6646bc04c91c1

6646bc04c95ad
1 Guest is here.
 

Topic: SS2 Zygoptera 'Ultimate' Spawn Mod
Page: « 1 [2]
Read 116906 times  

6646bc04c9b23
I'm fairly sure that the dif files are just special save game files which the game loads prior to the actual save, so making a 'blank' version would just junk the level, unfortunately. You can find all the objects in them, so it would be theoretically possible to hexedit the changes in, but practically I'm not going to do it (and I wouldn't expect anyone else to, either) for several reasons, some technical but not least because this altered dif file would break a vanilla game which tried to use it.

I'd guess the most elegant solution- much as I dislike suggesting extra work for other people- would be to make the mod manager nuke the dif files if the mod has changed hydro2 or shodan levels. If it doesn't already.
6646bc04c9e02
It might be possible to use the Modmanager's copy/move command in a mod.ini file. That's a feature Zombe integrated, I'm not sure it survived in the updates TheBrain made since then.

[copy&move]
Followed by multiple lines of text - copy or move commands. Like "m \earth.tmp \mod\earth.mis" or "c shock2.gam \ppp.gam".
As you possibly noticed: if the parameter starts with "\" - it points to current (this) mod directory. Otherwise to system shock 2 directory.
Example:c cutscenes\shuttle1.avi \mod\cutscenes\cs2.avi
(from mod.ini-template.zip)

6646bc04c9f1bmiracle.flame

6646bc04c9f69
According to that, if I understood correctly it should look like this?

[copy&move]
m Hydro2.dif xHydro2.dif

an example... tried that, didn't work (
6646bc04ca055
The syntax looks correct, maybe the feature is really broken. I'll ask TheBrain when I see him on IRC.
6646bc04ca136
It does since some time now. I therefor removed the advice to rename hydro2.dif when using the modmanager.
6646bc04ca207
I believe this mod is incompatible with Secmod?
6646bc04ca644
I would really love to use this mod in a game that I am already playing. Is there any way to make it compatible with my savegame(s)?

6646bc04ca854itsonlydanny

6646bc04ca8a4
Hi,

I've just made the game 'mod-friendly' using the the SS2 Tool v.3.6, etc - and installed, obviously, Straylight AdaoB and SHTUP Beta 6. However, I can't stand the constantly spawning enemies/zombies, etc so also want to install Zygo's 'Ultimate' Spawn Mod (and a few other mods as well). However, the SS2 Mod Manger tells me that the latter conflicts with ADaob - need I be worried, or there some sort of 'work around' for this? If there isn't, then - unfortunately - I will have to dump ADaoB.

Any advice would be appreciated,

Thanks,
DANNY

6646bc04ca979miracle.flame

6646bc04ca9c5
Maybe have a look at SS2 Unified & Revamped .mis mods v1.14 which aims to overcome incompabilities of that sort.
6646bc04caac1
A bit further up in this thread I explained why these mods are incompatible. Miracle.freak's combi mod is the way to go.

6646bc04cab4citsonlydanny

6646bc04cab97
Thanks for your help, Miracle.freak and Kolya!

DANNY

6646bc04cac2citsonlydanny

6646bc04caca9
Is this compatible with the new Community Patch?

DANNY

6646bc04cadc4voodoo47

6646bc04cae13
no. all gamesys and mission mods are incompatible.

6646bc04cae9ditsonlydanny

6646bc04caee8
OK, I did suspect that was the case.

Thanks.
6646bc04cafe1
Are there any plans for further patching of this mod? I'm having the problem where the ecology elimination doesn't affect Hydroponics. Is it worth it to wait for an update?

6646bc04cb087voodoo47

6646bc04cb0d4
looks like I've missed the last post somehow - anyway, an update is unlikely.

Your name:
This box must be left blank:

Replicator restrictions are in place for the good of whom?:
1 Guest is here.
You hesitate?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6646bc04cb1cf