Would you mind re-summarising all your mini mods as per your latest update? There are a few ones that are missing or have changed completely and don't have any comments in the documentation which explain what they do.
0001) No Intro (speeds up the intro to stop wasting time and to start playing as soon as possible)
0101) 20%Run_20%Jump_Boost (saves time while traveling, and keeps boredom away... the increase in movement speed does not mess with puzzles, neither the increase in jump height... but it makes the game more comfortable to play.) 0102) 72StartingInventorySlots 0103) InventoryExpander12Slots (more inventory slots to carry more stuff, in the original game inventory was unlimited... this is a compromise with that version and the new system shock 1, since you still struggle with inventory but now you can carry all the weapons required to use any particular projectile) 0104) HardMission24HoursTimeLimit (24hours is the maximum the game allows with a countdown, also the duration is enough to avoid turning system shock 1 on hard in a game where you try to skip as much content as possible... just to barely make it through. you may now complete everything with 16 to 24mins left) 0105) CombatDifficultySettings_abcde a) Monster Damage 90%,100%,110% //75%,100%,125% b) Monster Health 90%,100%,110% //70%,100%,120% c) Player Loot Bonus 0%,0%,0% //0%,0%,20% d) Player Respawn Life 99%, 66%, 33% //75%, 50%, 25% e) Security Camera Detect and Alert Range 1000 and 600, 1200 and 800, 1400 and 1000 // 1000 and 0, 1200 and 800, 1600 and 1200 (difference among difficulties has been diminished, to avoid turning the monsters into bullet sponges... and to have the "sniper" weapon being able to 1shot the hardest monsters, while aiming for the head using a fully upgraded weapon.) (noticeable difference is the amount of health regained at resurrection: not punishing on easy, having to use 1 medpatch on normal to fill up 100% and being punished on hard... the amount regained is still higher than the unmodded game)
0201) LootTable_CyborgDrone_Unique_InventoryExpanderInsteadOfKeyCard 0201b)LootTable_CyborgDrone_Unique_LogicProbeInsteadOfKeyCard (there is a special monster that drops a special loot, but that loot is a duplicate of an item (keycard) already available in the room. the first mod gives extra inventory earlier but you can only benefit from picking up 2 expanders... the third expander you will have picked up would have had no effect... , the second mod takes priority and instead gives a logic probe) 0202) LootTable_HumanCorpse_ReflexAidPatchInsteadOfTB05 (there are at least 2 energy weapons, model TB05, both found in medical sector, you do not need more of them... so you gain a slow time patch instead) 0203) LootTable_HumanMutant_StaminupStimulantInsteadOfBerserkCombatBooster (there are too many melee booster patches and not enough monsters safe enough to close combat, this mod will make the mutants drop staminup instead)
0301) Junk_CrewCap_1x1GridSize 0302) Story_AbeGhiranHead_1x1GridSize (saves space in inventory and is coherent to the space occupied in the "real" videogame world and inside containers or the elevator)
0401) Scraps300MaxStack 0401b)Scraps150MaxStack (scraps awaiting to get recycled occupy less space, the 150 version is preferred to quickly have a full pile to convert into credits... the cap of conversion is 1200, so 8 piles of 150 or 4 piles of 300... if you convert a pile that does not end with 0 you lose the digit of scraps: 129 scraps gives only 12 credits... so having 150 max stack is the default option, to quickly get the stash maxed while still saving extra space) 0402) Junk10MaxStack1ScrapMin (now every junk item recycles itself for at least 1 scrap and can be stacked up to 10: the same stack number used in the unmodded game for some of the junk items) 0403) Batteries_25MaxStack_80Energy 0404) FirstAidKit_25MaxStack 0405) Patch_25MaxStack 0406) LogicProbe_25MaxStack (max stack has been upped from 3 first aid, 10 other items to 25 to give extra storage, especially during the last levels of the game where it may not be possible to have a "storage area" and sacrifices have already been done about what to keep and what to discard) 0407) Explosive_25MaxStack 0408) MK84_Railgun_25MaxStack 0409) LGXX_PlasmaRifle_25MaxStack 0410) SK27_Shotgun_150MaxStack 0411) Magnum_2100_300MaxStack 0412) JW76_Mag_300MaxStack 0413) Mark_III_600MaxStack 0414) KE41_KF18_600MaxStack (values of the max stack have been made a multiple number of each other: 25,150,300,600. the max stack should be enough to use only 1 inventory slot for each projectile type, as long as projectiles of a particular weapons are being consumed to avoid accumulating too much. switching weapon and projectile type will give the possibility to enjoy all weapons, at the beginning of the game unused projectile can be stashed in a container near the elevator, by the end of the game the player would be able to carry all projectile types and their weapons)
0500) PseudoWeapons_12And24And84Damage (this has an effect only on the last level of the game, and helps lowering the chance to fail the last fights) 0501) CyberSpaceWeapon6Damage (little extra help to succed into the hacking minigame) 0502) KE41_Minipistol_20And20Damage_25And75AP 0503) KF18_Skorpion_20And20Damage_25And75AP (the same projectile type going in two different guns deals now the same damage, the last aquired gun can hold more projectiles and has a faster rate of fire this has not been changed from the unmodded game) 0504) Mark_III_24And30Damage_90And30AP (a little boost have been given to mark III gun, ap bullet base dmg changed from 25 to 24 but the huge 90% armor piercing value makes up for the reduced base damage, at least against armored enemies. the fire bullet version now does 24 base + 6 fire) 0505) Magnum_2100_75Damage (boosted damage to make it feel more powerful, up to 1 less shot is now required to kill certain monsters compared to unmodded version) 0506) SK27_Shotgun_120And150Damage (the shotgun did not feel strong enough as a close combat area damage, the extra damage is enough to make the weapon worthwhile) 0507) Frag_Grenade_200Damage320AoE 0508) Gas_Grenade_200Damage320AoE 0509) EMP_Grenade_200Damage320AoE 0510) Proximity_Mine_250Damage400AoE (since the ammo is very limited, both damage and area of effect has been improved to make sure the ammo has an effect... proximity mine can be used against slow moving tough enemies that quickly kill the player when there is line of sight, more than 1 mine is needed, but the quantity used for a kill has been greately reduced) 0511) MK84_Railgun_400Damage (upped damage makes possible to one shot any monster, as long as the weapon is fully upgraded and the head is hit, while using CombatDifficultySettings_abcde mod... otherwise you would end with a long recharge delay and the monster still alive.) 0512) LGXX_PlasmaRifle_500DamageSecondary_EnergyCostIsDamageDividedByEightPrimary (plasma ball damage is enough to help during the last levels of the game, against the toughest monsters... and the energy consumption of the alternate usage mode is low enough to actually being useful... 1 recharge battery should be enough to kill at least 1 monster)
0601) LGXX_PlasmaRifle_SlowProjectileSecondary (avoid self suicide, can dodge the ball now) 0602) PseudoDisk_FastProjectile 0603) PseudoNova_FastProjectileReducedRadiusIs15 0604) PseudoPulser_FastProjectile (this has an effect only on the last level of the game, and helps lowering the chance to fail the last fights)
0701) TB05_SPARQBeam_EnergyCostIsDamageDividedBySix 0702) RW45_PulseRifle_EnergyCostIsDamageDividedBySeven_OverchargeByEight (energy used is proportional to damage done, every energy weapon feels worth using) 0703) LightLowEnergyDrain12s 0704) SensaroundLowEnergyDrain12s 0705) EnviroLowEnergyDrain12s 0706) TargetIdentifier5EnergyCost (energy consumption of implants is enough to keep them on most of the time, while still requiring to consume a battery item once in a while or visit a recharging station)
0801) TargetIdentifierFastHack 0802) Magnum_2100_TargetCrosshairFastAcquire_NoEnergyDrain (quality of life mods, they make some features of the game worth using)
0901) MediPatch_20s_80Heal 0902) StaminPatch_90s_40Heal_48MaxHp 0903) VisionPatch_90s (little adjustaments are being made to patches to gain round values, also stamin patch now heals half of a medpatch; without the mod the health gained is minimal. now it is a +20% max hitpoints, that keeps 40hp after the effect ends... out of the 48 extra hitpoints gained while maximum hitpoints effect was boosted. to make it clear now: +48max hp and +48hp, effect ends, -8 hp and -48max hp)
Said in another post the Hard Mode Time Extension standalone was available and linked to here. I had to learn how to do it myself. Thanks for the mod tools. Do people a favor and just post the time extension?
