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Tsundereployer

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kidaXV

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13 comments

  1. shatteredhalo
    shatteredhalo
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    Update: Nevermind, I'm dumb, I figured it out.

    I can open the simulation doors, but the NPC with the wrench is still alive, so there is no way to obtain the wrench. Using the optional loot patch doesn't seem to work either.

  2. RizaPascal
    RizaPascal
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    I lost where where i put the un-moded level.pak and this mod seems to break operators for me I have tried uninstalling and reinstalling along with deleting the level .pak and verifying files but steam still downloads the modded file. Is there a way to force steam to download clean files or does anyone know where i can get the un-moded files.
  3. gr3nadier351
    gr3nadier351
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    A couple things, assuming anyone reads this:

    --Firstly, this is an absolutely marvelous mod that is both required to enjoy the game past your first playthrough, and which highlights several design and programming quirks with the game which can be pretty enjoyable. Highly recommend.

    --Secondly, anyone who wants to understand X, Y, or Z should read the Prey Modding Guide on RSD's personal site (just search for it). This explains several things, INCLUDING HOW ADDITIONAL PACKAGES ARE LOADED BASED ON MOD ORDER! If something appears to conflict or not load, try renaming the package to load last. Not a guaranteed fix, but it would help with people whining about how an inventory- or sorting-based mod broke a simple map change.

    --Finally, to the author or anyone who happens to know, how did you mod the map? Did you just extract and load it into CryEngine? Did you go through the internal data manually and change some things? For fun and tinkering around, I was going to look at placing a GLOO Cannon in Morgan's Apartment but wasn't sure if that could be done without replacing something. Since there's always some frayed wire, perhaps an item swap would be possible there?

    Either way, great mod, thanks for the efforts.
  4. doomknightofchaos
    doomknightofchaos
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    The mod works, but it breaks my loot mod, for the rest of the station.

    You need the optional loot mod download, otherwise you run the risk of not spawning a wrench. No wrench means you can't deal damage to Mimics and can't get the Neuromod at the end of the floor. I did it three times without the optional mod, and didn't get a wrench each time. With the optional mod, I get the wrench... but now my loot mod I have no longer works.

    Honestly, the time it takes to figure out if you got a wrench to spawn or not, is about the same amount of time is required to go through the darn tutorial. So, unfortunately, the mod doesn't really work at all. Without a wrench you are screwed, but with the loot mod, other loot mods will not work. And trying to remove this mod from a save, after exiting the apartment, causes the game to refuse to load the save file.

    Good concept of a mod, poor implementation. Suffice to say, I hate the tutorial, so I'm not going to be playing Prey again. Oh well.
    1. So it breaks another mod you had, therefore this is a bad mod? Holy shit. Can I facepalm myself?
  5. glencoe2004
    glencoe2004
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    Everyone gangsta till Morgan walks out of the simulation
  6. dgiebi
    dgiebi
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    Just for information. This mod doesn´t work with my game and I think I found the reason:
    I use a mod that changes the loottables.xml
    After deactivating this mod all went right.
    Think you should mention this in Not compatible mods
    1. RalphJordanWilliams
      RalphJordanWilliams
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      • 12 kudos
      Don't take the "Grete Mikkelson Loot" optional file, and it'll work. I also use a mod which edits LootTables.xml, and I'm only using the main file, and everything works fine.
    2. dgiebi
      dgiebi
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      Thanks will try it.
  7. RalphJordanWilliams
    RalphJordanWilliams
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    Just an FYI, if you open the 'Floor 45' door by the elevator/'Simulation Sound Stage' door with the red light, it causes the apartment to shift from pre-breakout mode to post-breakout mode. However, it also removes all items from your inventory, and prevents you from using your Transcribe (no inventory/objectives/data/etc.), so I'd advise against opening that door.

    EDIT: If you go to the lobby you'll regain the use of your Transcribe
    1. kidaXV
      kidaXV
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      • 14 kudos
      Oops, I forgot to mention that weird side effect. I wasn't sure if it was reproducible. Normally you wouldn't be able to open that door at all, so at least it offers an interesting way to break the intro. Otherwise that door should be avoided.
  8. DeepEuphoria
    DeepEuphoria
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    • 7 kudos
    @kidaXV -- Thank you... no seriously, Thank You! I've been testing, bug fixing, and configuring some mods over the past few weeks, many of which require a new game for any changes to take effect so I've played through the intro probably 40+ times in a month, therefore I cannot tell you how massively helpful this mod is going to be - although if you could go back in time and create the mod 4 weeks ago that would be even better ;)

    Thank you, really appreciate it.
  9. Ganvantein
    Ganvantein
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    This looks super interesting. How will it affect the progress in the game however? When you return to this area afterward, will this area be bugged?