Headcleaner on 4/4/2007 at 12:40
Are there any mods to System Shock 2 that extensively modify the Psi powers?
There's alot of room for improvement and the gameplay mods i've seen mostly tend to focus on weaponry, particularly in the trend of making the Fusion Cannon evaporate things on impact, adding usefulness to the exotics and making the assault rifle slightly weaker (but never weak).
I don't know, but there isn't any that might be a spur to me to try my first hand at modding. I'm not much for graphics and whatnot, I just like gameplay and stats.
I've always had a love for Psi since i've played through the game as a gunman so many times and some of the stuff you can pull off is really neato. Psi-Hackers are unbelievably awesome to play.
Headcleaner on 4/4/2007 at 14:18
I got bored and fiddle around in Notepad, and these are my ideas for new Psi functunality. I'm not sure if all of it is possible or a good thing, as I have yet to check damage formulas on attacks and compare Module costs to their non-Psi counterparts - but, in general, when it comes to items with similiar functions I think spending Cyb modules should give you something better than picking an item up off the ground (i.e. Recycler and Hazmat Suit)
Also theres my various notes tacked on the end, just ignore maybe.
1
Psycho-Reflective Screen - -30% combat damage / 10 seconds + 20 seconds per PSI - re-fit
Neuro-Reflex Dampening - No weapon knockback / 1 minute + 20 seconds per PSI - need to think something up
Kinetic Redirection - Pulls an object towards you - add more items to the game for this
Psychogenic Agility - +2 Agility / 2 minutes + 1 minute per PSI - stat upgrade
Psychogenic Cyber Affinity - +2 Cyber / 2 minutes + 1 minute per PSI - stat upgrade
Projected Cyrokinesis - Damaging Ice ball, more PSI more damage - check formula / freezing effect
Remote Electron Tampering - Makes active alarms deactivate quicker / -5 Seconds + 5 Seconds per PSI - modify to disable alarms completely
2
Anti-entropic Field - While active, no weapons will degrade or break / 1 minute + 20 seconds per PSI - re-fit
Adrenaline Overproduction - Increases Melee damage by a factor equal to PSI / 10 seconds per PSI
Neural Decontamination - -100% radiation damage / 30 seconds + 10 seconds per PSI - re-fit
Cerebro-stimulated Regeneration - Regenerates lost HP / Heal 5 HP per PSI - re-fit
Psychocgenic Strength - +2 Strength / 2 minutes + 1 minute per PSI - stat-upgrade
Recursive Psionic Amplification - +2 Psionic and all PSI costs are (PSI)+PSIx0.75 / 2 minutes + 1 minute per PSI
Localized Pyrokinesis - Five foot radius low damage flame, more PSI more damage / 15 seconds + 8 seconds per PSI - check formula
3
Molecular Duplication - Consumes Nanites to duplicate anything (except quest) / Sucess rate: 30% + 10% per PSI - re-fit
Electron Cascade - Recharges electric equipment / 25% recharged per PSI point, up to maximum set by Maintanence re-fit
Energy Reflection - -50% energy damage / 20 seconds per PSI + 40 seconds per PSI - refit
Neural Toxin-blocker - -100% toxins from spiders and worms / 30 seconds + 10 seconds per PSI -refit
Enhanced Motion Sensitivity - Shows the location of all nearby creatures / 1 minute per PSI -refit
Projected Pyrokinesis - Damaging Fire ball, more PSI more damage - check formula / burning effect
Psionic Hypnogenesis - Stuns organic creatures, -un-stuns if disturbed- / 20 seconds per PSI - remove?
4
Photonic Redirection - Invisibility, offensive actions will end it early / 10 seconds + 10 seconds per PSI -refit
Remote Pattern Detection - Shows the location of all nearby items / 1 minute per PSI
Electron Suppression - Stuns fully robotic creatures -(not cyborgs)- / 20 sconds per PSI - remove?
Psychogenic Endurance - +2 Endurance / 2 minutes + 1 minute per PSI -stat-upgrade
Molecular Transmutation - Changes anything (except quest) into nanites - re-fit
Remote Circuitry Manipulation - Psi-Hacking, uses half PSI stat (rounded up) in place of both the Hacking Skill and Cyb Stat and hacking takes Psi instead of Nanites, can hack at distance - Change to .5PSI+Hacking+CYB
Cerebro-energetic Extension - Damaging Psi-Amp Melee Weapon / 15 seconds per PSI - refit
5
Advanced Cerebro-stimulated Regeneration - Renegerate lost HP / 10 HP + 5 HP per PSI
Soma Transference - Drains non-robotic creatures of HP and gives it to you
Instantaneous Quantum Relocation - Mark and Recall Teleportation ability
Imposed Neural Restructuring - Non-robotic target becomes hostile towards all -robotic- creatures - remove?
Metacreative Barrier - Creates a tough barrier in front of you / Wall HP - 150 + 50 per PSI over 3, 4 minutes
External psionic Detonation - Psionic proximity mine, -does not damage robotics- and double to PSI-weak, 4 minutes - remove?
Psycho-reflective Aura - -60% combat damage / 20 seconds + 20 seconds per PSI - re-fit
Headcleaner on 4/4/2007 at 14:59
After seeing what of my notes and revisions is fesable and what is not, I was hoping to go through them a second time and completely add new elements to the Psi powers by including usages of other base stats besides Psi.