SystemShockRemakeModByNixos.zip file uploaded 22 aug 2024 already has the hard mode time extension mod... you just need to copy the file and paste it in the correct folder within the game
0104) HardMission24HoursTimeLimit.pak
this is the already available file. you did not need to create another one from scratch.
You've earned the endorsement and then some. This is the only place I could find to get an expanded inventory mod, so thanks very much for hooking me up. It took me a while to figure out the file order and how to use the tools, but I'm very happy with the result. Cheers.
Really glad to see my 24-hour limit suggestion included :)
I did my very first SS1 playthrough with it and came short of reaching the final shodan cyberspace jack by about 5 minutes, give or take.
One of the coolest gaming experiences I have ever had.
To any wondering – yes, 24 hours does in fact appear to be the perfect sweet-spot balance for a reasonable but fair, tense experience without getting silly speed-running.
0101) 20% Run And Jump Boost 0102) 72 Starting Inventory Slots 0103) Inventory Exp And er 12 Slots 0104) Hard Mission 24 Hours Time Limit 0105) Combat Difficulty Settings a) Monster Damage 90%,100%,110% //75%,100%,125% b) Monster Health 90%,100%,110% //70%,100%,120% c) Player Loot Bonus 0%,0%,0% //0%,0%,20% d) Player Respawn Life 99%, 66%, 33% //75%, 50%, 25% e) Security Camera Detect And Alert Range 1000 And 600, 1200 And 800, 1400 And 1000 // 1000 And 0, 1200 And 800, 1600 And 1200
0201) Loot Table Cyborg Drone Unique Inventory Expander Instead Of Key Card 0201b) Loot Table Cyborg Drone Unique Logic Probe Instead Of Key Card 0202) Loot Table Human Corpse Reflex Aid Patch Instead Of TB05 0203) Loot Table Human Mutant Staminup Stimulant Instead Of Berserk Combat Booster
0301) Junk Crew Cap 1x1 Grid Size 0302) Story Abe Ghiran Head 1x1 Grid Size
0401) Scraps 300 Max Stack 0401b)Scraps 150 Max Stack 0402) Junk 10 Max Stack 1 Scrap Min 0403) Batteries 25 Max Stack 80 Energy 0404) First Aid Kit 25 Max Stack 0405) Patch 25 Max Stack 0406) Logic Probe 25 Max Stack 0407) Explosive 25 Max Stack 0408) MK84 Railgun 25 Max Stack 0409) LGXX Plasma Rifle 25 Max Stack 0410) SK27 Shotgun 150 Max Stack 0411) Magnum 2100 300 Max Stack 0412) JW76 Mag 300 Max Stack 0413) Mark III 600 Max Stack 0414) KE41 KF18 600 Max Stack
0500) Pseudo Weapons 12 And 24 And 84 Damage 0501) Cyber Space Weapon 6 Damage 0502) KE41 Minipistol 20 And 20 Damage 25 And 75AP 0503) KF18 Skorpion 20 And 20 Damage 25 And 75AP 0504) Mark III 24 And 30 Damage 90 And 30AP 0505) Magnum 2100 75 Damage 0506) SK27 Shotgun 120 And 150 Damage 0507) Frag Grenade 200 Damage 320 AoE 0508) Gas Grenade 200 Damage 320 AoE 0509) EMP Grenade 200 Damage 320 AoE 0510) Proximity Mine 250 Damage 400 AoE 0511) MK84 Railgun 400 Damage 0512) LGXX Plasma Rifle 500 Damage Secondary Energy Cost Is Damage Divided By Eight Primary
0601) LGXX Plasma Rifle Slow Projectile Secondary 0602) Pseudo Disk Fast Projectile 0603) Pseudo Nova Fast Projectile Reduced Radius Is 15 0604) Pseudo Pulser Fast Projectile
0701) TB05 SPARQBeam Energy Cost Is Damage Divided By Six 0702) RW45 PulseRifle Energy Cost Is Damage Divided By Seven Overcharge By Eight 0703) Light Low Energy Drain 12s 0704) Sensaround Low Energy Drain 12s 0705) Enviro Low Energy Drain 12s 0706) Target Identifier 5 Energy Cost
0801) Target Identifier Fast Hack 0802) Magnum 2100 Target Crosshair Fast Acquire No Energy Drain
0901) Medi Patch 20s 80 Heal 0902) Stamin Patch 90s 40 Heal 48 Max Hp 0903) Vision Patch 90s
I've been trying to edit the hard difficultly to set the timer past 24 hours to the point where it wouldn't matter because it was so high. I can't seem to get it to work. I don't understand how I am supposed to edit it even though I followed the videos. I was wondering if you could give me some help, or maybe just make a little mod that does that.
the timer cannot be set higher than 24 hours, otherwise it gets bugged. but you can set it to 0, it should work like the other 2 difficulties (no timer)
open DT_MissionDifficultySettings.uexp with HxD hex editor, search for decimal offset 324 and change the number to 0
the original number is 600 minutes (10 hours), i used 1440 minutes (24 hours), if you set it to 0 minutes it should ignore the timer.
------------------------ by the way, i finished the game in about 18 hours with no rushing... so 24 hours should be plenty of time.
the first levels took me 2 hours each, medical took 2 hours and 5 minutes i was able to quickly do the groves, if you keep a pace of 2 hours per deck you can finish the game in time... completing each deck in 2 hours, while completing all 3 groves in 4 hours instead of 6
I think I could definitely do it in 24 hours but there are other achievements I want to get along the way so I don't have to rush. Thanks a ton for the speedy and informative reply. Cheers.
24 hours is more than enough, although I tried to set the timer to 0 but it didn't change anything. First time I opened the file with xhd, the decimal offset 324 was already set on 1440 and it just stays that way.
Edit: I figured out what I was doing wrong. Now it works just fine ;-)
i think the game can support a maximum of 24 hours as timelimit during my playthroughs i finished the game between 4 hours left and 30 minutes left
you can reduce the time limit with a simple modding using uassetgui and using my mod as a base other alternative time limits may be: 20, 16 or 12 hours (any number from 1 up to 1440... 12 hours is 720)
there is a sitcom called 24 hours, i took inspiration from that concept: you have only 1 day!
--- 0 as timelimit disables it completely... 10 hours (600) is the unmodded value, 24 hours the max allowed by the game, any more is treated like: starting over from the beginning: 24 hours and 1 minute, becomes 1 minute only
i can create a new version of my mods, but it will require some time...
just give me a few days -.-'
btw: thanks for the feedback, i currently do not play this game and i had no idea that my mods became outdated.
--- edit: the problem with videogames is that 1) they cannot be easily customized to each people liking 2) most of the time there is no easy way to make a mod compatibile with a new version of the game.
which leads to point 3 3) old games that no longer get updated, have 0% chance that a mod becomes not working.
after i said that, let me add that i am still glad that this game is getting updates... i would have liked the gamepig included with some minigames but... this game is still fun even without this touch.
