Prey (2017)

File information

Last updated

Original upload

Created by

jjiinx

Uploaded by

Syynx

Virus scan

Safe to use

Tags for this mod

152 comments

  1. raveniscool27
    raveniscool27
    • member
    • 0 kudos
    this mod adds alot of nice features that alot of people would probably like to have without all the other stuff, like the extra graphic options, more perks etc. it would be great if there was a way to get these seperately
  2. Arafhan
    Arafhan
    • member
    • 0 kudos
    Is there a way to disable license mechanic for the shotgun shells ?
  3. Secretrider
    Secretrider
    • member
    • 1 kudos
    Has anyone found the save items yet? It lets me save normally up until I get the Psychoscope and then I'm just screwed.
  4. Laicus
    Laicus
    • member
    • 15 kudos
    I can't find patch_NoTurningBack.pak, has it been removed?
  5. crucifixzero
    crucifixzero
    • member
    • 0 kudos
    Just finished a play-through with this mod. Overall a fun experience, though can be annoying when you got zapped during zero-gravity situation, upon which you're completely exposed with no way to defend yourself.

    Though I was wondering...is the flashlight can't be recharged? I managed to finish my game without it fully gone out, but shudder to think it would (because there are times when the flashlight is needed in the game). Is it intentional, and I perhaps missed the method to recharge it? Or is it meant to gone out completely, and I require to use it as efficient as possible?
    1. Cerebrus000
      Cerebrus000
      • supporter
      • 0 kudos
      You recharge the flashlight with a chipset you unlock after choosing the tinkerer perk. I'd recommend getting the perk quickly and if it doesnt drop by the time you're at psychotronics then save/reload while killing the engineer operator from the HW labs until it drops. It's called the battery module and prob takes 5-10 minutes based on luck.

      Personally I find spending 6 neuromods to effing unlock flashlight recharge incredibly stupid, but this mod is overall worth it if you're looking for a new and difficult experience.
  6. sashko2281
    sashko2281
    • member
    • 0 kudos
    In order for this mod to work, when starting a new game, do I need to choose a survival mode or not?
  7. PlausibleSarge
    PlausibleSarge
    • member
    • 13 kudos
    Does this work with the current version of the game?
  8. Spietres
    Spietres
    • member
    • 1 kudos
    Hello!

    First off, thanks for making this mod. It feels really refreshing to use it on my first (technically second, but I never finished the game) playthrough. I wanted to ask one thing and I would greatly appreciate if you could respond.

    It's about the "PSI regen" nodes. If I am not mistaken there are two nodes that give you passive PSI regeneration and one of them makes PSI Hypos basically useless, so you either deconstruct them or just storage for whatever reason.

    My question is, does your mod makes it viable to have those both PSI regen nodes and it being a sustinable source to use PSI abilities? Like I mean, is it a viable build, like did you actually aimed for that to happen? So people could go all PSI regen and complete the game without using even a single PSI hypo?

    To be honest I like the sound of that, but I don't know if it's a practical or good nodes to go for. I would assume they are here with a reason, but I wanted to get a confirmation from the author himself. So far I am 1 node away from getting PSI regen node. Then I would have to spend tons of Neuromods to achieve the Cellular Respiration which gives passive regen to every bar (HP/Stamina/PSI).

    There's also a second question if you have time. I noticed there's a node called "Lucky" with a very vague explaination. I imagine this is intended, but still 7 Neuromods is not that low amount. Could you explain without spoiling too much what does it change in gameplay? I would assume it affects the loot rate, critical hits maybe it even adds some small surprises to the game that would def spoil it if you told me. But if you can answer to that question in any way I would be glad.

    In the end I would appreciate if you (or someone who uses this mod) could tell me how much PSI regen both of these nodes give. the Cellular Respiration and Neuroshock.

    I would appreciate the reply :smile: Cheers!\

    @EDIT
    So no one answered me so I tried experimenting myself. If someone read this and is curious as well then here you go .Neuroshock gives you exactly 1 PSI regen per second. So Kinetic Blast for example would take you 45 seconds to regen. Honestly I would say this is not a bad deal! All PSI hypos you find, you can recycle into resources. And you have a pretty decent PSI sustain to use PSI power on average basis. I would say it was worth the 10 Neuromods I saved. + obviously you don't have to worry about having PSI hypos in inventory or go looking for Scientific Operators which is a nice feeling.
  9. icebolt1000
    icebolt1000
    • member
    • 0 kudos
    Is there a problem with Kelstrup's key? I didn't check if it was on his body when I looted him, always loot without looking. Now when I remembered to check his office, it says I don't have the key, so I assume it wasn't on his body. Checked the Data tab, and indeed it wasn't there.

    I see in an old version there was a problem with that keycard. What was that about? xD

    Just got to Arboretum, I've noticed I have 1 synthetic material, and 72 exotic material. I'd only use exotic to create neuromods, which I can't since it requires 3 of each material. Was synthetic material always this scarce? Just wondering.

    Sometimes when reloading a quicksave, typhons have a very bright glow or become tiny floating typhon balls. Don't know if that's the game or mod-related. Weird.