The reason for that is is by just reading my ideas to make all the Psi abilities more capable I can see a Marine taking a Psi power or two and becoming near godlike due to various things.
I want to make it to where to get the full function of the Psi powers you'll have to specialize in Psi and spend your extra Modules on base stats to improve those powers further (other characters will be too busy spending on Weaponry and other skills such as Hacking).
I want to categorize each Psi into a corresponding Stat and add in elements pertaining to it and I do not know if it is possible, but what I'd REALLY like to do is base the bonus you recieve off a Base stat and the duration/addition of the power off Psi (So a burly Marine with high End takes an End Psi power will definately get a solid defense buff, but it'll last about a blink of an eye).
After thinking about it, I think it'd be really cool to expand this mod in parts and eventually modify everything relating to the character system in such a manner so all stats are very interconnected.
What will happen is a Jack-Of-All-Trades will have quite capable abilities at hand (hacking, shooting, psi) but he'll be very average, while the Specialist will be exceptionally good at their choice but exceptionally poor at another (a hacker can flick his wrist and open a supercomputer, but let's see him try holding a machinegun or materializing his thoughts/a marine can shoot a hybrid right between the eyes from 1000 yards away but he injures himself even just looking at a computer and he thinks Psi is witchcraft/a psi user manipulates the world to his needs but he is never able to fiddle with a computer or fire a gun)
Doing this will gives a really dymanic roleplaying system while also keeping people from picking all the good pieces (certain PSI, high Hack, Assault Rifle) and leaving out all the bad
Headcleaner on 4/4/2007 at 15:35
My general assignment of the powers, should this idea be able to be done:
STRENGTH
Adrenaline Overproduction
Psychocgenic Strength
Projected Cyrokinesis
Localized Pyrokinesis
Projected Pyrokinesis
Cerebro-energetic Extension
External psionic Detonation
AGILITY
Neuro-Reflex Dampening
Psychogenic Agility
Psionic Hypnogenesis
ENDURANCE
Neural Decontamination
Cerebro-stimulated Regeneration
Psycho-Reflective Screen
Energy Reflection
Neural Toxin-blocker
Advanced Cerebro-stimulated Regeneration
Psycho-reflective Aura
Metacreative Barrier
Psychogenic Endurance
CYBER
Psychogenic Cyber Affinity
Remote Electron Tampering
Electron Cascade
Enhanced Motion Sensitivity
Remote Pattern Detection
Electron Suppression
Remote Circuitry Manipulation
Anti-entropic Field
PSI
Kinetic Redirection
Recursive Psionic Amplification
Molecular Duplication
Photonic Redirection
Instantaneous Quantum Relocation
Imposed Neural Restructuring
Soma Transference
Molecular Transmutation
and should I ever expand beyond Psi modding, the rest of the system i'd do as:
Recieves bonuses from Psi - Exotic Weapons
Recieves bonuses from Strength - Heavy Weapons
Recieves bonuses from Cyber - Energy Weapons
Recieves bonuses from Agility - Small Weapons
Recieves bonuses from Cyber - Hack
Recieves bonuses from Cyber - Maintain
Recieves bonuses from Cyber - Modify
Recieves bonuses from Cyber - Repair
Recieves bonuses from Psi - Research
Headcleaner on 5/4/2007 at 08:52
How do I edit values relating to damage and power for the Psi attacks? I've installed a seperate copy of System Shock 2 and installed ShockED but all I can seem to alter is skill costs.
I imagine it's possible? I've played mods where people have edited weapon damage values.
Really, it's hard finding info on starting as a modder.
Nameless Voice on 5/4/2007 at 09:07
Take a look in the hierarchy under Object\Projectile\Psi Projectiles.
Headcleaner on 5/4/2007 at 11:06
Quote Posted by Nameless Voice
Take a look in the hierarchy under
Object\Projectile\Psi Projectiles.
It's a step in the right direction, thank you. I can tell this is going to be one long learning process, but i'm not going to give up as I think I have some very good ideas for the character system as a whole.
What drives me to do this is i'm bored with just simply rebalancing and playing, I want to play characters in a new way.
But a question:
Say I wanted to alter the formula used to calculate Psycho-Reflective Screen, where would I go and what would I do to change how much combat defense it gives?
Just figuring that out would help, but ultimately I want to make it something like
Psycho-Reflective Screen = -5% Combat Damage per point of Endurance / Duration = 10 seconds + 20 seconds per Psi
Nameless Voice on 5/4/2007 at 12:40
The effects of Psi Powers are mostly in the Metaproperties section, under Psi Powers.
For some reason, shield is under Psi Powers\Level 1\Low Grav; presumably it replaced a 'low grav' power that was in a prerelease version, and they never bothered to rename that metaproperty?
Having those values affected by END is another matter entirely.
Zygoptera on 5/4/2007 at 21:53
Interestingly (or not) the script for low grav still exists in allobjs and works. It's called 'featherfall'.
RocketMan on 6/4/2007 at 21:44
What do you think featherfall was originally intended for? I mean can't you already create low gravity by setting room properties?...so wouldn't this script be redundant?