![]() Unpack into the folder DataPermMods in your mod-ready installation of SS2. This mod is not made by, nor is it supported by Looking Glass Systems, Eidos Interactive, Irrational Games or Electronic Arts. Using old save games may cause corruption of the saves and cause the game itself to crash. It is very strongly recommended that you play this mod from a new game. The current unified version (univ103) randomises item and monster placement as well as other factors in the levels: Med/Sci, Engineering, Hydroponics. This modification is based on the original levels of SS2. He is walking to the main building to pay before leaving when Flemoids start invading the sunny resort! He runs back to his hotel room to get some Zorchers. He recognises them as the IFOC Ralston Laborotory! The Chex Warrior swears under his breath and puts the Cell-Pod down. ![]() He presses the button.Ī set of co-ordinates pop up on the screen. He is staying at the Sunny Raisin Hotel on Ralston. ![]() ![]() He has been temporarily dismissed from his job for a year now because of his well-earned rest. it was supposed to make invisibility only work against creatures and not against robots, should probably revert that to vanilla behavior (no scripts, invisible to all AIs) until the real issue is found.Fred Chexter has been relaxing for two years. Invisibility bug seems to be a new script feature getting broken somehow. Toxin bug is something from the original I believe? Though it might be fixed by now in SCP. Well fodder isn't necessarily what happens since a level's ecologies can spawn droids or assassins or whatever comes to get you during a security alert, you can have a maintenance droid show up in the main hub of Hydroponics for instance, which is rather exciting since they are never seen in that area outside of security alerts.Īnd thank you, enhancing the original for later playthroughs was what I had in mind all along. got toxin-poisoned, died, got revived in a resurrection machine, the toxin-level hud bar is stuck on the screen. No shots fired, no previous contact, transparent hand/weapon model, even crouching and remaining still - they still see you as they would without the power being active.Ģ. unless I'm missing something, the tier 4 'invisibility' psi power does not seem to work: creatures (hybrids, midwifes and monkey in hydroponics is what I tested) always spot me. On a side note I think I may have found a bug or two:ġ. I'm about to venture into the additional level in Hydroponics so far, coupled with some orthodox graphic updates, enemy health randomiser, vague health bars and 'fire the drummer' mods, it's pure joy to re-experience the classic after so many years. Secmod is terrific and enhances on the original in a subtle, non-canon breaking ways from what I gathered so far, a great job. Glad to see you're still around, so using the opportunity I have to say I have not had this much fun with a computer game since the time of The Dark Project and Original System Shock 2 releases. Indeed, thanks for clarifying ThiefsieFool, I've worked it all out in the meantime of my original posts and I agree it's a good, balanced system (though it feels to me a destroyed camera should perhaps spawn more than one or two fodder enemies to make it a little more tactically meaningful). This is far more reasonable than a full alert. It's based on the turret hacking functionality already in the game.Īlso destroying cameras doesn't trigger an alert in this mod, it stimulates the ecologies tied to the camera once, which usually results in one monster being spawned to investigate. ![]() Camera hacking is very easy to add to a mod or minimod, it's just editing two or three properties. ![]()
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