  10. icebolt1000
    icebolt1000
    • member
    • 0 kudos
    Hmm. There were a bunch of fabrication mods in the locker. But that's where the DLC shotgun Margrave is supposed to be, right? Did it go somewhere? =X


    EDIT: Also, what does that Lucky neuromod ability do?
    1. Syynx
      Syynx
      • premium
      • 80 kudos
      PREY for Death (which is a part of this mod's roots) must have altered the DLC locker (I couldn't say why, the pre-order stuff is awesome), I'll fix this in the next version, however, once a container's loot is "rolled" the only way to revert it is by starting a new game. For an immediate fix you can open up patch_PreySurvivalMod.pak in a zipping program like 7zip or WinRAR, then navigate to /Ark/ and delete the Entitlement library XML file

      Lucky improves a ton of things slightly. A few examples are; Visiblity, wrench speed, repair time, damage to mimiced enemies, chance to knock down an enemy, chance to be affected by a trauma, weapon recoil, critical hit chance on all weapons, amount healed by food, low health regen speed, etc..
    2. icebolt1000
      icebolt1000
      • member
      • 0 kudos
      Loving this. =) Oh thanks for the clarification on Lucky.

      I'm several hours in have opened the safe. Too late now, huh? Well, it's not like the shotgun's different from the normal one (3 neuromods would be nice though).

      I am however feeling it's going to take eons to get enough neuromods for anything. I JUST got enough to buy "Neurojunkie" and "Necropsy", but have not seen any of those "improvised Neuromods". Do they have a low percentage chance of dropping?
    3. inknow
      inknow
      • member
      • 0 kudos
      Yep, just a neuromod rare drop. It's functionally identical and is added to your regular neuromod stack. It can be found on every living enemy, including mimics.
    4. icebolt1000
      icebolt1000
      • member
      • 0 kudos
      Oh. Thank you. Haven't seen one yet. Welp. Hope my luck improves. ='(

      EDIT: 18 hours in, not a single one. Rarer than shiny pokemons xD
    5. Syynx
      Syynx
      • premium
      • 80 kudos
      thats very strange! do you have any other mods installed? something could be affecting the drops
    6. icebolt1000
      icebolt1000
      • member
      • 0 kudos
      No. Well, I'm gonna start a new game. January died randomly. Came back to the place and January was dead. I fought a couple Ethereal Phantoms near the entrance, must be it. Just gonna clear the mod folder and do that. But before that, can you tell me the drop rate for those? I think it's very important for neuromods, what with the license to fabricate them being unique. If the droprate is too low such that it takes too long to get new abilities (what with them costing quite a bit), might be better for me to tinker with the xmls and undo the unique fabrication (just for neuromods), except I don't know what files to change. Looked through them, but couldn't tell. Of course, I wouldn't want to be overpowered with hundreds of neuromods right away, but I'm the kind of person that by the end of the game, wants to unlock as much as I can. This time I'm doing a full typhon run, but also wanted to unlock some of Scientist, Engineer and Security. So, could you tell me on average how many abilities you can unlock with the current droprate, if the neuromod upgrade is taken as soon as it's possible? =S


      I think the beginning of the game (the first several hours for me) are the most important in terms of Neuromods. To be able to buy the most crucial abilities, that first boost that can make the rest of the game fun instead of quicksaving and loading the same spot a thousand times. I felt bad that I had to leave Dismantle for later (and so leave so many operators full of juicy items xD. The ones I take first before were usually Material Expert, Dismantle, Necropsy, Repair Tech and Suit mod I and II (I'm a hoarder. Collect every single thing that's not nailed down).


      Ammo wasn't plentiful for me except for Gloo. So 1.9 has less? I had to take the first attack typhon upgrade because I barely had any ammo. XD


      Also Psicho wasn't causing brain damage and food items were small and stackable. Just started 1.9 and they seem to be big. Hmm.


      Hopefully restarting a game will make everything work as intended. Was 26 hours in, but what the heck, let's try again. I just downloaded the file before using, and I see the entitlement xml isn't there. You removed it, right?

      Thank you for replying and again for the mod It's quite challenging for me, mostly for the lack of neuromods. Sorry for the long reply though. I have one thing to say about this game as a whole. I'm having a much easier time using typhon powers (only unlocked the first) than with weapons. I had a psichoactive charger (shame I won't have it this run. Don't know where I found it) + Psicho regenerating energy, so it was easier than my previous run with just the human side, hiding and whacking things with the wrench when out of bullets. XD


      EDIT: Started the new playtrough with 1.9 some time ago, just found something weird... I did find one neurojunk (but couldn't collect since the upgrade to collect it requires 6 neuromods). Went to another loading zone, but upon returning to the neurojunk (just to check it was still there), it had turned to a normal neuromod (still requires the neurojunkie upgrade). Is that intentional?
    7. Syynx
      Syynx
      • premium
      • 80 kudos
      Yeah looks like the mod wasn't working 100% properly for you (small stackable food and psicho not causing brain damage are definately wrong).

      That Neurojunk bug is technically a bug but it's unfixable and a small annoyance more than anything. In order to get Neurojunk to work as a neuromod it needed to have the same item ID as neuromods, since they have the same Item ID when you come back to Neurojunk it changes it's to a Neuromod

      Now that the mod is working for you properly I hope you find the right amount of Ammo and Neuromods