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for those (very) few SS2 FMs, I would recommend using the integrated fmselect. edit cam_mod.ini, and uncomment (remove ; from the beginning of) the ;fm line, save and run shock2.exe, you will be prompted about folder creation, click yes and exit. now you should have a fms folder in your SS2 folder, drop the FM inside (it MUST have it's own folder this time). run the exe again, and the fm should be listed, doubleclick and you are in.
Attachments:
fms.jpg (139 Kb)
Sort of an ADaoB related question:

Should it be considered a bug that I can loot a pod without it first opening if I get the distance just right? Doesn't it seem like it should have to have opened up to get the organs out of it?
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Boilpoint: Sort of an ADaoB related question:

Should it be considered a bug that I can loot a pod without it first opening if I get the distance just right? Doesn't it seem like it should have to have opened up to get the organs out of it?
Short answer WAI.

http://shodan.wikia.com/wiki/Annelid_Grub_Pod
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Dragoon001: Short answer WAI.

http://shodan.wikia.com/wiki/Annelid_Grub_Pod
I'm confused by the link answering my question. It specifically says "which more than serve as compensation for killing off the grubs inside", implying that you release the grub and then search. I'm saying I can search the pod without even releasing the grub.

Edit: Unless you're saying it is a bug with the WAI comment :)
Post edited February 28, 2013 by Boilpoint
it's a game mechanic, and while a bit strange, I do believe it's intended behavior. if you want it explained, lets just say that Goggles is able to stick his hand inside the egg's top opening and rob the glands without irritating the tissues and causing the egg to pop, if careful enough.
Post edited February 28, 2013 by voodoo47
Alright, I'll buy it :) Thx for responses.
Post edited February 28, 2013 by Boilpoint
I always thought it was a deliberate game mechanic; a reward for being careful & skillful enough to loot without popping the egg. Sure its hard to explain HOW its done in practice but that doesnt matter

A question for Voodoo or anyone else with modding experience:
Is it possible to mod in additional weapon modification levels? Would be nice to add levels 3,4 and 5. Level 5 could give ammo a % chance to set stuff on fire or electrocute etc, but would require a high modify. Modding armor would be nice too.

Anyway I'm going to start a kickstarter with some hand drawn sketches, and a rendered but untextured gun model. Ill provide updates of the untextured gun in 3 years time. (Its a huge amount of work right, possibly impossible to do with the engine/ShockEd?)
Post edited February 28, 2013 by bullseye81
yes, it is (probably) possible, but an epic level of gamesys modding skill is required. ThiefsieFool has done something similar in his Secmod, I believe.

oh, and I don't really think of myself as a modder - as I do believe that for true modding, a process of creating something new needs to be involved, a thing that I'm utterly and completely incapable of. I only take what already exists, put it together and make sure it works - that would make me a tinker, or a resource hacker at best.
Post edited February 28, 2013 by voodoo47
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voodoo47: you will have to work your way through each mod individually, see the first post. the mega pack is already outdated btw - I should delete it, as it has served its purpose (alleviate the initial traffic).
I was planning to update it, but seeing that that wasn't as appreciated as I thought I might as well not bother :)
yeah, now that the initial traffic has subsided, there is no need to, systemshock.org and google docs should be able to handle it just fine.
If you mess up while putting the mods in, can you delete everything in the mods folder and restart? Will anything be messed up?
yes, if you completely empty both DataPermMods and DataTempMods, you will have a "clean" install again, and will be able to start over.
Post edited March 03, 2013 by voodoo47
Question for ya Voodoo. I know it's not your mod (and not even on your list) but I'm not on systemshock.org, so askin you just incase you happen to know (or anyone else that does).

I'm trying to use the Vurt's Impact Blood v1.0 mod, but it doesn't seem to be doing anything for me. All it included was a bitmap folder, hope I'm not missing a part. But when I look at Vurt's video, it shows splatter when say something like a gun turret's bullets hit you. For me when I get hit it just makes the 'oof' sound and the whole screen flashes red, with and without the mod. Is there some sort of setting that's keeping the blood disabled? Seems silly if I'm seeing mutilated bodies and blood all over the floors.
*looks at the resources*

yeah, there is an incorrectly named folder in the archive. make sure the *.dds files are in DataTempMods\bitmap\txt16, and it will work.
@voodoo: Thx for the post and the infos!

I got 2 questions:

1. Systemshock.org has some forum threads about fan missions/campaigns. Are any of these missions any good and (most important) do they work with the gog version and with the mods?

2. I would really appreciate infos about some "second class" mods (like the plant-improving one). I for one am not able to decide which ones are stable enough (even if somewhat experimental) and it costs a lot of time to test whether they are compatible... Thought maybe you know stuff like that already and could share.

Thanks for your time anyway!

I will try another playthrough when the new ADaoB Version you mentioned is out :-)