5Value="270"; NVCreateAndLink2On="Init"; NVCreateAndLink2Count=1; NVCreateAndLink2Create="og-shot eject"; NVCreateAndLink2LinkType="~DetailAttachement"; NVCreateAndLink2LinkData1Field="Type"; NVCreateAndLink2LinkData1Value="2"; NVCreateAndLink2LinkData2Field="vhot/sub #"; NVCreateAndLink2LinkData2Value="0"; NVCreateAndLink2LinkData3Field="joint"; NVCreateAndLink2LinkData3Value="10"; NVCreateAndLink2LinkData4Field="rel pos"; NVCreateAndLink2LinkData4Value="0, -1, 0"; NVCreateAndLink2LinkData5Field="rel rot"; NVCreateAndLink2LinkData5Value="180"; NVRelayTrapTDest="&~DetailAttachement"; NVRelayTrapOn="EffectFire"; NVRelayTrapTOn="TurnOn";" //OG-Shotgun

664a24bd03262goosefromtopgun

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ZylonBane My intention was to gently critique rather than complain or to ask for a personalized mod.

664a24bd03602goosefromtopgun

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RoSoDudeInteresting. Will try. Keep up the nice work mate.

664a24bd03969sarge945

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You're basically asking for a mod that was created to be annoying to be less annoying. That's like someone asking for a mod that was created to be ugly to be less ugly.

This literally happened to the migraine cyberspace mod. People wanted the env map removed.

664a24bd03a66ZylonBane

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Yes Sarge, it's like I picked that example for a reason. Gold star.

664a24bd03c49goosefromtopgun

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ZylonBaneI'll keep that in mind when commenting in the future and try to be more thoughtful with my opinions. Genuinely was trying to offer what I thought may have been useful feedback like I have done so with his Deus Ex mods.

664a24bd03d8cRoSoDude

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I discovered that Inventory Fumbler has a compatibility issue with RealSG, since both overwrite the ObjList on OG-Shotgun (-175). I guess the only way to fix it on my end is to produce a distinct RealSG version of Inventory Fumbler?

EDIT: Or I could use DML fingerprinting to check for RealSG stuff, I suppose. Will look into that.
« Last Edit: 13. January 2022, 02:10:00 by RoSoDude »

664a24bd03f18voodoo47

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if you want compatibility, you'll probably have to create a RealSG version that will replicate the RealSG code in your ObjList. hmm.. maybe moving your ObjList to a metaprop and slapping it onto -175 could work?

664a24bd0418dRoSoDude

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The problem is I need to remove a param from the -175 ObjList, be it SCP's or RealSG's. I managed to fix compatibility by DML fingerprinting for the ObjList property on -1377 which RealSG adds (and I can think of little reason any other mod would need), then applying the merged ObjList there.

In dbmods\realsgfix.dml:

Code: [Select]
DML1

//RealSG edits the same OG-Shotgun (-175) ObjList as we do
//So we'll just check for RealSG's added Objlist property to Broken Shotgun (-1377)
FINGERPRINT
{
   PROP -1377 ObjList
}

//and then change the ObjList to match RealSG but without the OneRifledSlug loot
+ObjProp -175 ObjList = "NVRelayTrap2On="BeginScript"; NVRelayTrap2Off="Null"; NVRelayTrap2TDest="[Me]"; NVRelayTrap2TOn="Init"; NVRelayTrap2OnDelay=500; NVRelayTrap2TCount=1; NVCreateAndLinkOn="Init"; NVCreateAndLinkCount=1; NVCreateAndLinkCreate="og-shot flash"; NVCreateAndLinkLinkType="~DetailAttachement"; NVCreateAndLinkLinkData1Field="Type"; NVCreateAndLinkLinkData1Value="2"; NVCreateAndLinkLinkData2Field="vhot/sub #"; NVCreateAndLinkLinkData2Value="0"; NVCreateAndLinkLinkData3Field="joint"; NVCreateAndLinkLinkData3Value="12"; NVCreateAndLinkLinkData4Field="rel pos"; NVCreateAndLinkLinkData4Value="0.12, -1.6, 0"; NVCreateAndLinkLinkData5Field="rel rot"; NVCreateAndLinkLinkData5Value="274"; NVCreateAndLink2On="Init"; NVCreateAndLink2Count=1; NVCreateAndLink2Create="og-shot eject"; NVCreateAndLink2LinkType="~DetailAttachement"; NVCreateAndLink2LinkData1Field="Type"; NVCreateAndLink2LinkData1Value="2"; NVCreateAndLink2LinkData2Field="vhot/sub #"; NVCreateAndLink2LinkData2Value="0"; NVCreateAndLink2LinkData3Field="joint"; NVCreateAndLink2LinkData3Value="10"; NVCreateAndLink2LinkData4Field="rel pos"; NVCreateAndLink2LinkData4Value="0, -1, 0"; NVCreateAndLink2LinkData5Field="rel rot"; NVCreateAndLink2LinkData5Value="180"; NVRelayTrapTDest="&~DetailAttachement"; NVRelayTrapOn="EffectFire"; NVRelayTrapTOn="TurnOn"; NVRelayTrap3On="Slain"; NVRelayTrap3Off="null"; NVRelayTrap3TDest="&Contains"; NVRelayTrap3TOn="shotlink"; NVRelayTrap3OnDelay=10; NVRelayTrap4On="shotfrob"; NVRelayTrap4Off="null"; NVRelayTrap4TDest="&~DetailAttachement"; NVRelayTrap4TOn="shotkill";" //OG-Shotgun


If you think it's good to go I'll update to 1.01 with this.

664a24bd04290voodoo47

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yeah, that sounds good, and should work, assuming the -1377 prop is processed before your mod does the check. dbmod.log should be explored to verify.

664a24bd043eaRoSoDude

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Unfortunately fingerprinting happens before application of any DML patch, so this doesn't work. When I said "I fixed compatibility" I actually meant "I forgot I already turned off Inventory Fumbler in the mod manager while attempting to test compatibility".

However, there's a cleaner solution I overlooked -- I can merely remove "NVGuaranteedLoot" from Once-Grunts (-396) so that ObjList param on -175 never executes. As long as another mod doesn't add it back it works just fine.

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