Eldron on 27/7/2006 at 23:12
Just protecting my own interests :), which is quite fatal since this is what I work with and the only way I have to conjure food and water upon my table.
doctorfrog on 28/7/2006 at 04:10
Quote Posted by Kolya
doctorfrog, to make it an
enemies only mod, download the mod, extract it, delete everything but the "mesh" folder. Place the mesh folder in your mod ready SS2 directory.
Or alternatively: Zip it up and change the extension to .ss2mod to use with the modmanager.
Thank you, Kolya!
Akunin on 28/7/2006 at 16:05
Well not bugS but rather bug. I noticed later into the game, i came from command down to med-sci (had not anti-toxin hypos :erg: ). after finding a nice medical bed, i ran back over to med-sci 1 and over to the upgrade station. while opening the door to the cryo recovery upgrade station, i noticed that there was a very nice, pretty, black texture. it appered on both sides of the door too. i didn't notice it when i started a new game though.. i'm guessing at some point some trasition went off that caused it, but for the life of me, i can't figure it out.
i'll put up a screenie ASAP.
Zyzzyvas on 3/8/2006 at 09:02
Reinstalled SS2 today because my friend wanted to play through in coop so I thought I would check out the mod community. Was really impressed by how this mod looks so thought I would give it a shot alongside the also mentioned SHTUP mod. The Zombie Mod Manager said they had conflicts with each other, is this normal?
Also I have noticed at least in the initial area that the lighting is a lot brighter. Kind of takes away from the dark creepy mood. Does this change at all as you progress further into the game?
Other then that, really impressed with how everything looks and like how item placement has changed so I won't know where to look for everything. :D Looking forward to the update!
Kolya on 3/8/2006 at 13:15
Conflicting mods are usually not a problem in the modmanager (and certainly not in this case). You can decide which mod should override which by activation order. None of the mods get permanently overwritten as they are copied to the game dir from the source in Sshock2\SS2MM\MODS\.
Zyzzyvas on 3/8/2006 at 18:40
Ok thanks. Two more questions...
Considering this mod is unfinished, will it still be possible to complete the game with it activated considering it changes quite a few things?
Also is it possible to run the mod without the lighting changes? I love everything else but the bright levels really take a lot of the fun out of the game.
Kolya on 3/8/2006 at 21:24
I don't remember it to be brighter than usual. :weird:
Screenshot? (Ctrl+F9)
pdenton on 3/8/2006 at 23:43
I just downloaded this and am playing through SS2 for the first time in years. I don't know shit about modding but the variey here is fantastic. The whole package just feels very complete. I love the new weapon models (although the fingers do look a little too relaxed on the pistol). I'm only up to Engineering but I love that you have modelled each deck's personell seperatley. Med/Sci are in labcoats, Engineering are in worksuits, and Barnies- I mean Security are in uniform. Great mod, great work!
Zyzzyvas on 4/8/2006 at 01:40
Quote Posted by Kolya
I don't remember it to be brighter than usual. :weird:
Screenshot? (Ctrl+F9)
Took some sample pics with the mod activated and not, it's pretty obvious.
(
http://zyzzyvas.org/SS2/lights.html)
TheNightTerror on 4/8/2006 at 02:04
Whoa. :eek: Looks the ambient lighting (and possibly the brightness of the lights themselves) was jacked, and it looks like some omni lights were dropped in too.