--- latest edit: mods have been updated for version: 1.2.318898_(64bit)_(73523)
Thank You for you response; allow me to Formerly Apologize "IF" i came off rude - indignant towards you & your mod. NOT MY INTENT; NOR MOTIVATIONS at all. now - i will say. i notice this as well. I've been currently using THIS MOD. and some stuff works while others ....not soo much. again Unfortunately. Agreed as well that is is beautiful to know :
1) You are STILL-CONTINUE to be motivated, in good spirits to continue the work on the Mods | Modding of System Shock. thank you. from me to you. THANK YOU. and i know i cannot speak for other human beings - persons - gamers - players. but i'll wager that . they feel exactly the SAME as i DO. soo again thank you THANK YOU !
2) its only 4 things that're an ISSUE for me "Personally" with this particular mod that you beautifully made. soo to maybe help - give you an "idea" of the Problem areas that I personally encountered during playing. | and Currently playing a 2nd - 3rd run I'm Currently in. YES *side note. I'm Currently running 2 Different Games at the same time. not exactly AT THE SAME TIME but at the same time = EX: i run game Alpha for 4 - 6 hours and take note, observations of the mods, the game ,etc, etc. then save. end game. load up game Delta then for 4 - 6 hours and wash, rinse, repeat, wash again. lol. but you get the jist of my motivations. soo here's MY ISSUES. i cannot speak for others:
- You can NO LONGER individually - Separate a single mod from the Big MOD List we download that you allow us to Download. like before i could "Physically" Remove a specific MOD. now. ??? NOPE. Never. NOT 1. and that caused My Game (every single time) btw - to Crash = error screen flash box etc.
- not enough Logic Probes. again - I'm assuming this is due to the Mod's in-accessibility within the game. because. the New Update broke your mods. soo this is a No Brainier. lol - it sux. because I would like to acquire something like at least......maybe 10 Logic Probes per game i play. not because of greed. its gud to have "Just In Case" i need them. those annoying puzzle logic's can be a migraine, then bore you out from the game. i wanna shoot monsters-cyborgs f*#@ around with shodan, follow the storyline-get immersed within the story; NOT play Logic Puzzles all damn day. lol - sorry.
- the monsters currently; are well. their HP is way WAY to High. and ....well to put it perspectives. there are monsters - Bosses that i've killed | eliminated with specific weapons, grenades ,etc combos that ALWAYS worked for me. NOW - nope - i've had to use extra . now thats NOT really an issue. because its fun to play a challenging game as well. but NOT all the TIME. NO. i dont' wanna every time I RUN system shock i'm dealing with 3x more enemies , who have 2x . 3x times their HP Strength - Health. like its very VERY Noticeable. and IF the mods worked. i should BE able to "SET" my on game as per my "choice" and since they're NOT working. i have no idea what settings their are running. cause I'll give you another Ex: i have a game that is running with settings: set like this : 1 Combat | 1 Story | 1 Cyber | 1 Puzzles = we all know this should be thee most easiest setting game. basically a str8 casual run. which is what i wanted. but instead. its like level 3 or 3+ type of game. another ex: the Cortex Weaver on Flight Level : 5 i normally use 3 or 4 Prox Mines along with either a Rapier Lancer with a 2x strikes up close = Cortex Weaver done and this is 2 Combat which is the normal-regular game FOR ME. idk about anyone else. and that has always been like that. NOW = had to use 6 Prox Mines + Rapier Lancer took 6x strikes | blows to the Cortex Weaver - to add to note = i was "barely" and I use that term very strictly barely lucky to get that. Cortex Weavers are not to play around with. every system shock player knows this. lol - like i said - HP is off the charts; however. i dont' feel - notice "NOT" yet anyways. if the enemy npc's Firepower are much stronger. not yet. only their HP | Health . i noticed. thank goodness. the 1st Edward Diego fight is pretty straight forward. i haven't beaten him yet. because he's OP as f*#@ seriously. due to exactly what I'm writing about. smfh :/
- Thank YOU | THANK YOU : soo much your awesome Thank You for the Up Date | Up Grade to the Weapons. specifically the Shotgun. thank you. now its actually useful In-Game. lol before not soo much. and it'd be nice "IF" you kept the weapons powerful. because again not all of them are working due to the broken mod. i was pleasantly thrilled to see the Shotgun got an upgrade. but that prolly the gun. because since the Mods dont' work correctly - i cannot get the "Experience" from your Mods of the weapon up grades with exception of the shot gun being the ONLY ONE soo far is the only Weapon that has been upgraded. smfh :/ - sheesh that sux. sux really bad. soo i'm looking for ward to seeing what you can do. if you can DO. thank you soo so much friend. cause i truly appreciate your Work. i really do. honestly. and your MODS were sooooo beautiful before. before the update anyways. soo if | when you have the time. thank you . I'll wait. I'm NOT going no where.
a) you can separate the mod, because it is still made by single .pak files, each pack file is a mod working on its own
b) i can make a mod that gives extra probe... in a few days
c) no way monsters have more hp due to the mod... maybe it is the update that changed monsters life.
---
if i were in you, i would go to the folder where the .pak files are and cut every mod pak file from there, save it elsewhere, and put only the files from my mod and check the life of enemies.
mod files are inside: System Shock Remake\SystemShock\Content\Paks
i would delete/move every mod file, keep only the 2 original game .pak files, and place new mod files there.
well, you can download System Shock Remake Modding Tutorial Videos Part 3 watch the video video file 2: modify loottable of mutant monster, to make it spawn staminup item instead of berserk item download ExtraLogicProbeAsLootFromHumanCorpseAndMutant and substitute /Game/Blueprints/Inventory/Items/ITEM_LogicProbe.ITEM_LogicProbe_C with /Game/Blueprints/Inventory/Items/Junk/Corporate/ITEM_Coin.ITEM_Coin_C
you need to use UassetGUI and set it to 4.27 (the option is on the right side of the app) this app is included in the ModdingTools folder, available in this download: SystemShockRemakeModByNixos
UASSETguiA7 (use this tool version 4.27 to open and save modded files) UAssetGUI.exe
just a ctrl c and ctrl v to substitute text, you can also set the quantity from 1 to 5 or 10 as you wish. then click file, save. then create pak file. to repack and create pak file, drag and drop the whole folder (for example SystemShock-Windows_0202b_LootTable_HumanCorpse_LogicProbeInsteadOfTB05_P OR SystemShock-Windows_0203b_LootTable_HumanMutant_LogicProbeInsteadOfBerserkCombatBooster) on the .bat file _Repack.bat
hey, btw thank you for your MUCH Appreciated Mod. before the the....i'm guessing (going out on a limb here) that ND Devs had an "UpDate" of sorts ?? well that's News to me. sadly. soo as i was saying; i used your mod(s). and had ZERO ISSUES thus far. now recently today, i just as we speak , about 2 - 3 hours ago (my time) i installed your mods. soo here's my Query & Problem(s) ?? maybe : *to be clear. i deleted the OLD SShock to my knowledge. and i installed on 1 of my SSD Mobile Attached Drives. imo - runs smoother. well idk. i'm NOT a dev, or a programmer. but it feels smoother on the run.* soo i installed a new FRESH Install. i go run sshock remake and this is what happened.
