665ca53db0309

665ca53db0d55
2 Guests are here.
 

Topic: keypad missing in med bay Read 1541 times  

665ca53db147adatiswous

665ca53db14e2
I have to get the keypad from Dr. Watts but his body (and the keypad) is not present (I do hear him talking). I previously already had a problem at the start of the game when the first keypad was not laying on the ground where it normally is.

I have the feeling it has to do with SecMod mod  I'm trying out (after having played a game with SCP installed), I've seen many graphic glitches during play of the starting level up to this point. The other reason could be something to do with mod install-order or something else in my installation.

These are the mods currently installed:

Code: [Select]
#  Name                            Status  Type
--  ------------------------------  ------  ----------------
 1  Vurt-Goo-(GrubPodSlimey-1.04)   Active  Replacement
 2  Vurt Goo (Biomatter v1.0)       Active  Replacement
 3  Vurt's SS2 Flora Overhaul 1.0k  Active  Replacement, DML
 4  Vurt Goo (Impact Blood v1.0)    Active  Replacement
 5  Vurt Goo (Dripping v1.0)        Active  Replacement
 6  Vurt-Goo-(GrubPodVanilla-1.04)  Active  Replacement
 7  Vurt's SS2 WormPod v1.0b        Active  Replacement
 8  AccFam_20                       Active  Replacement
 9  SS2 Black Egg 1.02              Active  Replacement
10  SS2_Rebirth_v05                 Active  Replacement, DML
11  Tacticool_complete_v1.05        Active  Replacement
12  SS2_Vaxquis_VintageSongRemake   Active  Replacement
13  obj_fixes_v12                   Active  Replacement, DML
14  SHTUP-ND_beta1                  Active  Replacement
15  RealSG_Rebirth_1.03             Active  Replacement, DML
16  RealSG_1.03                     Active  Replacement, DML
17  Secmod_RebirthPatch_RealSG      Active  DML
18  Secmod_dmlfix11nov2017          Active  Replacement, DML
19  SECMOD3.1999                    Active  Gamesys, DML
20  SCP_beta4                       Paused  Gamesys

I'm using to GOG version.
« Last Edit: 09. May 2018, 01:09:40 by datiswous »

665ca53db1661voodoo47

665ca53db16c3
probably activated/swapped SCP and Secmod during a game in progress - that will not work, as starting a new game is REQUIRED for both.

also, obj fixes and SHTUP need to moved down, see here.

665ca53db175cdatiswous

665ca53db17a7
Thanks. I guess I have to start over..

665ca53db184avoodoo47

665ca53db1896
yes. unfortunately, we can't block this in any way, and slapping warnings all over the mod topic and the guide is not nearly enough.

665ca53db197fZylonBane

665ca53db19fe
For the love of god, how could anything think it's okay to switch between SCP and SecMod mid-game?

665ca53db1b00voodoo47

665ca53db1b53
well, most mods are ok to swap on the fly, so it's not all that surprising that people think they can do it with all of them.

665ca53db1c0dZylonBane

665ca53db1c5c
I'm reminded once again of my old idea to shift all SCP maps down by a hundred units, so anyone trying to switch mid-game would end up falling into the void.
665ca53db1f5a
I'll guess people would then manage to always switch during the non-editable ones.

665ca53db21feZylonBane

665ca53db224c
Alternatively, for the reverse case of switching to SCP mid-game, we could set an SCP-unique campaign qvar in the first level, then check for it on script start. If absent, display a warning and oh I guess teleport the player into the void too.

I'm not actually sure that would work though. Switching mid-game might not bring over the necessary player script properties.

665ca53db25d2datiswous

665ca53db2686
For the love of god, how could anything think it's okay to switch between SCP and SecMod mid-game?

I wasn't sure I did. I switched between scp and secmod before, but it's not always clear that it doesn't work at first. Then I just played with secmod installed from the start. I might have switched in between, but wasn't sure I did. Otherwise I would not have posted the question.

Also, it's not really mentioned very clear in the guides on this site. (Do prove my otherwise!)

665ca53db32d3voodoo47

665ca53db332c
  • SCP (gameplay bugfixes and improvements, requires to start a new game)
  • gamesys (gameplay/map) mods (SCP, Secmod etc) need to have the lowest priority (note that only one such mod can be active at a time - the manager will display a warning should you attempt to load more. also, they cannot be activated or deactivated mid-game - they must be loaded before starting a new game).
SCP requires System Shock 2 patched to version 2.46+ (SS2Tool) and you need to start a new game.
« Last Edit: 13. May 2018, 13:05:31 by voodoo47 »

665ca53db341cdatiswous

665ca53db346a
Ok, it could be useful to give some examples (in the guide) of what could go wrong. For example in section SS2 Troubleshooting Guide it would make sense to write about this possible problem.
« Last Edit: 13. May 2018, 23:11:18 by datiswous »

665ca53db3527ZylonBane

665ca53db357e
No, it would not be useful, because anything going wrong is unacceptable. Just. Don't. Do. It.

665ca53db36bevoodoo47

665ca53db3710
the guide is for engine/compatibility/technical stuff, not for issues caused by improper mod use.

using saves from other gamesys mods (or vanilla saves) or enabling them mid-game will result in a completely broken and uncompletable game - objects missing, broken lighting, black artifacts instead of doors, scripts not working, basically everything that can go wrong, will go wrong. think trying to use diesel fuel in a gasoline engine.

665ca53db3804datiswous

665ca53db3850
Ok, so I started a new game with secmod active (I fixed the mod order in what you stated to be correct). At the start of the game right before you have to duck move through what appears to be a ventilation shaft, there's a closed door. There should be a keypad on the ground giving you access to that door, but it's not there. I have tried starting over multiple times with different builds, but it's just not there. Any solution to this?

665ca53db38ecvoodoo47

665ca53db3937
post a screenshot.

//I think you mean the very first wire puzzle - pretty sure there is no keypad there, broken or otherwise.
« Last Edit: 14. May 2018, 20:54:32 by voodoo47 »

665ca53db3a0bdatiswous

665ca53db3a63
Ok I found out that it's actually there, but on a different location. The SecMod seams to be overall more puzzly. Since I played the game before, I was expecting the Keypad on the ground near the table. But it is actually up, near a lamp. Sorry, I should have looked better.

[ss2-keypad_01.jpg expired]
[ss2-keypad_02.jpg expired]

665ca53db3b02voodoo47

665ca53db3b4e
that's an access card, not a keypad. and yeah, things will not be at their usual places with Secmod.

665ca53db3c7bJosiahJack

665ca53db3cd5
Ooh really?  I might have to play the game again now with secmod just for the fresh feel.

665ca53db3d84ZylonBane

665ca53db3dcf
SCP does have infrastructure in place now to easily randomize/scramble the locations of items. If we implement it in the next beta release, it will be an optional sub-mod to activate.
2 Guests are here.
I really support you doing this.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665ca53db7351