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JerryTerry

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JerryTerry

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12 comments

  1. zaptoslanos124
    zaptoslanos124
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    I cant get the mod to work does it have to be a brand new game as in does new game + not work because when I run it like normal on a ng+ it just starts up normally on the first day.
  2. devinci35
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    I found the intro to the game to be a relatively minor annoyance that I could get through quickly.  But this mod was well thought out and executed.  So, it deserves an endorsement on those points alone.  It also gave me some ideas for version 2.00 of my Mimic Hunter mod.  This mod alters the simulation lab level, but I found some good ways to improve the lobby which addresses a number of problems with the keycards in the game.  Basically, the idea of having to search the entire station for keycards to some of the doors is beyond ridiculous.  So, I removed the locks from some of the doors in the lobby and repurposed the keycards sitting on people's desks there.  Then you can pick up a keycard for the IT Closet, the Blackbox lab, the GUTS refueling area, and the Atmospheric Control Room when you first arrive in the lobby.  Sitting out in the open for you to walk by and pick up.  And you'll find Devries' office and secure pharmaceuticals unlocked in the Trauma Center.  The Trauma Center and the Teleconference rooms won't have locks on their doors, so those keycards will no longer be necessary.  And the security office has at least two alternative ways to enter, so I left it locked and used that keycard for the IT Closet.  Then there is at least one good puzzle to solve.  And I figured with Typhon eating everyone and people being shot out into space that a keycard had to get lost somewhere.  So, it completely works with the storyline.  I'm fine tuning and testing things, but things are looking pretty good so far.
  3. wolfgang784
    wolfgang784
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    Not a lot of love in here - so thanks for the mod, JerryTerry. Tried the game a few months ago but ended up dropping it ~5 hours in for other stuff. Would rather restart for my 2nd attempt here, but ugh that beginning lol. I started a new game but ALT-F4'd soon as I remembered the testing and such I was in for. 
  4. Pyronoid
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    Really surprised by the low number of endorsements and downloads on this mod; its inclusion in mods like Prey Souls and Randomizer are unsurprising, given that those are mods intended to improve the replayability by addressing mechanical things about the game, but I think the base game has a huge amount of replyability, if only for the intro being not quite so long and, frankly, a bit redundant after you've seen it once.

    Anyway! I love Prey, I replay it around once a year, but I've grown a bit tired of the first day bit after seeing it so many times; imagine my delight finding a mod that so elegantly addresses my problem! Really easy to install and layers nicely on top of other mods - was even able to apply it just using 7-Zip to extract & compress the .pak file. Great work!
  5. kidaXV
    kidaXV
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    Hi! I was also wondering if I could include your changes into the Prey Randomizer. At the moment all I do is just set the "SimLab.Apartment_2ndDay" and "SimLab.Apartment_PlayerHasFirstDay2Objective" tokens to true, which is buggy as hell. I would definitely give you credit for the work. =]

    I also like your work with the flowgraph editor! We could really use something like that in Prey modding. A while ago I attempted creating something that could at least visualize the existing ones, but only managed to do this with the smaller flowgraphs (Example: https://drive.google.com/drive/u/0/folders/1YO3K9SO925nGu8tC_yvE_yJVsexjN36E). I found that it *is* technically possible to import some of these back into the CryEngine editor to view them, but 90% of the time it just crashes the editor.
    1. JerryTerry
      JerryTerry
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      Of course, feel free to include this in your mod!

      Also thanks! The editor seems to be able to visualize and edit all flowgraphs, even the largest ones. But the code's currently super messy (it's just being prototyped in Python with pygame, it was my goal to eventually port it properly into C++ with SDL or something before release). I kinda drifted away from it once I started getting frustrated with how mod-unfriendly Prey is. Has anyone managed to find a way to get text on-screen? I'm trying to get my X/Y/Z coords for modding potential, I've tried everything from debug nodes (all disabled!) to triggering custom subtitles (also somehow disabled?), incredibly frustrating. At one point I was genuinely considering just having a floating screen follow me around with my info on it!
    2. kidaXV
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      Awesome, thanks!

      So far I haven't messed much with editing flowgraphs, so I couldn't say how much of the text display commands still work. I do know that Arkane removed support for a lot of CryEngine remote console commands shortly after launch, so there's a small chance these kinds of debug commands may work on the day 1 launch version of the game. Coyotekins (developer of the Prey Souls mod) dabbles in flowgraph much more than me, and may also know about what works and what doesn't work.
  6. Coyotekins
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    Hello, im wondering if it would be okay with you if i included your changes into my prey souls mod so it would not need to be a separate download for people.

    If so, credit will be given for the alterations.
    1. JerryTerry
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      That would be fine, feel free to include it.
    2. Coyotekins
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      I appreciate it m8.  C:
  7. jmx777
    jmx777
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    Excellent job!!!
    1. JerryTerry
      JerryTerry
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      Thank you! By coincidence, I almost accidentally uploaded this mod with your Real Lights mod still included, because I got so used to having it that I forgot it wasn't vanilla! (Man, I haven't had to look at that vanilla flashlight in so long... ugh, it gave me headaches)