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Topic: SS2 keypad missing for engine core door Read 1197 times  

66688e6a5d2a9Kumbaya

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Hello,

Recently I started playing through SS2 again and when I come to the part where I need to enter the code on the engine core door for SHODAN, the keypad is missing. When I was in here earlier it was there. I've heard this could be related to mods, but I haven't changed any mods. Is this something anyone has seen?

66688e6a5d4bevoodoo47

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post a save. what's your mod loadout? post your ss2bmm.log and ss2.log as well, perhaps.

66688e6a5d642Kumbaya

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Here you go, files are attached. Screenshot showing the mods I'm running is attached as well. One thing I noticed is that at one point I don't think the rebirth mod was working, as the enemy models weren't updated. But about halfway through the game it started working and now the models are different. Thanks for any help you can provide.

[save_13.rar expired]
[SS2.log expired]
[save_13.rar expired]
[SS2.log expired]
[ss2bmm.cfg expired]
[ss2mods.PNG expired]
[ss2bmm.cfg expired]
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« Last Edit: 11. July 2019, 19:27:05 by Moderator »

66688e6a5d75fKumbaya

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Try this save instead -- I was using quicksave but created a new one where I'm standing in front of the missing keypad.
[save_3.rar expired]

66688e6a5d854voodoo47

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you have activated SCP midgame, that is unsupported, and will cause problems. fixed the save, maybe the game will be completable. also, SHTUP should be right above SCP.
[save_3.7z expired]

66688e6a5d9a3ZylonBane

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We really do need to figure out a way to just kill players who activate SCP mid-game.

66688e6a5da85voodoo47

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pretty sure you could write a script that would kill the player unless a specific object (that we would place in every level) is present.

66688e6a5db7aZylonBane

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Would that 100% work? I've not ever paid close attention to how Dark handles that sort of situation. I was thinking maybe just set a property on the player object in the first level, then have a script check for it on load.

66688e6a5dca2voodoo47

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basically, the idea is to check for a SCP specific concrete object (SCP_check_marker), and if not present (when someone activates SCP mid-game, the current level will be swapped to SCP, objects will however stay vanilla), do some action - killing the player might be a bit too extreme, maybe display some sort of message or similar.

though I'm inclined to think that whoever has ignored the "start a new game" message in the SCP post, will have little trouble ignoring the same message ingame.
« Last Edit: 11. July 2019, 20:18:48 by voodoo47 »

66688e6a5dd99Kumbaya

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Thanks everyone, I appreciate the help. Not sure how I managed to activate this midgame as I thought I had everything activated to start with, but I'll definitely avoid that in the future.

66688e6a5dea7voodoo47

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I can' imagine anything else being the reason (basically, what happened there is that the keypad is not missing, it's just hidden inside the level geometry, because the vanilla position is a bit different from the SCP position. I've edited the save, pulling it out to be visible again).

anyway, I think you should be able to finish the game properly, not many levels should be affected.
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though I'm inclined to think that whoever has ignored the "start a new game" message in the SCP post, will have little trouble ignoring the same message ingame.
A message that's attached to the player can hardly be ignored.

66688e6a5e495ZylonBane

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I'm fine with displaying a message while also dropping the player into the void.
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... while an audio reading of Kipling's Hymn of breaking strain is playing. Just to drive the point home that it's all their own fault.
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