Posted by: voodoo47
« on: 07. July 2025, 21:07:47 »if you mean the old versions of those mods, probably somewhere on my hard drive.
resource replacement mods (textures, objects etc) should be fine, functional mods (RalSG, Repairman etc) much less so, those are always upgraded to the latest SCP standard and backwards compatibility is not taken into consideration. you will have to trial and error those (off the top of my head, Repairman probably ok, RealSG probably not for example).not sure what mods are SCP 4 compatible.
Seven.we are now 5 years later on SCP 6
@RoSoDude has been super busy working on real life stuff (like a thesis, I think).
It's "abandoned with intent to get back into it at some point".
This guide was written for SCP b4 originally, and most/all of the mods on the list should still work with it.
Why not? Has RoSoDude abandoned it, or he/she's stopped visiting this forum, or what?
Unfortunately, this mod is never going to get updated.
I'm curious what sort of bugs you encountered. I just tried this, and it seemed to work fine:3b. The security countdown displaying on top of the hacking window is a nearly unavoidable issue in RSD, as I reimplemented the hacking minigame in a custom overlay, but custom overlays display behind native overlays. I tried a bunch of elaborate hack fixes to address this by disabling and re-enabling the windows when certain conditions were met, but it led to buggy alarm behavior so I ultimately gave up on it.
if (ShockGame.OverlayOn(kOverlayAlarm)) {
ShockGame.OverlayChange(kOverlayAlarm, kOverlayModeOff);
}
On overlay closeif (ShockGame.IsAlarmActive()) {
ShockGame.OverlayChange(kOverlayAlarm, kOverlayModeOn);
}
Though of course you'd want to throw in a check of the HUD resolution to see if it's even necessary to hide it.function OnFrobWorldBegin() {
if (!IsDataSet("HackTimeOrig")) {
SetData("HackTimeOrig", GetProperty("HackTime"));
}
SetProperty("HackTime", GetData("HackTimeOrig") * (ShockGame.HasTrait("Player", eTrait.kTraitSecurity) ? 2 : 1));
}
Not tested, this is just off the top of my head.class SomaDrain extends RootPsi {
function ActivatePsi() {
base.ActivatePsi();
doDrain();
DeactivatePsi();
}
function doDrain() {
local mod, drain, heal;
local obj = ShockGame.GetDistantSelectedObj();
if (obj && Link.AnyExist("StimSensor", obj, "DrainStim")) {
drain = GetData("Data1");
mod = GetData("PsiStat") - GetData("Data3");
if (mod > 0) {
drain += mod * GetData("Data2");
}
heal = scp.Clamp(drain, 0, Property.Get(obj, "HitPoints"));
ActReact.Stimulate(obj, "DrainStim", drain, "Player");
ShockGame.HealObj("Player", heal);
createFX(obj);
}
}
function createFX(obj) {
local fx = scp.CreateAt("Soma Drain FX", obj);
if (Property.Possessed(obj, "Creature")) {
local lnk = Link.Create("ParticleAttachement", fx, obj);
LinkTools.LinkSetData(lnk, "Type", 2);
LinkTools.LinkSetData(lnk, "Joint", 3);
}
}
}
They're already destructible even in vanilla. With a WormBlood implant you can destroy them with your teeth.I prefer worm piles to not be destructible at all
You might want to actually try that and see what happens.allowing the player to wrench them to death is the definition of boring
Destroyed worm piles regenerate after five minutes.keeping them indestructable preserves worm ammo counts for new players whom have no idea about any proliferator worm gun thing until much later.
So tacking on specific requirements to kill worm piles doesn't make lore sense and misses the point of them, which is that they're only a threat when not noticed.
Annelid worm: Dies to wrench and bullets and harsh language.-Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
#### 2.04 BETA ####
-Updated for SCP Beta 5 compatibility and reverts
-SCP Beta 4 is no longer compatible
-Grenade Launcher base damage not increased by 85%
-Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
-Removed debug logspam for frobbing psi pull items
-New headshot system for Pistol and Assault Rifle bullets
-Weapon base damages decreased by 25% (Pistol 4->3, Assault Rifle 8->6)
-Headshots deal an additional 66% damage (25% more than before)
-Damage type weaknessess/resistances apply to bonus headshot damage
-Hybrids, Monkeys, Midwives, Assassins, Rumblers are susceptible to headshots
-Decreased bullet projectile size by 80%
That is apparently because I never mentioned it in the changelist. Will fix that in the next update...Huh, I skimmed the change notes and didn't see that mentioned.
function GetStatString(sVal, dVal)
{
local strText = Data.GetString("misc", "StatReq", "Item requires %s of %d");
local s = strText.find("%s");
strText = strText.slice(0, s) + sVal + strText.slice(s + 2);
local d = strText.find("%d");
strText = strText.slice(0, d) + dVal + strText.slice(d + 2);
return strText;
}
function AddText(strID, strFile, strDefault = "", subVal1 = "", subVal2 = "") {
local strText = Data.GetString(strFile, strID, strDefault);
if (strText != "") {
strText = format(strText, subVal1, subVal2);
ShockGame.AddText(strText, "Player");
}
else {
print("ERROR: String \"" + strID + "\" not found in \"" + strFile + "\"");
}
}