1) i noticed in your mods unpacking. i believe i did this correctly; however. i USED to be ABLE to "EDIT" the files using Win/s Text | Notepad whatever the app is called off of Windows. and it was easy peasy to do. NO FUSS no PROBLEMS. now. i have NO Idea what happened, or why it needed to changed. from my observation "AT THE TIME" it didnt' NEED TO BE changed | adjusted at all. again. to be frank - clear - concise speak honestly to you. I-AM-NOT-A-DEV-NOR-A-Modder.....lmaoo lol sorry. i just wanted to be clear. use layman's terms, and basic 1-2-3 speak for me. PLEASE. thank you. but again i repeat; it didn't needed to be changed, now i have no idea whats going on because........here's what happened>>> *Please See Below*
2) i load up my very 1st Game Run. main screen skip *Check* . walk around the 2056 high tech aparment & and thus get caught by tri-op Security *check* here on the comms chatter. ohh send him to "diego's office right away" . ok. BAM | right here. i get a fatal error | invalid error. then the second message box appears with more techno-babble . = in laymans term. it says the Surgery Bay error in game and some MORE coded crap that i 'm tryna to figure out W-T-F is this game talking about......Lol ! here's my take. the Surg Bay ??? why ? you never adjusted anything at all. and to BE very Transparent = Clear. I'm NOT using ANY OTHER MOD(S). at all. again Transparency. cause i have NO Clue, nor wtf it wants me to look into. why i need to, where would i check ?? all these questions, NO Answers to FIND them is driving me insane, pissing me off to no end over here. i just dont' understand; soo at YOUR Utmost Convince, Time. i would greatly appreciated, and be in your debt to your services render to mediate, help me solve this issue. again when you can at YOUR UTMOST convince.cause i really NEED your help - assistance on all of this to move forward. thank you for taking the time to listen, hear and actually listen to us; the little guys who support your work, art and innovate creativity. truly thank you.
i'll wait your response. i'll try to check back often. soo if you respond within a few hours or mins. please forgive. again because duty calls - life is always moving forward. and being married sometimes can be...............well i'll leave that up to your thought processes. Lmao :) :)
Hey Bub'. soo i did a "Fresh Install" of your mod, cleaned up whatever residuals that were lingering. and started all over again
annnnnnnnnnd same Verdict. i don't' want to sound like that "GUY" in this thread. but. YOUR Mod(s) aren't working at all anymore. why - because it gives a Fatal Error. it talking about Missing file(s) ? and / or something about the surgery bed. I'm guessing its missing the script line where YOU (your Character) starts out at the beginning in the game. I'm NOT A MODDER. soo this is a Guess(timation) on my End. other wise. i have ZERO Clue as to WHY . your mods which "worked for ME before" and NOW they don't work for Me. i'm completely Lost, and confused. i want to run your mods. but i don't' know any other Mods that would work ON THE SAME LEVEL of CONFIDENCE in System Shock Remake in nexus mods. if any one who's Reading, Viewing this. respond - direct me - give a shout out - give a buddy a helping hand. i'd be Greatly in your debt, more then Appreciated for your Efforts, Kindness.
otherwise. idk what to do from here. i just don't . P.S.. to the Author & any one reading this (who may provide) some assistance IF you would like me to POST the exact message i receive on screen I CAN DO THIS. however. please at your utmost patiently convenience let me know in writing in a response in this Message Board - in this Reply. Please. thank you. - to whomever, any of you are. thank you again.
What does the sparq and pulse rifle changes do exactly, lower both energy drain and damage or just either or? Also how hard would it be to remove energy draain entirely from the cyberware and the weapon and are the energy weapon changes compatible with the reduced weapon inventory gridsize mod? Thanks for your work btw!
wait, wasn't the gridsize mod not functioning with the weapons ? (as soon as you upgrade them, they revert to unmodded size) did they fix that ?
here is my change: Damage is NOT altered at all... energy used is EXACTLY proportional to damage inflicted. the more damage you do in a single shot, the more energy you expend... but you do not waste energy. for destroying a camera the lowest setting works best if you care to switch for common enemies high setting works best, usually 2 shots (72 total damage) for strong enemies, if you can hide, overload does the greatest damage at once, but you cannot shoot twice in a row, and you have to hide
keep in mind that sparq consume the less energy: 1 energy 6 damage, while rifle does 1 energy 5 damage (it is still very useful since damage output is higher, and it consumes more energy per damage even in the unmodded game... the quantity is neglegible)
with these mods you will be able to use plenty of hardware (light, radar, hazmat) without expending a lot of energy [240 total energy, you expend 1 energy every 60s... 1 implant consumes 60 energy in 1 hour while constantly on] (default value is 1 energy every 4 or 5 seconds)
weapons ? with these mods the consumption is already lowered, if you want it even lower you can modify a value, i am not sure if 0 is valid, if 0 doesn't work you can use 1, still neglegible.
by the way: this game is full of ammo and different weapon types... solution could be to just use weapons with projectiles when energy is low (pistol, shotgun at the start of the game) if you collect dropped ammo, and buy ammo with coins you will have too much ammo around... no need to conserve it (except i guess the railgun to use v.s. bosses, but you can also use a slowtime patch + berserk patch + laser rapier on bosses) anything else you can consume and use... so you do not always need to use energy weapons consuming your energy... (if recharge station is not nearby)
i forgot 1 thing: due to developers of the game, the bulletshield hardware is stuck consuming 1 energy per second while not being under attack. that is the only piece of hardware that i could not set to consume 1 energy per minute... [i did that for light, radar, hazmat]
therefore you cannot keep it always on (like i would have liked) without a decompiler and a recompiler the value cannot be changed, unless a very expert modder can do it (not me -.-')
Ah no the weapons still revert to their normal size when you mod them, I tried to look around the uasset files myself to see if I could figure out why, but I am not proficient enough to do so. :D As for the info, thanks! I'm always annoyed by activatable buff cyberware in games like deus ex and so on so I usually always try to make them function like passive skills because I think that makes more sense (if it was mentally activated you'd activate them much easier in real life anyway and they'd basically be passives at that point regardless) but ingame you have to fiddle with switching them on and off and it's micromanagement I don't enjoy. Too bad the shield is hardcoded.
works only on version 1.4.2, i remember unfortunately the compiler crashed on something so i could not rewrite and edit all i wanted... but i tweaked the power cost of the augmentations ^^
here are some quality of life changes i made to deus ex: Each weapon mod needs to be applied only once on a weapon to give full effect Augments activate and deactivate automatically if possible. EMP shield augment now also reduces all augments power consumption. Power Recirculator augment now does something else: regenerates power.
p.s. the fun stuff was that with the modded power recirculator on, the energy created each second was enough to sustain permanently 1 single medium energy cost augment, or 2 low energy cost augments ^^
That gave me an idea, I modified the sensaround to give -100 energy every 1 second, solves me having to bother with energy haha. I wish I could give it to the nav/biosignal wares instead but if doesn't have that line by default and I have no clue how to add it.
me neither :/ with some unity game it could be possible to write new code and compile it... no idea how in unreal engine.
i had the same idea, but with a -1 energy damage every 4 seconds. but i found out i can play fine without doing it: i reduced the cost of energy weapon, and other implants... so i can manage to run in research with overcharge sparqbeam, radar and light on, i can also keep damageshield on no biggie... when energy goes to 33% there is a recharger in alpha quadrant, and if i go to 0 energy (happened once) i still have shotgun and pistol ^^
sadly i found out that recycler caps at 90 coins -.-' i introduced 1000 scraps but only got 90 coins -.-' i am trying to find a solution -.-' otherwise i will have to remove that mod :/
sorry i know this is a very VERY Late reply. lol damn near 1+ year to late.
just agreeing with your personal P.O.V on activated cyberwares on you character in "those types of games" . i too find them. a bit annoying, and i understand that DEV's wanna give the player a sense of survival - in-game Q.O.L challenges. but ...Buuuuuuut c'mon man. really tho ??
like you said IRL; if you had those. it wouldn't be no near like that. idk. going out on a limb of an Idea here : it would be interesting to SEE if they gave Players an "Optional Menu" of choices. soo from a casual gamer. to a Hard Core gamer experience. and everyone in-between them. it would make for a truly Truly interesting playing experience. for EX: I'll use System Shock :
like having the "light" always on but only the NV View no energy drain. like having the bullet shield always on but the Rad Suit slowly drains. like having being able to "Adjust" in "Menu" the power levels of All Energy Weapons. this right here; would be really nice if we could. just a couple of ideas that would be awesome.
