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Posted by: voodoo47
« on: 15. April 2021, 00:28:15 »

If it isn't there just create a text file named user.cfg in the game folder and add the line to it.
Posted by: Gun Nut
« on: 14. April 2021, 23:59:27 »

I can't find the User.cfg.  I found the user.bnd, but is that the same?  If so, the command doesn't work. 
Posted by: Kolya
« on: 31. December 2018, 18:54:14 »

If it isn't there just create a text file named user.cfg in the game folder and add the line to it.
Posted by: voodoo47
« on: 30. December 2018, 21:28:27 »

see the first post.
Posted by: Davinci
« on: 30. December 2018, 21:25:40 »

Dude just answer my question. In which file ?
Posted by: voodoo47
« on: 29. December 2018, 21:21:11 »

that may be the case - that's why the extra if memory serves. as I've said, never cared for these game breaking vars/mods too much.

I may check things out to be sure, but not anytime soon.
Posted by: ZylonBane
« on: 29. December 2018, 21:18:29 »

Are you sure you're not thinking of the no-respawn config var? IIRC that requires a special property to be added to spawners for it to affect them.
Posted by: voodoo47
« on: 29. December 2018, 21:06:33 »

yeah.

also, it may be worthy of note that adding the var to the cfg doesn't actually work properly (if memory serves). I could make a dml mod that does the job, but I don't know, game breaking mods are not my favorite.
Posted by: ZylonBane
« on: 29. December 2018, 20:18:10 »

User who names himself after one of the smartest people who ever lived, can't even read the first post of this thread.
Posted by: Davinci
« on: 29. December 2018, 19:11:40 »

Wheres the user.cfg file ?
Posted by: Kolya
« on: 12. May 2018, 07:41:56 »

I think he's referring to the now removed zombe's mod manager mod. Which didn't work because it required zombe's mod manager.
Posted by: ZylonBane
« on: 12. May 2018, 04:31:56 »

You can't read the thread title?
Posted by: daniel
« on: 12. May 2018, 02:26:58 »

yeah its working now, all i knwo is i don't know what the mod is for if it doesnt do anything
Posted by: voodoo47
« on: 11. May 2018, 08:30:04 »

you are supposed to add that line to your user.cfg, that's the actual mod. but I guess the ini serves no real purpose now, so I think I might just remove it.
Posted by: daniel
« on: 10. May 2018, 23:43:24 »

PLEASE UPDATE THIS MOD it is broken or that the files that were supposed to come with download are missing so it only includes mod.ini please fix. or do i have to add user.cfg to the mod file for it to work with code?
Posted by: ZylonBane
« on: 22. March 2017, 17:27:04 »

A request was made to Night Dive to get Terri Brosius to record the "missing log" for us, but nothing has happened on that front yet.
Posted by: voodoo47
« on: 22. March 2017, 16:48:30 »

nope.
Posted by: Da9L
« on: 22. March 2017, 15:57:03 »

Sorry for respawning this old thread. But what ever happened to this ? Did it ever make it into SCP or ADoDB (or whatever it is) ?
Posted by: monkeybrain
« on: 22. March 2015, 03:33:01 »

top 2 threads currently: despawn and no degredation. what's next, "you are leaving the mission area" mod?
Posted by: Machiner6
« on: 22. March 2015, 03:25:54 »

Pretty nice voicework on that log script. Now all we need is some weird static or background noise to recreate the way all the other logs are in-game. I never thought that was why the weapons degraded no matter what.
Posted by: Fironkkuify
« on: 27. November 2011, 02:47:47 »

You can find all sorts of inconsistencies in the "realism" of games.

Resident Evil in particular is a huge culprit of mysterious ammo placement.  With older titles, you always found ammo or health in the strangest places whereas with the more modern REs enemies just drop random ammo for weapons they nor any of their comrades ever use.

I doubt that "real life" is today's standard - just look at all those generic duck & recover return to corridor or scripted sniper gets you shooters. makes ss2 look almost like a reality simulator.

Good point.  I think we all know a HUGE offender of that formula (HINT: it's the name of a small fish when abbreviated).

