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Topic: SS2 SCP Minimods Read 34337 times  

6859ae03d7c7aZylonBane

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Tags: °SS2 °dml °SCP minimod

System Shock 2 Community Patch (S​CP) — Minimods

Require SS2 NewDark patch v2.48 or higher and S​CP Beta 5 or higher.

S​CP has a few optional changes that can be enabled as mods. These mods are either beyond the scope of S​CP, incomplete, buggy, or cater to personal taste. These mods are only compatible with S​CP.

RealSG
The RealSG addon will make the shotgun hybrids wield an actual shotgun, making things look nicer (also display the proper model if a shotgun object mod is installed). Load with a higher priority than S​CP (also see the readme). If using Rebirth, get the Rebirth version. Also, while built primarily with S​CP in mind, it actually does work with (SS2Tool patched) vanilla game as well. RttUNN and Minstrel fan missions are supported too.

Hard Security Mode
Enhances the security system to make it more challenging. Makes the following changes:
  • When an alarm is tripped, a security computer must be hacked (at decreased difficulty) to disable the alarm.
  • Failing a hack of a security computer will trip the alarm, but not "break" the computer. As above, the computer must be hacked to disable the alarm.
  • Cameras may be hacked to permanently disable them. ICE picks work.
  • Failing a camera hack will trip the alarm.
  • Destroying a security camera, whether or not security is hacked, will trip the alarm.
  • Destroying a camera or failing a camera hack while an alarm is already in progress will reset the alarm countdown to the full countdown time.

Death Taunts
Plays an audio taunt from SHODAN, Xerxes, or the Many (as appropriate for the current plot state) when you die. This feature was originally planned by Irrational, but not fully implemented. All taunts were created by Irrational, but are just chopped from existing audio files, so you won't hear anything new by using this.

Intoxication Effects
Adds eye nystagmus and walking stumble when drunk. This effect was created for S​CP, but is disabled by default because it gets visually glitchy when leaning into anything solid.

Classic Final Boss
Reverts (mostly) S​CP's changes to the final boss fight. If you've played SS2 before, you know who this fight is against, and might prefer the original fight mechanics. If you haven't played SS2 before and are playing through with S​CP for your first time, you shouldn't use this yet.

Grunge Cleanup
Removes some added environmental detail from S​CP. Back when SS2 first released, its blotchy 16-bit lightmaps, dithered 16-bit rendering, low-res textures, and the low screen resolutions of the time gave the Von Braun a distinctive grungy look. But in the modern era, with SS2 having high-res, high-color, antialiased everything, that grungy look has been lost. To somewhat restore that classic look, S​CP adds grunge decals and particle fogging to the world. But for the people who prefer the modern clean look, this mod will remove those additions.

Additional Prison Event
Restores some unused content into an extra event that will happen when you enter the Ops4 prison.

Stasis Trap
Changes how the Stasis Field Generator secondary mode works - after freezing the creatures in the impact area, it will also deploy a stasis trap that will persist in the world for another 24 seconds. Any AI foolish enough to wander into it will win a free ticket to the stasis land. The player is immune, so it can be used defensively by firing the secondary mode shot right under their feet.
« Last Edit: 10. April 2025, 16:31:04 by Moderator »

6859ae03d7fb5tiphares4

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Hard Security Mode
Just my 2 cents/nanites: Hacking just one camera is much too costly imo - it is 10 nanites (on 'normal' difficulty - my stats are: cyber 1, hacking 3,  & even then i needed three attempts o0')   -   i've expected more around 1 nanite or so per cam; its already difficult enough i think. i don't find any dml file to edit value    :/

i think it is almost impossible to play like this - maybe only for 'pro's' or speedrunners
« Last Edit: 02. January 2024, 19:10:58 by tiphares4 »

6859ae03d8104ZylonBane

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Camera hack cost is set to the same cost as its parent security computer. You didn't seriously expect to be able to permanently disable a security camera for less cost than hacking a security computer, did you?

Kids today... sheesh.

6859ae03d8379miracle.flame

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Then again, hacking one camera is not the same as disabling the whole security on the whole deck. This way just brute destroying them more at a time and disabling the alarm is way WAY more effective approach in several aspects, rendering the camhacking option quite undesired. I see the point in questioning there.

6859ae03d8878sarge945

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Deus Ex had a problem with it's camera design, but even worse - you could either expend a semi-rare resource (multitools) in order to permanently disable ONE camera, or hack/login the security computer to permanently disable ALL cameras.

It's so bad that I'm sure there are people who don't even know you can use multitools on cameras because of how stupid the very idea is, given the alternative.

In the case of SS2 though, hacking 1 camera makes sense, because you're permanently bypassing it without setting off the alarm. The only other way to permanently bypass it (destroying it), DOES set off the alarm, and hacking the security terminal is a temporary fix that doesn't actually prevent the destruction alarm anyway.

Personally, the way I would balance this, would be to increase minimum hacking requirement for security terminals from 1 to 3 (which is exactly what RSD does), reduce camera hacking requirement to 1 or 2, and make the time that the security system is disabled for MUCH shorter, something like 1 and a half minutes on all decks at Hack 6. Then I'd remove the hacking requirement in order to disable alarms, and you have a balanced security system - cameras cost resources to disable permanently, security can be taken offline temporarily at a significant cost, and you're disincentivised from destroying individual cameras in the first place.

The security system is actually quite a lot of fun when you're playing stealth games with the cameras. But it's vanilla implementation never lets it get to that, and makes it mostly a non-issue. The SCP minimod does a decent job at remedying it, but I feel like the tweaks above would make it about perfect. Maybe I should update my security mod...

6859ae03d8a4aFlimbeelzebub

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So uh... I'm like 98.2% sure 3 of the mods here are 'corrupted': Hard Security, Intoxication Effects, and Death Taunts. They get a yellow flag in the mod manager and show "Unrecognized"; opening them and looking at the installed files shows a single folder titled scriptdata, with the file themselves being named modSecurity, modDrunk and modTaunts, respectively. However, and this is where it gets interesting:
There is but a single file in each folder. Not a file of any actual type; literally just a file
Opening these files in a text editor displays the following:
     Security: binary text, translating to "LOOK AT YOU HACKER"
     Drunk: SSdkIHJhdGhlciBoYXZlIGEgYm90dGxlIGluIGZyb250IG9mIG1lIHRoYW4gYSBmcm9udGFsIGxv
Ym90b215Lg== (idk what that is, I'll assume it's ASSCI or smth that says something crass)
     Taunts: plain text, "YOUR MOTHER WAS A HAMSTER, AND YOUR FATHER SMELT OF ELDERBERRIES"
If any mod stewards could come to fix this, however funny, that'd be sweet.

6859ae03d8b49ZylonBane

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Alas, your cleverness didn't take you as far as actually checking whether or not those mods do, in fact, work.

Also lol at "ASSCI".

6859ae03d8cacvoodoo47

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also, should have gone for a 97.34% probability.

6859ae03d8fecsarge945

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Alas, your cleverness didn't take you as far as actually checking whether or not those mods do, in fact, work.

That would be TOO clever!

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