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Topic Summary

Posted by: Joe
« on: 13. February 2024, 02:12:14 »

sarge945If it makes you feel any better, I love your mod.  :)
Posted by: gunslinger12
« on: 09. February 2024, 23:21:55 »

gunslinger12
I've been playing with the beta 1.21B and I found 4 Toxin A containers on deck 3, which is great. Anecdotally, I seem to be finding more things on the floor in general this time, which may mean that they fell through the floor on version 1.20 playthroughs. Could just be my bias though. Thanks again for this fantastic mod.
Posted by: gunslinger12
« on: 08. February 2024, 22:34:28 »

sarge945
Thank you for the fix, I played through 2 different games and could only find 3 toxin A containers each time on Deck 3 on v1.20. Had to use the console command to proceed. I'll try this beta to see if it happens again.

You may want to post an edit in the first post of this thread since I didn't realize there was a 1.21B bugfix until I had a problem. Thanks again for putting this mod together; it's a breath of fresh air for this classic game!
Posted by: voodoo47
« on: 07. February 2024, 12:47:23 »

we wouldn't want it any other way.
Posted by: sarge945
« on: 07. February 2024, 12:31:13 »

And when they do, they post bug reports in the wrong thread and don't elaborate enough to get anything fixed.
Posted by: voodoo47
« on: 07. February 2024, 12:01:15 »

welcome to SS2 modding, where your mod doesn't matter because it's not SHTUP.
Posted by: sarge945
« on: 07. February 2024, 10:35:06 »

Now if only anyone actually downloaded any of my mods...
Posted by: tiphares4
« on: 06. February 2024, 17:03:38 »

I might make you a custom version

This is nice..   SS2 developers / modders are the best     :l
Posted by: sarge945
« on: 30. January 2024, 03:53:32 »

Here's a new beta version that should HOPEFULLY fix any potential items falling through the floor. It might actually make everything worse, though.

Quote by changelog:
1.21 Beta:
- Attempted fix for objects falling through floor.
- Objects now use radius instead of a fixed height for spawning, which should result in less objects "jumping" after being spawned
- Added a "Less Shotgunners in MedSci" addon (Less OG-S)
Posted by: sarge945
« on: 28. January 2024, 23:33:21 »

It's very easy to lower the chances in the dml. I might make you a custom version
Posted by: tiphares4
« on: 16. January 2024, 19:00:44 »

Nice   :)        So i wasn't imagining things...


Btw.: Regarding those shotgun-hybrids - it was stupid suggestion by me - i totally forgot about that chasing scene in medsci 1. Makes total sense to have them, but lower chance would be nice nonetheless..    :l
Posted by: sarge945
« on: 16. January 2024, 13:31:23 »

I have found the issue

The Toxin A vial is supposed to be here, but for some reason it seems to have fallen through the floor for you and was at some ridiculous Z coordinate (-12537625375367 or something).

You can fix this in your savegame using

Code: [Select]
summon_obj Anti-Annelid Toxin
Honestly, I don't know how this was even possible. Objects are supposed to "bump" themselves into position, and for some reason this one seems to have failed.

I will test this further and maybe adjust some things.




[ss2_vial.PNG expired]
Posted by: sarge945
« on: 16. January 2024, 00:06:07 »

Great, I go to finally check this out and ufile is down....
Posted by: sarge945
« on: 08. January 2024, 03:30:40 »

It would be much easier if you zipped them
Posted by: tiphares4
« on: 08. January 2024, 03:25:23 »

:l    i've uploaded the save states, 'hydro2.mis' should be the one:


zip:  https://ufile.io/125npirk
Posted by: sarge945
« on: 08. January 2024, 02:56:13 »

:l  But would be greater if the player would encounter shotgun-hybrids for first time in med / sci 2 even with randomizer on - in compliance to ascending difficulty curve. Its a bit over the top encountering  hybrids with shotgun when just having a wrench.... Especially for new players.

You can already experience Shotgun Hybrids in the original game with just the wrench, as they can naturally respawn from the ecology in that level. It's rare but it does happen.

I could reduce the chance of shotgun hybrids in that map.

BUT now here is the problem: I have found only 3 toxin-vials instead of the usual vanilla-5.