Posted by: voodoo47
« on: 27. November 2011, 02:43:21 »

I doubt that "real life" is today's standard - just look at all those generic duck & recover return to corridor or scripted sniper gets you shooters. makes ss2 look almost like a reality simulator - ramming a giant med hypo needle up your butt is way more believable than crouching behind a barrel and healing up bullet wounds for no apparent reason. unless I'm missing something and Wolverine is way more popular than he used to be.
Posted by: Kolya
« on: 27. November 2011, 02:35:59 »

I still remember when real life wasn't today's standards. We would play Silkworm for hours and no one ever asked where all the ammo came from.
Posted by: Fironkkuify
« on: 27. November 2011, 02:24:30 »

The whole degradation idea was moronic from the start. It's like the year 2100+ and yet weapon technology is a million times worse then current day tech. I can empty 5 clips of ammo and my gun is jamming and needs to be repaired? WTF? Who made these weapons LEGO? If our military had these guns there would be no wars as everyone would be repairing their guns instead of using them. We'd all be going to war with wrenches. Fucking stupid. This mod rocks.

When it comes down to it, it's a game.  Some of the mechanics may appear completely unreasonable by today's standards (real life) but that's usually for reasons of game balance and challenge. 

At the very least, the gun degradation is fine; at least you don't have to worry about your melee weapons breaking down right?
Posted by: Kolya
« on: 27. November 2011, 02:23:22 »

Realism takes a step back to put you in danger (it is a horror game after all) and force you to use more varied skills.
Also there exists an in-game explanation why the guns break, which has been discussed at length in this thread.
Posted by: voodoo47
« on: 27. November 2011, 01:22:08 »

I have an opinion! The world needs to know.
I just remembered why have I given up on humanity a long time ago.
Posted by: ZylonBane
« on: 27. November 2011, 00:53:23 »

And the "Ate Paint Chips as a Child" contingent has weighed in.
Posted by: AluminumHaste
« on: 27. November 2011, 00:38:10 »

The whole degradation idea was moronic from the start. It's like the year 2100+ and yet weapon technology is a million times worse then current day tech. I can empty 5 clips of ammo and my gun is jamming and needs to be repaired? WTF? Who made these weapons LEGO? If our military had these guns there would be no wars as everyone would be repairing their guns instead of using them. We'd all be going to war with wrenches. Fucking stupid. This mod rocks.
Posted by: RocketMan
« on: 28. May 2011, 16:50:24 »

I would like to see repair put to use as well.  I can see the only reason for not breaking them would be that if the hybrid dies then his field was working after his last shot fired so in theory the gun should either have 1 shot left in it or else jam the first time it's used. If we left the guns broken though the discrepency left behind might be more easily overlooked than hybrids always having working shotguns
Posted by: Fironkkuify
« on: 28. May 2011, 07:24:59 »

Kind of love how I was being ignored completely before but now I'm seeing my suggestions being suggested by others -w-;

So are we close to an agreement yet?
Posted by: Kolya
« on: 28. May 2011, 07:03:02 »

The advantage is that you don't need to repair it first, which requires an entirely different skill.
That being said: Why exactly should the shotguns not be broken anymore? Just asking.
It's not a necessary consequence of the anti-entropy field theory, is it? I mean your own shotgun can break when being used at the lowest level. And the field of a shotgun hybrid would prevent that.
So why do we want to make the repair skill even more obsolete?
Posted by: Fironkkuify
« on: 28. May 2011, 01:04:55 »

There's technically no real advantage to getting terrible (but not broken) shotguns.  You might get lucky and find a shotgun hybrid before you go off to MedSci but it's a waste to fix it up when there's a better-conditioned shotgun in that one room in the crew quarters of MedSci. 

There's an even better shotgun located on a balconey in a room that is central in the hallway leading to Dr. Watts' lab.

I don't entirely understand how one thinks they can get an unfair advantage from this by letting the shotgun hybrids carry unbroken shotguns.  Frankly it's a waste of cyber modules and nanites (that early in the game at least) to invest in high maintenance for a weapon that wastes more resources than the two shotguns you find in MedSci.
Posted by: RocketMan
« on: 28. May 2011, 00:57:36 »

Ah, so I misunderstood how easy it was to abuse this aspect of the game.  I suppose if you do go out of your way to learn to use the shotgun and fix it up nice, you'll be penalizing yourself in some other way so it's probably a good thing to allow it.  If it were easy to do with no penalty it'd probably be a vice.

