6649d5cda892e

6649d5cda90f4
1 Guest is here.
 

Topic: SS2 Zygoptera 'Ultimate' Spawn Mod
Page: « 1 [2]
Read 117851 times  

6649d5cda965e
I'm fairly sure that the dif files are just special save game files which the game loads prior to the actual save, so making a 'blank' version would just junk the level, unfortunately. You can find all the objects in them, so it would be theoretically possible to hexedit the changes in, but practically I'm not going to do it (and I wouldn't expect anyone else to, either) for several reasons, some technical but not least because this altered dif file would break a vanilla game which tried to use it.

I'd guess the most elegant solution- much as I dislike suggesting extra work for other people- would be to make the mod manager nuke the dif files if the mod has changed hydro2 or shodan levels. If it doesn't already.
6649d5cda98ee
It might be possible to use the Modmanager's copy/move command in a mod.ini file. That's a feature Zombe integrated, I'm not sure it survived in the updates TheBrain made since then.

[copy&move]
Followed by multiple lines of text - copy or move commands. Like "m \earth.tmp \mod\earth.mis" or "c shock2.gam \ppp.gam".
As you possibly noticed: if the parameter starts with "\" - it points to current (this) mod directory. Otherwise to system shock 2 directory.
Example:c cutscenes\shuttle1.avi \mod\cutscenes\cs2.avi
(from mod.ini-template.zip)

6649d5cda9a63miracle.flame

6649d5cda9ab5
According to that, if I understood correctly it should look like this?

[copy&move]
m Hydro2.dif xHydro2.dif

an example... tried that, didn't work (
6649d5cda9bbc
The syntax looks correct, maybe the feature is really broken. I'll ask TheBrain when I see him on IRC.
6649d5cda9d49
It does since some time now. I therefor removed the advice to rename hydro2.dif when using the modmanager.
6649d5cda9e5a
I believe this mod is incompatible with Secmod?
6649d5cdaa3cb
I would really love to use this mod in a game that I am already playing. Is there any way to make it compatible with my savegame(s)?

6649d5cdaa5a6itsonlydanny

6649d5cdaa5fb
Hi,

I've just made the game 'mod-friendly' using the the SS2 Tool v.3.6, etc - and installed, obviously, Straylight AdaoB and SHTUP Beta 6. However, I can't stand the constantly spawning enemies/zombies, etc so also want to install Zygo's 'Ultimate' Spawn Mod (and a few other mods as well). However, the SS2 Mod Manger tells me that the latter conflicts with ADaob - need I be worried, or there some sort of 'work around' for this? If there isn't, then - unfortunately - I will have to dump ADaoB.

Any advice would be appreciated,

Thanks,
DANNY

6649d5cdaa6d8miracle.flame

6649d5cdaa72a
Maybe have a look at SS2 Unified & Revamped .mis mods v1.14 which aims to overcome incompabilities of that sort.
6649d5cdaa838
A bit further up in this thread I explained why these mods are incompatible. Miracle.freak's combi mod is the way to go.

6649d5cdaa8ceitsonlydanny

6649d5cdaa93c
Thanks for your help, Miracle.freak and Kolya!

DANNY

6649d5cdaa9dbitsonlydanny

6649d5cdaaa2c
Is this compatible with the new Community Patch?

DANNY

6649d5cdaab58voodoo47

6649d5cdaaba9
no. all gamesys and mission mods are incompatible.

6649d5cdaac3eitsonlydanny

6649d5cdaac8d
OK, I did suspect that was the case.

Thanks.
6649d5cdaad90
Are there any plans for further patching of this mod? I'm having the problem where the ecology elimination doesn't affect Hydroponics. Is it worth it to wait for an update?

6649d5cdaae2cvoodoo47

6649d5cdaae7a
looks like I've missed the last post somehow - anyway, an update is unlikely.

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.
Don't you listen to a single word he says, I may not be living but I know my wires aren't dead.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6649d5cdaafbe