207 comments
edit:
0001) No Intro
(speeds up the intro to stop wasting time and to start playing as soon as possible)
0101) 20%Run_20%Jump_Boost
(saves time while traveling, and keeps boredom away... the increase in movement speed does not mess with puzzles, neither the increase in jump height... but it makes the game more comfortable to play.)
0102) 72StartingInventorySlots
0103) InventoryExpander12Slots
(more inventory slots to carry more stuff, in the original game inventory was unlimited... this is a compromise with that version and the new system shock 1, since you still struggle with inventory but now you can carry all the weapons required to use any particular projectile)
0104) HardMission24HoursTimeLimit
(24hours is the maximum the game allows with a countdown, also the duration is enough to avoid turning system shock 1 on hard in a game where you try to skip as much content as possible... just to barely make it through. you may now complete everything with 16 to 24mins left)
0105) CombatDifficultySettings_abcde
a) Monster Damage 90%,100%,110% //75%,100%,125%
b) Monster Health 90%,100%,110% //70%,100%,120%
c) Player Loot Bonus 0%,0%,0% //0%,0%,20%
d) Player Respawn Life 99%, 66%, 33% //75%, 50%, 25%
e) Security Camera Detect and Alert Range 1000 and 600, 1200 and 800, 1400 and 1000 // 1000 and 0, 1200 and 800, 1600 and 1200
(difference among difficulties has been diminished, to avoid turning the monsters into bullet sponges... and to have the "sniper" weapon being able to 1shot the hardest monsters, while aiming for the head using a fully upgraded weapon.)
(noticeable difference is the amount of health regained at resurrection: not punishing on easy, having to use 1 medpatch on normal to fill up 100% and being punished on hard... the amount regained is still higher than the unmodded game)
0201) LootTable_CyborgDrone_Unique_InventoryExpanderInsteadOfKeyCard
0201b)LootTable_CyborgDrone_Unique_LogicProbeInsteadOfKeyCard
(there is a special monster that drops a special loot, but that loot is a duplicate of an item (keycard) already available in the room.
the first mod gives extra inventory earlier but you can only benefit from picking up 2 expanders... the third expander you will have picked up would have had no effect... , the second mod takes priority and instead gives a logic probe)
0202) LootTable_HumanCorpse_ReflexAidPatchInsteadOfTB05
(there are at least 2 energy weapons, model TB05, both found in medical sector, you do not need more of them... so you gain a slow time patch instead)
0203) LootTable_HumanMutant_StaminupStimulantInsteadOfBerserkCombatBooster
(there are too many melee booster patches and not enough monsters safe enough to close combat, this mod will make the mutants drop staminup instead)
0301) Junk_CrewCap_1x1GridSize
0302) Story_AbeGhiranHead_1x1GridSize
(saves space in inventory and is coherent to the space occupied in the "real" videogame world and inside containers or the elevator)
0401) Scraps300MaxStack
0401b)Scraps150MaxStack
(scraps awaiting to get recycled occupy less space, the 150 version is preferred to quickly have a full pile to convert into credits... the cap of conversion is 1200, so 8 piles of 150 or 4 piles of 300... if you convert a pile that does not end with 0 you lose the digit of scraps: 129 scraps gives only 12 credits... so having 150 max stack is the default option, to quickly get the stash maxed while still saving extra space)
0402) Junk10MaxStack1ScrapMin
(now every junk item recycles itself for at least 1 scrap and can be stacked up to 10: the same stack number used in the unmodded game for some of the junk items)
0403) Batteries_25MaxStack_80Energy
0404) FirstAidKit_25MaxStack
0405) Patch_25MaxStack
0406) LogicProbe_25MaxStack
(max stack has been upped from 3 first aid, 10 other items to 25 to give extra storage, especially during the last levels of the game where it may not be possible to have a "storage area" and sacrifices have already been done about what to keep and what to discard)
0407) Explosive_25MaxStack
0408) MK84_Railgun_25MaxStack
0409) LGXX_PlasmaRifle_25MaxStack
0410) SK27_Shotgun_150MaxStack
0411) Magnum_2100_300MaxStack
0412) JW76_Mag_300MaxStack
0413) Mark_III_600MaxStack
0414) KE41_KF18_600MaxStack
(values of the max stack have been made a multiple number of each other: 25,150,300,600. the max stack should be enough to use only 1 inventory slot for each projectile type, as long as projectiles of a particular weapons are being consumed to avoid accumulating too much.
switching weapon and projectile type will give the possibility to enjoy all weapons, at the beginning of the game unused projectile can be stashed in a container near the elevator, by the end of the game the player would be able to carry all projectile types and their weapons)
(this has an effect only on the last level of the game, and helps lowering the chance to fail the last fights)
0501) CyberSpaceWeapon6Damage
(little extra help to succed into the hacking minigame)
0502) KE41_Minipistol_20And20Damage_25And75AP
0503) KF18_Skorpion_20And20Damage_25And75AP
(the same projectile type going in two different guns deals now the same damage, the last aquired gun can hold more projectiles and has a faster rate of fire this has not been changed from the unmodded game)
0504) Mark_III_24And30Damage_90And30AP
(a little boost have been given to mark III gun, ap bullet base dmg changed from 25 to 24 but the huge 90% armor piercing value makes up for the reduced base damage, at least against armored enemies. the fire bullet version now does 24 base + 6 fire)
0505) Magnum_2100_75Damage
(boosted damage to make it feel more powerful, up to 1 less shot is now required to kill certain monsters compared to unmodded version)
0506) SK27_Shotgun_120And150Damage
(the shotgun did not feel strong enough as a close combat area damage, the extra damage is enough to make the weapon worthwhile)
0507) Frag_Grenade_200Damage320AoE
0508) Gas_Grenade_200Damage320AoE
0509) EMP_Grenade_200Damage320AoE
0510) Proximity_Mine_250Damage400AoE
(since the ammo is very limited, both damage and area of effect has been improved to make sure the ammo has an effect... proximity mine can be used against slow moving tough enemies that quickly kill the player when there is line of sight, more than 1 mine is needed, but the quantity used for a kill has been greately reduced)
0511) MK84_Railgun_400Damage
(upped damage makes possible to one shot any monster, as long as the weapon is fully upgraded and the head is hit, while using CombatDifficultySettings_abcde mod... otherwise you would end with a long recharge delay and the monster still alive.)
