Straylight ADaoB v.0.3.0 conflicts with Zygo's 'Ultimate' No-Spawn Mod? - by itsonlydanny
itsonlydanny on 30/7/2012 at 11:17
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 - as it breaks game immersion for me - 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
Ladron De La Noche on 30/7/2012 at 20:28
You can modify one of the cfg or ini files and reduce the spawn rate but not kill it. No need to install anything. I think the explanation is in the readme file, can't really remember although I did change the spawn rate.
Reduce the skill level if the game is to hard. Play better. :)
Create user.cfg file & add stuff.
Monster Spawning
Not all ecologies support these new unsupported variables. A few will still respawn at their default rates. For instance, there are two ecologies on MedSci1, and only one of them is affected by these variables.
If you've killed everything in a given area, and you wait around long enough, you'll notice that more monsters are spawned to keep you busy. To minimize respawning, use the configuration variable:
no_spawn
Again, some ecologies are unaffected by this, but this will shut down most of them.
System Shock 2's ecologies look at how many monsters are in a given area. If a defined minimum number of monsters are present, there is a chance that a new monster will spawn. The variable:
lower_spawn_min < n >
reduces the defined minimum monster count on all ecologies by < n >.
There are two types of spawns that ecologies can generate, automatic, and random. Automatic spawns happen whenever the number of currently living creatures that a given ecology has spawned drops below a defined minimum. Example: If a given ecology has a minimum count of 4, it will automatically spawn new creatures whenever the number of living creatures that it has spawned is lower than 4. If you define "lower_spawn_min 1", then it will lower that minimum to 3. Now, new creatures are only automaticaly spawned when there are less than 3 living creatures that it has spawned.
If you set this variable high enough, then no monsters will be spawned automatically (though some will still be spawned randomly, see below). Again, there are a few ecologies that are unaffected by this variable.
raise_spawn_rand < n >
lowers the chance of a monster randomly spawning by changing the random chance from 1/i to 1/(i+< n >).
Ecologies have a maximum monster limit as well as a minimum one. If the number of currently living monsters is between the minimum and the maximum, then once every minute or so (the exact period is set individually for each ecology), there is a random chance, 1 in X, that a creature will spawn. This variable increases X so that the chance of spawning is decreased.
For example, if X=4, then every period, there is a 1 in 4 (25%) chance of a creature spawning (until the maximum is reached). If you set "raise_spawn_rand 10000", then that chance is decreased to 1 in 10004 (about 0.01%). While monsters will still spawn randomly, they will do so far, far less frequently. Again, there are a few ecologies that are unaffected by this variable.
itsonlydanny on 31/7/2012 at 09:27
Thanks for your help Ladron!
I've edited my 'user.cfg' file to the following
no_spawn
lower_spawn_min 3
spawn_rand 1000
gun_degrade_rate 0.3
Is that correct or essentially on the right track?
Ladron De La Noche on 31/7/2012 at 11:16
Quote Posted by itsonlydanny
Thanks for your help Ladron!
I've edited my 'user.cfg' file to the following
no_spawn
lower_spawn_min 3
spawn_rand 1000
gun_degrade_rate 0.3Is that correct or essentially on the right track?
It's "
raise_spawn_rand 1000" right? Everything else seems fine to me, the
no_spawn line was good enough for me years ago on my first play-through. Play as you wish. Enjoy! :)
itsonlydanny on 31/7/2012 at 11:25
Quote Posted by Ladron De La Noche
It's "
raise_spawn_rand 1000" right?
yes, now changed!