So maybe we should try to converge on an idea for the weapon degradation?  I think the hybrid shotgun problem should be easily fixable now since there aren't a lot of objections to voodoo's / Kolya's suggestion.
Posted by: Fironkkuify
« on: 27. May 2011, 02:01:27 »

Shotgun hybrids are very rare in MedSci (you probably only encounter one or two on a usual playthrough in MedSci).  Not only that but you can find two working shotguns in MedSci so it renders that method of getting a shotgun early rather useless. 

Posted by: voodoo47
« on: 26. May 2011, 22:06:27 »

if you get a character with maintenance skill, yeah, after a further cm investment to the maintenance skill, and after scrounging enough nanites to buy a bunch of maintenance tools, it would be possible to have a working shotgun before you leave the medical sector for the first time, but you still need a shotgun hybrid to join the party, and I'm not sure if they even spawn at this point of game.
Posted by: RocketMan
« on: 26. May 2011, 19:27:15 »

Don't you start out with a maintenance tool in one of the disciplines?  If maintenance tools can be acquired so easily before you're "supposed to" get a shotgun, then maybe that's the problem.  The little "treat" you start out with due to following a particular discipline should be rare and special and actually have some value.  If you can just replicate 5 tools and fix a busted shotgun to good condition, that to me seems like a flaw, not so much allowing the player to have a shotgun early on.
Posted by: voodoo47
« on: 26. May 2011, 13:49:24 »

in theory, yes, this would allow you to get an usable shotgun a little bit earlier (if you knew exactly what to do), but the difference is so small that it shouldn't really matter.

as for the repair skill, it was useless,  it is useless, and it will stay useless unless overhauled from the scratch.
Posted by: Nameless Voice
« on: 26. May 2011, 13:25:14 »

Would it be considered to change the game balance too much to "fix" this in ADaOB, so that shotgun hybrids aren't broken but jam after a single shot?
I think the problem there is that it would let you get a shotgun earlier (and fix it up with maintenance tools), making the repair skill even less useful.
Posted by: Kolya
« on: 26. May 2011, 09:45:05 »

I agree.
it could be that something they emanate (a psi power) keeps the weapons from breaking as long as they handle them. Which would explain why the shotgun hybrid's shotguns never work, which I personally found more of an immersion breaker than the fast degradation of guns.

And here are some ideas for the future (of SecMod):
An anti-entropic psi field emanating from the Many enemies just asks for a psi skill to break someone else's psi power. It would disarm a shotgun hybrid, who would then go on to use his gun as a club. And it would reduce psi monkeys to their cutesy melee scratch attacks. Later enemies might notice you using this attack and try to deflect it. An elaborate psi battle would ensue, with visualisations of the invisible forces (think Akira's Tetsuo).
Posted by: RocketMan
« on: 26. May 2011, 02:28:14 »

The idea about the many producing their own anti-entropic field to indefinately use shitty busted shotguns is actually a really good idea.  No complaints.
Posted by: Fironkkuify
« on: 25. May 2011, 23:27:55 »

I'm all for the vagueness treatment.  I believe Rocketman mentioned it  was about letting the player come to their own conclusions.  Although there won't be a definite answer, we will at least explain (more or less) why the weapons degrade.  It doesn't create any loopholes that I know of and it does fit that the crew members would be a bit clueless as to WHY it's happening. 

They might have noticed it before everything went down but never elaborated (or researched the cause) due to the fight for survival that came soon after where defending yourself took priority over worrying about a theory.

But we're gonna need a full agreement for this thing to kick off.
Posted by: gaspalorz
« on: 25. May 2011, 11:17:58 »

Perhaps somewhere near a decapitated body? An epitaph to certain crewman who lost their head due to inventing way too many theories about weapon degradation.
Posted by: Kolya
« on: 25. May 2011, 10:59:27 »

+1 vote

:shiny:
Posted by: voodoo47
« on: 25. May 2011, 10:55:23 »

seems like senility is finally kicking in.


anyway, how about that rhyme smeared with blood on some nice wall somewhere in engineering? now that would be a fine solution.
Posted by: gaspalorz
« on: 25. May 2011, 10:40:47 »

how about making it even more vague? something like "it seems like the many have found a way to interfere with proper function of certain machinery, namely our weapons. those things break ten times faster than they should. nobody really knows whether they have released something in the air or influence it psionically."
"But hey, this means we can sell more maintenance tools to those jarheads!"