0512) LGXX_PlasmaRifle_500DamageSecondary_EnergyCostIsDamageDividedByEightPrimary
(plasma ball damage is enough to help during the last levels of the game, against the toughest monsters... and the energy consumption of the alternate usage mode is low enough to actually being useful... 1 recharge battery should be enough to kill at least 1 monster)
0601) LGXX_PlasmaRifle_SlowProjectileSecondary
(avoid self suicide, can dodge the ball now)
0602) PseudoDisk_FastProjectile
0603) PseudoNova_FastProjectileReducedRadiusIs15
0604) PseudoPulser_FastProjectile
(this has an effect only on the last level of the game, and helps lowering the chance to fail the last fights)
0701) TB05_SPARQBeam_EnergyCostIsDamageDividedBySix
0702) RW45_PulseRifle_EnergyCostIsDamageDividedBySeven_OverchargeByEight
(energy used is proportional to damage done, every energy weapon feels worth using)
0703) LightLowEnergyDrain12s
0704) SensaroundLowEnergyDrain12s
0705) EnviroLowEnergyDrain12s
0706) TargetIdentifier5EnergyCost
(energy consumption of implants is enough to keep them on most of the time, while still requiring to consume a battery item once in a while or visit a recharging station)
0801) TargetIdentifierFastHack
0802) Magnum_2100_TargetCrosshairFastAcquire_NoEnergyDrain
(quality of life mods, they make some features of the game worth using)
0901) MediPatch_20s_80Heal
0902) StaminPatch_90s_40Heal_48MaxHp
0903) VisionPatch_90s
(little adjustaments are being made to patches to gain round values, also stamin patch now heals half of a medpatch; without the mod the health gained is minimal. now it is a +20% max hitpoints, that keeps 40hp after the effect ends... out of the 48 extra hitpoints gained while maximum hitpoints effect was boosted. to make it clear now: +48max hp and +48hp, effect ends, -8 hp and -48max hp)
Any chance to get something for every weapon taking a single slot even after being upgraded?
unfortunately that cannot be done.
--------------------------------------
there is still the option to use:
0102) 72StartingInventorySlots
0103) InventoryExpander12Slots
to get more inventory slots, therefore no need for shrinked weapons...
if you combine it with:
all junk items stackable
and
increase max stack size of items
and
caps being 1x1 items
then you can manage to play the game without having to shrink weapons.
you just need to copy the file and paste it in the correct folder within the game
0104) HardMission24HoursTimeLimit.pak
this is the already available file. you did not need to create another one from scratch.
Cheers.
I did my very first SS1 playthrough with it and came short of reaching the final shodan cyberspace jack by about 5 minutes, give or take.
One of the coolest gaming experiences I have ever had.
To any wondering – yes, 24 hours does in fact appear to be the perfect sweet-spot balance for a reasonable but fair, tense experience without getting silly speed-running.
0001) No Intro
0101) 20% Run And Jump Boost
0102) 72 Starting Inventory Slots
0103) Inventory Exp And er 12 Slots
0104) Hard Mission 24 Hours Time Limit
0105) Combat Difficulty Settings
a) Monster Damage 90%,100%,110% //75%,100%,125%
b) Monster Health 90%,100%,110% //70%,100%,120%
c) Player Loot Bonus 0%,0%,0% //0%,0%,20%
d) Player Respawn Life 99%, 66%, 33% //75%, 50%, 25%
e) Security Camera Detect And Alert Range 1000 And 600, 1200 And 800, 1400 And 1000 // 1000 And 0, 1200 And 800, 1600 And 1200
0201) Loot Table Cyborg Drone Unique Inventory Expander Instead Of Key Card
0201b) Loot Table Cyborg Drone Unique Logic Probe Instead Of Key Card
0202) Loot Table Human Corpse Reflex Aid Patch Instead Of TB05
0203) Loot Table Human Mutant Staminup Stimulant Instead Of Berserk Combat Booster
0301) Junk Crew Cap 1x1 Grid Size
0302) Story Abe Ghiran Head 1x1 Grid Size
0401) Scraps 300 Max Stack
0401b)Scraps 150 Max Stack
0402) Junk 10 Max Stack 1 Scrap Min
0403) Batteries 25 Max Stack 80 Energy
0404) First Aid Kit 25 Max Stack
0405) Patch 25 Max Stack
0406) Logic Probe 25 Max Stack
0407) Explosive 25 Max Stack
0408) MK84 Railgun 25 Max Stack
0409) LGXX Plasma Rifle 25 Max Stack
0410) SK27 Shotgun 150 Max Stack
0411) Magnum 2100 300 Max Stack
0412) JW76 Mag 300 Max Stack
0413) Mark III 600 Max Stack
0414) KE41 KF18 600 Max Stack
0500) Pseudo Weapons 12 And 24 And 84 Damage
0501) Cyber Space Weapon 6 Damage
0502) KE41 Minipistol 20 And 20 Damage 25 And 75AP
0503) KF18 Skorpion 20 And 20 Damage 25 And 75AP
0504) Mark III 24 And 30 Damage 90 And 30AP
0505) Magnum 2100 75 Damage
0506) SK27 Shotgun 120 And 150 Damage
0507) Frag Grenade 200 Damage 320 AoE
0508) Gas Grenade 200 Damage 320 AoE
0509) EMP Grenade 200 Damage 320 AoE
0510) Proximity Mine 250 Damage 400 AoE
0511) MK84 Railgun 400 Damage
0512) LGXX Plasma Rifle 500 Damage Secondary Energy Cost Is Damage Divided By Eight Primary
0601) LGXX Plasma Rifle Slow Projectile Secondary
0602) Pseudo Disk Fast Projectile
0603) Pseudo Nova Fast Projectile Reduced Radius Is 15
0604) Pseudo Pulser Fast Projectile
0701) TB05 SPARQBeam Energy Cost Is Damage Divided By Six
0702) RW45 PulseRifle Energy Cost Is Damage Divided By Seven Overcharge By Eight
0703) Light Low Energy Drain 12s
0704) Sensaround Low Energy Drain 12s
0705) Enviro Low Energy Drain 12s
0706) Target Identifier 5 Energy Cost
0801) Target Identifier Fast Hack
0802) Magnum 2100 Target Crosshair Fast Acquire No Energy Drain
0901) Medi Patch 20s 80 Heal
0902) Stamin Patch 90s 40 Heal 48 Max Hp
0903) Vision Patch 90s
0103) Inventory Exp And er 12 Slots
is
0103) Inventory Expander 12 Slots
^_^
I've been trying to edit the hard difficultly to set the timer past 24 hours to the point where it wouldn't matter because it was so high. I can't seem to get it to work. I don't understand how I am supposed to edit it even though I followed the videos. I was wondering if you could give me some help, or maybe just make a little mod that does that.
Thanks, and keep up the good work.
but you can set it to 0, it should work like the other 2 difficulties (no timer)
34) SystemShock-Windows_34_HardMission24HoursTimeLimit_P
SystemShock\Content\Blueprints\Game\DT_MissionDifficultySettings
offset d 324
CountdownMinutes_7_DE8E51174209E351DD67E58A14C0A3EC 1440(600) A0 05(58 02)
open DT_MissionDifficultySettings.uexp with HxD hex editor, search for decimal offset 324 and change the number to 0
the original number is 600 minutes (10 hours), i used 1440 minutes (24 hours), if you set it to 0 minutes it should ignore the timer.
------------------------
by the way, i finished the game in about 18 hours with no rushing... so 24 hours should be plenty of time.
the first levels took me 2 hours each, medical took 2 hours and 5 minutes
i was able to quickly do the groves, if you keep a pace of 2 hours per deck you can finish the game in time... completing each deck in 2 hours, while completing all 3 groves in 4 hours instead of 6
I think I could definitely do it in 24 hours but there are other achievements I want to get along the way so I don't have to rush. Thanks a ton for the speedy and informative reply. Cheers.
Edit :Yep, that worked like a charm.
0 is a special case, so instead of having a timer... you get no timer ^^
First time I opened the file with xhd, the decimal offset 324 was already set on 1440 and it just stays that way.
Edit: I figured out what I was doing wrong. Now it works just fine ;-)
during my playthroughs i finished the game between 4 hours left and 30 minutes left
you can reduce the time limit with a simple modding using uassetgui and using my mod as a base
other alternative time limits may be: 20, 16 or 12 hours (any number from 1 up to 1440... 12 hours is 720)
there is a sitcom called 24 hours, i took inspiration from that concept: you have only 1 day!