I've searched every nook&cranny of all hydro subdecks 2 times to be sure...    :/

Please send your save. This shouldn't be happening.

Also that hybrid (Turnbull?) at the end of Hydroponics A when trying to get back into the airlock didn't carry any vial. Wasn't she having one in inventory in vanilla? i don't remember. Anyways, there isn't enough toxin now, just for info.

No, she only carries a log.
Posted by: tiphares4
« on: 07. January 2024, 21:01:22 »

:l  But would be greater if the player would encounter shotgun-hybrids for first time in med / sci 2 even with randomizer on - in compliance to ascending difficulty curve. Its a bit over the top encountering  hybrids with shotgun when just having a wrench.... Especially for new players.

Anyways, otherwise Randomiser is extremely great so far, all the other items & enemies are very greatly distributed - it's a nice change to encounter psi-monkeys in those coolant tubes for a change for instance or one of those protocol droids in engineering auxiliary storages..  Or finding gamepigs™ & cartridges etc. in places never seen before - it implies new ways how things did happen via enviromental storytelling on each run.  Really adds up to the experience.

Placement of items is extremely great, really really brings fresh wind into the gameplay - now ss2 really feels like a rougelike - immense replay value now.
Really loved the new finding places of Toxin-A for example


BUT now here is the problem: I have found only 3 toxin-vials instead of the usual vanilla-5.


I've searched every nook&cranny of all hydro subdecks 2 times to be sure...    :/

Also that hybrid (Turnbull?) at the end of Hydroponics A when trying to get back into the airlock didn't carry any vial. Wasn't she having one in inventory in vanilla? i don't remember. Anyways, there isn't enough toxin now, just for info.


have to cast via console now - to finally be able to reach deck 4 for the first time with that rosedude's rapier assassin mod activated..............

Posted by: sarge945
« on: 03. January 2024, 22:55:34 »

Yes.

  • Enemies are randomised to similar ones, new strategies may be required! Care has been made to make sure the lore is followed.
Posted by: tiphares4
« on: 03. January 2024, 18:59:19 »

Playing SS2 from the beginning again as SCP Beta 5 version with Randomizer enabled: The very first hybrid on med/sci was a shotgun-hybrid. Is this intentional?  I made picture of another one    :l

Posted by: sarge945
« on: 03. January 2024, 01:19:03 »

Update: I have given this a test with SCP b5 and it seems to work perfectly fine.

The only possible issues are if some object IDs have changed, but so far I haven't found any that are significant.

If anyone is playing this with b5, let me know if you find anything that isn't randomised that you believe should be.
Posted by: sarge945
« on: 21. December 2023, 10:31:07 »

I may have accidentally deleted it, since I had to reupload 1.2 due to an issue.

Oh well. It had about half the downloads of full if I recall.
Posted by: voodoo47
« on: 21. December 2023, 09:41:51 »

done. no previous version of lite, it seems.
Posted by: sarge945
« on: 21. December 2023, 04:27:16 »

I have just released Version 1.2. Secmod support is now official!

I actually broke assassins in the previous beta, whoops!

I briefly tested this with SCP b5 and it seems to work. The only issues should be new items and items/containers with chainged ids, which I haven't found any of as of yet.

@voodoo47 could you please transfer the download counts from the 1.1 version as well as the 1.2 Beta Releases so I can remove the 1.1 files?
Posted by: Joe
« on: 09. November 2023, 22:24:57 »

Ah, that's right... it must have been after you go back to Ops for SHODAN.
Posted by: voodoo47
« on: 09. November 2023, 20:10:44 »

the dml takes care of that, so no, not really.
Posted by: ThiefsieFool
« on: 09. November 2023, 19:54:46 »

That would explain things, my memory tells me I didn't add any rumblers, but you'd have to check to be absolutely sure.

Isn't there a tool to diff two mission files in these technologically advanced days? Then you would know if ecologies were modified pretty damn fast.
Posted by: voodoo47
« on: 09. November 2023, 14:05:20 »

ops4 will spawn rumblers when the give Shodan core control quest is active.
Posted by: sarge945
« on: 09. November 2023, 13:59:41 »

Rumblers aren't allowed to spawn on ops, they aren't in the enemy pool until command, so I think secmod is doing it's own thing

@ThiefsieFool do you add rumblers to ops at all? Specifically ops4?
Posted by: Joe
« on: 09. November 2023, 13:05:01 »

Interesting... I swear my previous version of Secmod had an Assault and Security bot at the top. TF must have changed it, then?