1. Invite Many on board
2. Let it influence their weapons
3. Increase maintenance tool replication
4. ???
5. Profit!

I would either make them non-lootable
Haven't we already agreed that removing them from inventory is one of possibilities? Or perhaps just adding "destroyed" flag to their class would do.

I also wanted to add something to the discussion so I wrote a limerick 8)
Our weapons break so fast
Never know how long they'll last
Solving this ain't easy task
It's just better not to ask
Posted by: voodoo47
« on: 25. May 2011, 09:34:35 »

how about making it even more vague? something like "it seems like the many have found a way to interfere with proper function of certain machinery, namely our weapons. those things break ten times faster than they should. nobody really knows whether they have released something in the air or influence it psionically." and there you have it, everybody can pick what they like.


as for hybrid shotguns, I would either make them non-lootable (fixing the old shotgun-stays-on-hybrid-body-even-when-looted anomaly on the way), or leave them working but in terrible condition (literally 2-3 shots before breaking). and figure out how to remove the shotgun from the body model after it is looted (I believe secmod already does this). and why the shotguns always work when wielded by hybrids? well, maybe the worm can maintain a proper anti entropy field to keep the gun firing..
Posted by: RocketMan
« on: 25. May 2011, 04:32:38 »

If you're referring to the shotgun thing...there's nothing I personally can think of to explain why they'd suddenly break.  Maybe someone will come up with something clever for that.
Posted by: Fironkkuify
« on: 24. May 2011, 22:46:45 »

It's possible to disregard the shotgun hybrids' broken shotguns.  Isn't there anyway to combine certain elements of the theories to cover up for what each miss?
Posted by: RocketMan
« on: 24. May 2011, 05:27:49 »

Coatings? Refracted light?

I could ice a cake with the gobs of speculative pseudo-science being tossed back and forth here.  You can't expect any other human being on this planet to follow the exact train of thought you're using to explain away the faults in this theory.  A solution to our problem should be simple enough that common sense pervades in explaining everything and you should be able to concisely summarize all the points in a log that can't be intuited.

What kind of an excuse is "we don't need this theory to cover the last level because it was thrown together" ?

Honestly, there's nothing inherently wrong with "psi entropy" except that there are a couple of little nags that you two seem to want to either ignore or butcher with a crazy Bill Nye type swamp gas reflecting off of venus explanation.

Why not just say the Many are exerting some weak entropic field in a very general sort of way....it does not explain or attempt to explain broken hybrid shotguns .....annnnnnd we need to think of whether or not (and if so, how) to deal with post-brain weapon degradation 

OR

the mist theory
(which works all the time by the way because unlike a psi-power, you don't need a conscious entity to sustain a mist)

OR

something else.
Posted by: Fironkkuify
« on: 21. May 2011, 22:02:44 »

Actually just to point this out I have seen several Breaks in both ideas  :weird:
What about the Laser Rapier or wrentch neither degrades, And the laser Rapier (from my understanding) is nearly exactly the same as the laser pistol in operation

Degradation is probably not as evident due to the nature of the weapons.  Although they might degrade, they probably degrade at a significantly slower rate due to the fact they do not use complicatd mechanics.  I mean, quite literally, you just beat things to death with a wrench (even a rusted wrench would still hurt) and it's not even meant to be a weapon.  It's a solid block of metal with a rubber grip meant to be used as a tool and was therefore built to last.

The laser rapier operates a little differently.  Both weapons may use refracted light but the laser rapier can probably operate for extended periods of time as long as the coating works and because of how little effort is required for it to kill a hybrid.  The laser pistol has mechniacs that allow it to fire energy in similar coatings but this probably takes more effort to quickly create and fire a small burst of contained light energy.  Probably a lot more so when the overcharge setting is used.
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