---
0 as timelimit disables it completely... 10 hours (600) is the unmodded value, 24 hours the max allowed by the game, any more is treated like: starting over from the beginning: 24 hours and 1 minute, becomes 1 minute only
i can create a new version of my mods, but it will require some time...
just give me a few days -.-'
btw: thanks for the feedback, i currently do not play this game and i had no idea that my mods became outdated.
---
edit: the problem with videogames is that
1) they cannot be easily customized to each people liking
2) most of the time there is no easy way to make a mod compatibile with a new version of the game.
which leads to point 3
3) old games that no longer get updated, have 0% chance that a mod becomes not working.
after i said that, let me add that i am still glad that this game is getting updates... i would have liked the gamepig included with some minigames but... this game is still fun even without this touch.
---
latest edit:
mods have been updated for version: 1.2.318898_(64bit)_(73523)
now - i will say. i notice this as well. I've been currently using THIS MOD. and some stuff works while others ....not soo much. again Unfortunately. Agreed as well that is is beautiful to know :
1) You are STILL-CONTINUE to be motivated, in good spirits to continue the work on the Mods | Modding of System Shock. thank you. from me to you. THANK YOU. and i know i cannot speak for other human beings - persons - gamers - players. but i'll wager that . they feel exactly the SAME as i DO. soo again thank you THANK YOU !
2) its only 4 things that're an ISSUE for me "Personally" with this particular mod that you beautifully made. soo to maybe help - give you an "idea" of the Problem areas that I personally encountered during playing. | and Currently playing a 2nd - 3rd run I'm Currently in. YES *side note. I'm Currently running 2 Different Games at the same time. not exactly AT THE SAME TIME but at the same time = EX: i run game Alpha for 4 - 6 hours and take note, observations of the mods, the game ,etc, etc. then save. end game. load up game Delta then for 4 - 6 hours and wash, rinse, repeat, wash again. lol. but you get the jist of my motivations. soo here's MY ISSUES. i cannot speak for others:
- You can NO LONGER individually - Separate a single mod from the Big MOD List we download that you allow us to Download. like before i could "Physically" Remove a specific MOD. now. ??? NOPE. Never. NOT 1. and that caused My Game (every single time) btw - to Crash = error screen flash box etc.
- not enough Logic Probes. again - I'm assuming this is due to the Mod's in-accessibility within the game. because. the New Update broke your mods. soo this is a No Brainier. lol - it sux. because I would like to acquire something like at least......maybe 10 Logic Probes per game i play. not because of greed. its gud to have "Just In Case" i need them. those annoying puzzle logic's can be a migraine, then bore you out from the game. i wanna shoot monsters-cyborgs f*#@ around with shodan, follow the storyline-get immersed within the story; NOT play Logic Puzzles all damn day. lol - sorry.
- the monsters currently; are well. their HP is way WAY to High. and ....well to put it perspectives. there are monsters - Bosses that i've killed | eliminated with specific weapons, grenades ,etc combos that ALWAYS worked for me. NOW - nope - i've had to use extra . now thats NOT really an issue. because its fun to play a challenging game as well. but NOT all the TIME. NO. i dont' wanna every time I RUN system shock i'm dealing with 3x more enemies , who have 2x . 3x times their HP Strength - Health. like its very VERY Noticeable. and IF the mods worked. i should BE able to "SET" my on game as per my "choice" and since they're NOT working. i have no idea what settings their are running. cause I'll give you another Ex: i have a game that is running with settings: set like this : 1 Combat | 1 Story | 1 Cyber | 1 Puzzles = we all know this should be thee most easiest setting game. basically a str8 casual run. which is what i wanted. but instead. its like level 3 or 3+ type of game. another ex: the Cortex Weaver on Flight Level : 5 i normally use 3 or 4 Prox Mines along with either a Rapier Lancer with a 2x strikes up close = Cortex Weaver done and this is 2 Combat which is the normal-regular game FOR ME. idk about anyone else. and that has always been like that. NOW = had to use 6 Prox Mines + Rapier Lancer took 6x strikes | blows to the Cortex Weaver - to add to note = i was "barely" and I use that term very strictly barely lucky to get that. Cortex Weavers are not to play around with. every system shock player knows this. lol - like i said - HP is off the charts; however. i dont' feel - notice "NOT" yet anyways. if the enemy npc's Firepower are much stronger. not yet. only their HP | Health . i noticed. thank goodness. the 1st Edward Diego fight is pretty straight forward. i haven't beaten him yet. because he's OP as f*#@ seriously. due to exactly what I'm writing about. smfh :/
- Thank YOU | THANK YOU : soo much your awesome Thank You for the Up Date | Up Grade to the Weapons. specifically the Shotgun. thank you. now its actually useful In-Game. lol before not soo much. and it'd be nice "IF" you kept the weapons powerful. because again not all of them are working due to the broken mod. i was pleasantly thrilled to see the Shotgun got an upgrade. but that prolly the gun. because since the Mods dont' work correctly - i cannot get the "Experience" from your Mods of the weapon up grades with exception of the shot gun being the ONLY ONE soo far is the only Weapon that has been upgraded. smfh :/ - sheesh that sux. sux really bad. soo i'm looking for ward to seeing what you can do. if you can DO. thank you soo so much friend. cause i truly appreciate your Work. i really do. honestly. and your MODS were sooooo beautiful before. before the update anyways. soo if | when you have the time. thank you . I'll wait. I'm NOT going no where.
thank you again.
b) i can make a mod that gives extra probe... in a few days
c) no way monsters have more hp due to the mod... maybe it is the update that changed monsters life.
---
if i were in you, i would go to the folder where the .pak files are and cut every mod pak file from there, save it elsewhere, and put only the files from my mod and check the life of enemies.
mod files are inside: System Shock Remake\SystemShock\Content\Paks
i would delete/move every mod file, keep only the 2 original game .pak files, and place new mod files there.
from human corpse and mutant
System Shock Remake Modding Tutorial Videos Part 3
watch the video
video file 2: modify loottable of mutant monster, to make it spawn staminup item instead of berserk item
download
ExtraLogicProbeAsLootFromHumanCorpseAndMutant
and substitute /Game/Blueprints/Inventory/Items/ITEM_LogicProbe.ITEM_LogicProbe_C
with /Game/Blueprints/Inventory/Items/Junk/Corporate/ITEM_Coin.ITEM_Coin_C
you need to use UassetGUI and set it to 4.27 (the option is on the right side of the app)
this app is included in the ModdingTools folder, available in this download: SystemShockRemakeModByNixos
UASSETguiA7 (use this tool version 4.27 to open and save modded files)
UAssetGUI.exe
just a ctrl c and ctrl v to substitute text, you can also set the quantity from 1 to 5 or 10 as you wish. then click file, save. then create pak file.
to repack and create pak file, drag and drop the whole folder (for example SystemShock-Windows_0202b_LootTable_HumanCorpse_LogicProbeInsteadOfTB05_P OR SystemShock-Windows_0203b_LootTable_HumanMutant_LogicProbeInsteadOfBerserkCombatBooster) on the .bat file _Repack.bat
before the the....i'm guessing (going out on a limb here) that ND Devs had an "UpDate" of sorts ?? well that's News to me. sadly.
soo as i was saying; i used your mod(s). and had ZERO ISSUES thus far. now recently today, i just as we speak , about 2 - 3 hours ago (my time) i installed your mods. soo here's my Query & Problem(s) ?? maybe :
*to be clear. i deleted the OLD SShock to my knowledge. and i installed on 1 of my SSD Mobile Attached Drives. imo - runs smoother. well idk. i'm NOT a dev, or a programmer. but it feels smoother on the run.* soo i installed a new FRESH Install. i go run sshock remake and this is what happened.