RE: resources -- Yeah, fair enough. Personally, I'd *really* like a version that was brutal with regards to item placement. On a somewhat unrelated tangent, though, I did find a Recycler on a Maintenance bot. Not sure if that's a Secmod change or added by your mod but I had a Recycler before you typically get one on Ops (with Secmod, anyway). Things like that, finding certain rare items just because you get lucky, is very appealing to me. I am not opposed to you adding more potential item spawns with your mod, as long as they are rare. Not in the scope of your mod, I know, but it might spice things up even more.

RE: enemies -- I remember the level on Ops that has the armory I cheesed several times by loading. There were instances where there were like 2 or 3 Rumblers and I said fuck that even though I hacked the turrets, so I'd reload and then get some Midwives and Cyborg Assassins. I remember that very clearly, and it wasn't even that one instance, either.

BTW I wanted to say that I also learned that the Slug Turret is the undisputed GOAT of turrets with the latest Secmod. The others are absolute trash. Not necessarily a Randomizer thing although your mod does replace turret spawns which was both cool and irritating because I'd actually get upset at a Laser Turret spawn, reason being that they are so ineffective against the Annelids. Laser Turrets and Blast Turrets need a buff. This is not a knock at your mod, of course, just wanted to mention it while I'm here.
Posted by: sarge945
« on: 09. November 2023, 08:24:11 »

okay, I just checked.

Secmod 3 places a Cyborg Assassin and an Assault Bot at the top of the command2 elevator
Posted by: sarge945
« on: 09. November 2023, 06:25:56 »

On your points:

I've noticed during RoSoDudes scuffed randomiser streams that he was also a bit lower on resources compared to usual.

I chalked this up to missing various items due to either using optimized routes or just not looking in new places.

For instance, I noticed RoSoDude would skip looking in a few rooms in hydro which usually contain nothing, potentially missing items.

While there's no actual change in item numbers, this factor alone reduces the "real" number of items a player will get.

Think back to your first playthrough. I'm sure you missed tons of items.

With the randomiser it's largely supposed to be the same way, you'll miss stuff that you just don't notice because the item layout is essentially fresh again.

As for item removal, I could probably implement this. It's not really part of the scope of the mod, but multiple people have asked for it now, and you have to give the masses what they want.

Also, are you sure the elevator used to have assault droids? The randomiser is set up so that bots can only be replaced by each other or rumblers. This means that each bot must be either a bot or a rumbler. If one of them got replaced with an assassin then something is very off.

Also you shouldn't be getting significantly lower tier enemies. Usually a deck can only randomise between what that deck already contained, plus a low chance for some previous enemies, but it's very low. So difficulty wise, you shouldn't be having experiences that are significantly easier or harder than stock secmod. Was that the case? What sort of rerolls did you do?
Posted by: Joe
« on: 08. November 2023, 22:53:58 »

I finished my run with Secmod and Randomizer and it was very enjoyable.

I was worried there would be some issues with key items at first, and there were times such as in Hydro where finding the vials of Toxin-A were a bit hairy, but no true issues were found. I mentioned this earlier but after using Secmod for so long, I could identify what certain containers would have, and it was a pleasant change of pace to actually search containers that previously would have contained nothing and then actually find something new.

I'm not sure if this part was touched by your mod (I think it just moves things around, right?) but I felt lower on resources than normal, which was nice. I don't know if that was the latest Secmod being rebalanced RE: loot tables or not, but as an example, I was swimming in AP rounds whereas I was struggling with standard rounds which is the inverse of how things usually are. Keep in mind that I am a very thorough explorer and I can say I had a little bit  more than "enough" supplies to keep going, although I rarely bought Replicator items, which was disappointing. Still did, but not as much as I would have hoped I'd have needed to.

That last point brings me to some suggestions. Ideally, things would be a bit more random... this might be a hot take, but I'd really like the Randomizer to err on the side of giving you very few supplies so that playthroughs can be made or broken by the Randomizer. The description of this mod says that only existing items are moved, none are added. IMO, it should go a bit further than that -- I want to start sweating when I realize that my last playthrough at a similar point, I had X amount of ammunition and I currently don't.

