This mod screws up my game it's not even funny. From simple crashing from loading between areas to crashes inside areas, and now it even crashes after loading my save. I have to reinstall the entire game...
Even the GitHub version 0.41 still has the issue where going back to previous areas crashes the game, error message trying to write to 0x0000000000 or whatever.
Disappointing, was hoping that would have been fixed.
Can this mod even be used at all, then? Every time I come back and try I never get further than Hardware Labs when coming back to the Talos I Lobby..
Considering the github hasn't been updated since January 2022 and this mod page not since December 2021, I guess this mod is abandoned?
Tried again, because I both love and have exhausted Prey to death at this point and the randomiser mod keeps things fresh, this time only using two settings - randomised enemies (full) and randomised keycards. It was a great experience - I was able to make it as far as the Arboretum, without any problems going back and forth between the areas I had to visit (Neuromod Division, Talos I Lobby, Hardware Labs, Talos I Exterior, Shuttle Bay, GUTS, Psychotronics, Arboretum) but then I couldn't enter Crew Quarters or The Bridge from there without a crash, the typical 0x00000000 error message one. Sadness.
The keycard randomiser function is fantastic. Usually the game wants you to go Neuromod > Lobby > Hardware Labs > Exterior > Hardware Labs > Lobby > Psychotronics > GUTS > Arboretum > etc etc but with the keycard randomiser the route was completely out of sorts, ending up with me having to enter GUTS via the Shuttlebay and doing it and Psychotronics in reverse to grab a keycard so I could enter the Arboretum that way, it was fantastic. Definitely mixes things up!
So, I wish it would work properly. I hope one day you'll be able to fix the issue, because this is easily the best Prey mod on the Nexus. Even with all of the issues, thanks for taking the time to make it!
The custom creatures and guns only show up using this mod if you also use the PFD 2 mod, and you need to either merge or remove some duplicate files from this mod which overrides PFD 2, as well as making sure that you install as minimum options as possible, only random monsters and living people if you have to, but installing living people also stops the husks appearing from the PFD 2 MOD, do not install guns and turrents options either.
I have it working where everything is appearing and monsters as well as custom monsters are completely randomized and the new guns showing up and working too.
The game feels a lot more involved when using the "All corpses are alive" and the "Make humans wander" options. Like, the action is still ongoing and you can sort of "save" some of the people. What is cool about having the humans alive and walking about, is that the Weavers and Telepaths do their magic in the game, Weavers turning the corpses into Phantoms, or Telepaths mind-controlling survivors. Stuff you'd rarely see in the vanilla game.
The integration of other mod's features like the extra guns, turrets, day skips, and extra enemies (unfortunately, this one is not working in the latest build), is pretty awesome when you have to worry about mod conflicts and load orders.
It can, but there are a large number of features that are incompatible between the two. The extra guns in the randomizer have some from "Prey for Death" (or "Prey Souls" as it was called before"), so there is that. Then there is the Lobby missing the special turrets that PFD added, and the option in the randomizer to replace Prey's normal enemies with enemies from PFD does not work, because they just don't appear. That last one is just a bug with the randomizer, but it can still be a problem when you have PFD installed and nothing spawns.
There's a display bug for the randomizer window. If you have your resolution set to anything greater then 100% it cuts off the text and it can't be read. There is a work around by going into the properties of the randomizer exe, going into compatibility, and changing the high dpi settings. From there you check the high dpi scaling override and select system. At that point you should be able to read the randomizer window when it launches next. Best way to fix this bug is probably to just have the randomizer window be resizeable instead of a static window size.
Heads up to everyone who got this with Game Pass. The line "the Windows Store version of Prey 2017 cannot be modded" does not extend to the XBox-App. You just need to select the "Content"-Folder within the "Prey"-Folder as your Prey directory.
50 comments
Disappointing, was hoping that would have been fixed.
Can this mod even be used at all, then? Every time I come back and try I never get further than Hardware Labs when coming back to the Talos I Lobby..
Considering the github hasn't been updated since January 2022 and this mod page not since December 2021, I guess this mod is abandoned?
The keycard randomiser function is fantastic. Usually the game wants you to go Neuromod > Lobby > Hardware Labs > Exterior > Hardware Labs > Lobby > Psychotronics > GUTS > Arboretum > etc etc but with the keycard randomiser the route was completely out of sorts, ending up with me having to enter GUTS via the Shuttlebay and doing it and Psychotronics in reverse to grab a keycard so I could enter the Arboretum that way, it was fantastic. Definitely mixes things up!
So, I wish it would work properly. I hope one day you'll be able to fix the issue, because this is easily the best Prey mod on the Nexus. Even with all of the issues, thanks for taking the time to make it!
I have it working where everything is appearing and monsters as well as custom monsters are completely randomized and the new guns showing up and working too.
The integration of other mod's features like the extra guns, turrets, day skips, and extra enemies (unfortunately, this one is not working in the latest build), is pretty awesome when you have to worry about mod conflicts and load orders.