1) i noticed in your mods unpacking. i believe i did this correctly; however. i USED to be ABLE to "EDIT" the files using Win/s Text | Notepad whatever the app is called off of Windows. and it was easy peasy to do. NO FUSS no PROBLEMS. now. i have NO Idea what happened, or why it needed to changed. from my observation "AT THE TIME" it didnt' NEED TO BE changed | adjusted at all. again. to be frank - clear - concise speak honestly to you. I-AM-NOT-A-DEV-NOR-A-Modder.....lmaoo lol sorry. i just wanted to be clear. use layman's terms, and basic 1-2-3 speak for me. PLEASE. thank you. but again i repeat; it didn't needed to be changed, now i have no idea whats going on because........here's what happened>>> *Please See Below*
2) i load up my very 1st Game Run. main screen skip *Check* . walk around the 2056 high tech aparment & and thus get caught by tri-op Security *check* here on the comms chatter. ohh send him to "diego's office right away" . ok. BAM | right here. i get a fatal error | invalid error. then the second message box appears with more techno-babble . = in laymans term. it says the Surgery Bay error in game and some MORE coded crap that i 'm tryna to figure out W-T-F is this game talking about......Lol !
here's my take. the Surg Bay ??? why ? you never adjusted anything at all. and to BE very Transparent = Clear. I'm NOT using ANY OTHER MOD(S). at all. again Transparency. cause i have NO Clue, nor wtf it wants me to look into. why i need to, where would i check ?? all these questions, NO Answers to FIND them is driving me insane, pissing me off to no end over here.
i just dont' understand; soo at YOUR Utmost Convince, Time. i would greatly appreciated, and be in your debt to your services render to mediate, help me solve this issue. again when you can at YOUR UTMOST convince.cause i really NEED your help - assistance on all of this to move forward. thank you for taking the time to listen, hear and actually listen to us; the little guys who support your work, art and innovate creativity. truly thank you.
i'll wait your response. i'll try to check back often. soo if you respond within a few hours or mins. please forgive. again because duty calls - life is always moving forward. and being married sometimes can be...............well i'll leave that up to your thought processes. Lmao :) :)
soo i did a "Fresh Install" of your mod, cleaned up whatever residuals that were lingering. and started all over again
annnnnnnnnnd same Verdict. i don't' want to sound like that "GUY" in this thread. but. YOUR Mod(s) aren't working at all anymore.
why - because it gives a Fatal Error. it talking about Missing file(s) ? and / or something about the surgery bed. I'm guessing its missing the script line where YOU (your Character) starts out at the beginning in the game. I'm NOT A MODDER. soo this is a Guess(timation) on my End. other wise. i have ZERO Clue as to WHY . your mods which "worked for ME before" and NOW they don't work for Me. i'm completely Lost, and confused. i want to run your mods. but i don't' know any other Mods that would work ON THE SAME LEVEL of CONFIDENCE in System Shock Remake in nexus mods. if any one who's Reading, Viewing this. respond - direct me - give a shout out - give a buddy a helping hand. i'd be Greatly in your debt, more then Appreciated for your Efforts, Kindness.
otherwise. idk what to do from here. i just don't .
P.S.. to the Author & any one reading this (who may provide) some assistance IF you would like me to POST the exact message i receive on screen I CAN DO THIS. however. please at your utmost patiently convenience let me know in writing in a response in this Message Board - in this Reply. Please. thank you. - to whomever, any of you are. thank you again.
did they fix that ?
here is my change: Damage is NOT altered at all... energy used is EXACTLY proportional to damage inflicted.
the more damage you do in a single shot, the more energy you expend... but you do not waste energy.
for destroying a camera the lowest setting works best if you care to switch
for common enemies high setting works best, usually 2 shots (72 total damage)
for strong enemies, if you can hide, overload does the greatest damage at once, but you cannot shoot twice in a row, and you have to hide
keep in mind that sparq consume the less energy: 1 energy 6 damage, while rifle does 1 energy 5 damage (it is still very useful since damage output is higher, and it consumes more energy per damage even in the unmodded game... the quantity is neglegible)
with these mods you will be able to use plenty of hardware (light, radar, hazmat) without expending a lot of energy [240 total energy, you expend 1 energy every 60s... 1 implant consumes 60 energy in 1 hour while constantly on] (default value is 1 energy every 4 or 5 seconds)
weapons ? with these mods the consumption is already lowered, if you want it even lower you can modify a value, i am not sure if 0 is valid, if 0 doesn't work you can use 1, still neglegible.
by the way: this game is full of ammo and different weapon types... solution could be to just use weapons with projectiles when energy is low (pistol, shotgun at the start of the game) if you collect dropped ammo, and buy ammo with coins you will have too much ammo around... no need to conserve it (except i guess the railgun to use v.s. bosses, but you can also use a slowtime patch + berserk patch + laser rapier on bosses)
anything else you can consume and use... so you do not always need to use energy weapons consuming your energy... (if recharge station is not nearby)
that is the only piece of hardware that i could not set to consume 1 energy per minute... [i did that for light, radar, hazmat]
therefore you cannot keep it always on (like i would have liked)
without a decompiler and a recompiler the value cannot be changed, unless a very expert modder can do it (not me -.-')
As for the info, thanks! I'm always annoyed by activatable buff cyberware in games like deus ex and so on so I usually always try to make them function like passive skills because I think that makes more sense (if it was mentally activated you'd activate them much easier in real life anyway and they'd basically be passives at that point regardless) but ingame you have to fiddle with switching them on and off and it's micromanagement I don't enjoy. Too bad the shield is hardcoded.
i made a mod for revision mod of deus ex
https://www.moddb.com/mods/nixos-mod-for-deus-ex-revision-shifter/downloads/nixos-mod-for-deus-ex-revision-shifter
works only on version 1.4.2, i remember unfortunately the compiler crashed on something so i could not rewrite and edit all i wanted... but i tweaked the power cost of the augmentations ^^
here are some quality of life changes i made to deus ex:
Each weapon mod needs to be applied only once on a weapon to give full effect
Augments activate and deactivate automatically if possible.
EMP shield augment now also reduces all augments power consumption.
Power Recirculator augment now does something else: regenerates power.
p.s. the fun stuff was that with the modded power recirculator on, the energy created each second was enough to sustain permanently 1 single medium energy cost augment, or 2 low energy cost augments ^^
with some unity game it could be possible to write new code and compile it... no idea how in unreal engine.
i had the same idea, but with a -1 energy damage every 4 seconds.
but i found out i can play fine without doing it: i reduced the cost of energy weapon, and other implants... so i can manage to run in research with overcharge sparqbeam, radar and light on, i can also keep damageshield on no biggie... when energy goes to 33% there is a recharger in alpha quadrant, and if i go to 0 energy (happened once) i still have shotgun and pistol ^^
sadly i found out that recycler caps at 90 coins -.-' i introduced 1000 scraps but only got 90 coins -.-'
i am trying to find a solution -.-' otherwise i will have to remove that mod :/
just agreeing with your personal P.O.V on activated cyberwares on you character in "those types of games" . i too find them. a bit annoying, and i understand that DEV's wanna give the player a sense of survival - in-game Q.O.L challenges. but ...Buuuuuuut c'mon man. really tho ??
like you said IRL; if you had those. it wouldn't be no near like that. idk. going out on a limb of an Idea here :
it would be interesting to SEE if they gave Players an "Optional Menu" of choices. soo from a casual gamer. to a Hard Core gamer experience. and everyone in-between them. it would make for a truly Truly interesting playing experience. for EX: I'll use System Shock :
like having the "light" always on but only the NV View no energy drain.
like having the bullet shield always on but the Rad Suit slowly drains.
like having being able to "Adjust" in "Menu" the power levels of All Energy Weapons. this right here; would be really nice if we could.
just a couple of ideas that would be awesome.