Second point: some of the enemy spawns could be manipulated by saving before a level transition and loading if the subsequent spawns were not ideal. I am, of course, guilty of doing this. I suspect that this is unavoidable, but I know nothing. Furthermore, some parts were easier than with vanilla Secmod such as certain later areas normally being patrolled by Assault bots rather than the normal Rumbler spawns. Assault bots can be more easily cheesed with their fusion cannon than Rumblers can and so there were times when I was disappointed with the spawns because those hard moments that were guaranteed in Secmod are now up to chance, like the elevator up to the Bridge on Command -- when it was just Secmod, it was always staffed with an Assault and Security bot, and this time, it had a Cyborg Assassin and an Assault bot. I mean, it's fine, and I realize the potential for the balance pendulum swings both ways, but I just figured I'd mention it. I like that the enemies are randomized, though, so don't get me wrong. I'd rather have it than not.

Overall, great mod. Injected some much-needed variation for me and it will stay in my load order forever. :)
Posted by: Joe
« on: 03. November 2023, 00:46:51 »

Hey, as long as they actually shoot me again, it's cool with me. Well done!

Will report any other issues. Otherwise, so far so good. In the past, with Secmod, I knew certain containers wouldn't have anything no matter what. Now, I actually check them all. It's good stuff. :)
Posted by: sarge945
« on: 03. November 2023, 00:42:54 »

Yeah it will only work for new ones. May possible even require a new map.

I'm still a bit fuzzy on the finer details of exactly how Dark works here, but from my understanding, when ranged enemies are created, they get an AIProjectile. They essentially create the object they are going to be launching at the player. This object is usually created at the 0,0,0 point in a map, and is switched on and moved when they fire.

For some reason, when I was replacing the enemies, these projectiles at 0,0,0 would become visible (specifically only with Secmod for some reason, I still don't understand why), so I had to use a bit of a hack to make them invisible. In this case, I disabled the particle group for them, which seems to get automatically turned on again when they fire. So far so good. Works fine.

But for some additional reason, this would break the Hybrids shotgun projectile, which are already hidden using RenderType 1, so I had to add an additional check to only disable the particle group if the RenderType is 0 (Render Normally).

This definitely feels like I am hacking the engine and making it do things it doesn't want to do, but everything should be okay, hopefully. This is why we have betas I guess.
Posted by: Joe
« on: 03. November 2023, 00:33:13 »

What a relief it is that finally, an issue was not the result of my nonsense.

What was the issue? I tested an existing save in the vicinity of a Shotgun Hybrid and it didn't fire at me so I assume those that are loaded in the map are not affected, which is fine, gives me another reason to euthanize them
Posted by: sarge945
« on: 03. November 2023, 00:24:03 »

Thanks, this was extremely useful for discovering the issue.

Shotgun Hybrids fixed now.

Fun fact: Disabling the ParticleGroup for a projectile (which was part of the "floating objects at 0,0,0 fix" in B2) also makes Secmod completely explode. Who knew?

1.2 Beta 3:
- Fixed broken Shotgun Hybrids in Secmod
- Added Missed Psi Hypo in medsci1 bulkhead
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Posted by: Joe
« on: 02. November 2023, 12:57:00 »

sarge945

[save and log.rar expired]
Posted by: sarge945
« on: 02. November 2023, 12:37:45 »

Can you send me a save game where it's broken? As well as ss2.log from the same session?

I want to get to the bottom of this. I must solve it!
Posted by: Joe
« on: 02. November 2023, 12:04:05 »

No, it's not all working. I have to wonder if it's related to the Randomizer affecting corpse content because without fail, the ones that don't shoot me drop nothing but an organ.

I mentioned that the Shotgun Hybrids that spawned in the first part of Med/Sci always shoot me, but the ones in the Research sector and then Engineering don't (one of them near 45m/dEx shoots me, though). Truly randomized!

The Secmod Rebirth patch was removed awhile ago and the issue persists, so unfortunately, it isn't that. I can also say that the issue is not my modified shocksec.gam as the issue is there with a vanilla mod folder. The rest are just graphics mods.

With ONLY Secmod (reminder that I have the latest Secmod version so it isn't some ancient, esoteric version like I had last time) and the Randomizer, the issue is there. With only Secmod, the issue is not. Is it possible mutliple archetypes of the Shotgun Hybrid are created with Randomizer? Maybe some spawn with just a shotgun that they use as an impromptu club?


Posted by: sarge945
« on: 02. November 2023, 03:00:56 »

So is it all working now? My guess is Rebirth Patch was doing something funky.
Posted by: Joe
« on: 02. November 2023, 01:08:26 »

I did what you said, only ran Secmod (fresh and unmodified) by itself and things seemed to work. I then reactivated certain mods bit by bit, testing all the while, and the issue did not show back up until I turned the Randomizer back on.

I started a new game probably 4 or 5 times and made sure to save before transitioning between zones and the true culprit seems to be the Randomizer. I don't know the mechanics of how the Shotgun Hybrid is coded and how it functions, and I doubt it needs an actual gun in its inventory nor a shell in order to actually be used by the enemy itself, but the fact that the ones that don't shoot me do not drop either item has me wondering.

It sucks because I don't know how much clearer it can get. Mod on > Shotgun Hybrids don't fire... turn it off > those same hybrids now fire their shotgun at me. It's so unfortunate because the Randomizer has injected a new sense of exploratory wonder for me.
Posted by: voodoo47
« on: 02. November 2023, 00:32:40 »

see whether you can replicate the issue with just an unmodified Secmod active, nothing else.
Posted by: Joe
« on: 02. November 2023, 00:03:22 »

Nah, still my modified Secmod and the mods listed in the other thread (although I removed the mod that gives certain weapon models the high-poly arm, and added Max Yari's Reimagined Shotgun). I did test using an unmodified shocksec.gam that didn't seem to fix the issue although I'm wondering if that would've needed a new game to see a change with. Obviously, I'm no expert, but I am struggling to come up with a reason that any of the changes I made in the shocksec.game could've caused this.

I'm fairly certain that every previous version of Secmod I used has had Shotgun Hybrids drop a shotgun on death every single time, without fail. Is it possible something is causing some of them to not be equipped with a shotgun? Their model has the shotgun but they don't drop one... that has to be it. That's the only link I see between the ones that shoot and the ones that don't.
Posted by: voodoo47
« on: 01. November 2023, 23:47:50 »

just to confirm, unmodified Secmod, no other mods loaded?
Posted by: Joe
« on: 01. November 2023, 23:06:43 »

I did a test and can confirm that the ones that do not fire on me don't leave a shotgun behind. That is not normal, AFAIK every Shotgun Hybrid drops a shotgun. I ran into two of them at the part where you install 45m/dEx and one fired on me and the other didn't. The one that fired on me dropped a shotgun, the one that didn't did not... what's the best course of action here?
Posted by: voodoo47
« on: 01. November 2023, 22:50:37 »

yes, their shotguns can break, then they should turn to melee.
Posted by: Joe
« on: 01. November 2023, 22:44:02 »

Well, it appears I was too hasty with my last post. Shotgun Hybrids are still misbehaving, but I've noticed a pattern -- the ones that don't fire their shotgun do not leave a shotgun or shell behind when they die as is custom in Secmod. The Shotgun Hybrids wandering the first part of Med/Sci shoot at me, but the ones in Engineering don't seem to.  :(

 I am wondering if there's code somewhere that determines if a Shotgun Hybrid can fire if there's no shotgun or shell in its inventory? They do have a function where they can break their shotgun and can't fire it anymore, but I don't know if that's related. In a reverse of an earlier post, summoned Shotgun Hybrids DO shoot at me, and they drop both their shotgun and shells.

I wasn't sure where to post this since I made the mistake of accusing Secmod before, but I deactivated Secmod and the hybrid in my presence started shooting at me...
Posted by: voodoo47
« on: 01. November 2023, 15:59:40 »

and Secmod Rebirthpatch out as mentioned.
Posted by: Joe
« on: 01. November 2023, 15:43:25 »

Thanks for the alert.
Posted by: ZylonBane
« on: 01. November 2023, 15:28:22 »

Attached is my modlist.
You're using a very outdated version of 400.
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