In addition the 1 energy per 2 seconds lets you run sensearound and energy shields at roughly energy neutral in the end game. Taking damage will still drain you heavily though. You'll also slowly lose energy if you turn on the environmental protection module with the other two running. Thats fair for me and should be helpful for anyone who enjoys the game, but wants to cut down on a lot of the energy and module juggling.
If you're looking to only cancel the Sensaround drain, since I couldn't find anything in the thread or online on how much the drain is per second, it took approximately 40 seconds after activation for the Sensaround V3 to drain 1 bar of energy. I'm not committed enough to determine if there's an extra activation cost or if the other versions draw more/less energy, but here's a starting point for anyone looking to put those numbers down. I just want to have Sensaround cost no power, so I'll probably go for the 1 energy/30 seconds or 1 energy/45 seconds version. Cheers for the mod and all the options though.
Doesn't work for me. Using GOG version 1.1.17. I was using 1 energy bar every 30 seconds and 45 seconds. It works when I activate and deactivate the Sensaround however I only get one bar recharge then it stops working at all. I was hoping to get a slow energy regen in my run.
Try one of the faster ones just to see if it works, so you don't have to wait so long for it to recover to notice.
Each bar of energy doesn't represent 1 energy, its 10, so you would have to wait 300 or 450 seconds to notice 1 bar. The bar that is gained when deactivated is the refund cost for activation, so that you can toggle it on and off and not be punished for it.
If you have any other mods that effect the sensaround unit, that'll do it too.
Oh ok I didn't know that. I changed to 1 energy bar 1 second, it works now. The Regen is much more noticeable. I was waiting forever for 1 bar 30 seconds. I do feel like there's an energy drain as well that could be effecting the time. I'm also using the Flashlight no energy mod as well. That could be effecting it.
V1 - 1 Energy Every 30 Seconds V2 - 1 Energy Every 15 Seconds V3 - 1 Energy Every 1 Second <---- should not this be 10 seconds to fit the pattern? I don't know if it is a typo
If not then maybe since this is the milder version the other file has 1 energy every 2 seconds (4,3,2) it would make sense for this to be at most (30,15,5) 1 energy every 5 seconds thanks
Not a typo, that version was created first and I had a particular reasoning for those settings. The second 'stronger' one was by request and had nothing to do with the ratios on the first.
I chose 1 Energy per 1 second at V3 because of how late in the game you get it. Made it feel like a substantial upgrade but not overpowered.
V1. Slow but enough to cancel out costs when paired with hardware efficiency mods. V2. Still slow but now you can get some of that regen back while keeping hardware turned on. V3. Good speed to both cancel out and use but not overuse (energy shield in particular), late game restriction.
Ok I understand for that late game boost. Could I ask you to make one with the (30,15, 5) split? Thanks. Love this mod :) Maybe even one for (15, 7, 2) if you could. Thank you for making this game even more fun!
Not entirely sure what's possible at the moment (Might poke into modding this myself.)
but
Are you able to change the Regen rate for each version of the Sensaround? If so, here's a proposal to a Somewhat "fan-balancing" for energy regen;
V1 - Provides a small amount of energy overtime | 1 energy every 4 seconds V2 - An upgraded energy generator has been installed into this model | From 4 to 3 seconds V3 - [something something best personal generator] | From 3 to 2 seconds
I don't know if you noticed it but I do have an optional file that does this but with different rates than what you suggest. Maybe I need to update my description lol.
Yes, it's all modifiable but there is a situation to be aware of.
Each version of Sensaround has a tick rate except V1 which is influenced by the HARDWARE_Sensaround_Base file and the energy 'given' for each version is dependent on the base file, so if you want different energy regen for each version I'm not sure how you'd implement that without adding a whole new 'damage' entry for each version, might be possible but probably not worth the work so I use just the tick rate.
I know you're asking about the tick rate and not the energy gain but I figured I should be thorough.
Now as far as the numbers you're suggesting, they would be fine in a game like say Elder Scrolls or Dark Souls but in this game you kind of need to get kicked in the ass early on as it's way too forgiving with all the recharge stations, healing stations, and batteries, (I know I have omega regen versions available lol but that's why they are a one size fits all as (I believe) they're more just interested in having any regen at all and not having a sort of balanced regen system) which is why I made that optional file based around those numbers. (30-15-1)
It was mostly just a curiosity of being easily possible. I have noticed all the different file versions too, the main reason for this was an Energy weapon only playthrough allowing for passive upgradable regen. I did play with 1 per 5, 3, & 2 and felt that my suggestion of "balancing" would be adequate. (Not to mention using a mod to scrap items into batteries.) (Oh, and playing on max difficulty.)
Most likely going to wait for some more dedicated tools to mod SS, or just eventually get past my procrastination and just fiddle with it myself.
I will admit my settings are a bit on the hard side, and this playstyle would work better with charging stations off, give little energy, or take forever to recharge. (This playstyle is also heightened with the Battery scrapping.) Medium could be 2 energy per second instead And easy being 3 energy. (Completely in theory, but sounds easier on paper. As 3 energy per 2 seconds would be 1 block every 6 seconds.)
I thought the same with punishment. Though having it scale to your enemy difficulty would do the job, doubt you can link difficulty to this easily though.
Can you also make the sesnaround ALSO do HP Regen?! For instance, make the Sensaround Giga Regen (240 EN every 0.1 second) ALSO restore HP (say, rate equal to one medipatch every couple of seconds for balance) as well?
It might be possible but you'd have to change quite a lot of stats on the weapon (or even delete) and add whole new categories to it to replicate other energy weapons.
Sometimes adding whole categories to items does absolutely nothing as I've tried doing so to try to create an energy drain for the heal station, but it took no effect.
However, the heal station is a dick and doesn't respond to much of any change, except animation changes.
Agree, Mods are what keep people playing games. I'm STILL playing Morrowind, thanks to the Morrowind Scripting Extension that adds a ton of new features and mods. It's why Skyrim is still being played as well.
OK, ultimately there's ONE choice among these files that will keep the energy bar full, even with every Level 3 Sensaround slot filled and turned on, along with using an energy weapon set to the highest energy usage, and the level 3 shield getting hit with projectiles etc?
Gotta be honest, no idea. But if you wanna divert power from upper Manhattan, '10 Energy Every 1 Second' is your best best.
Although I don't think it will keep it sustained infinitely if that's what you're asking for. At that point why not just go to 100 per second, make energy costs pointless, right?
Also I don't believe that different levels of sensaround give different regen speeds.
lol "Upper Manhattan" Well, I initially played System Shock back in 1994, when I was 31, and now 29 years later, at my age, I can't be arsed with managing energy anymore lol.
I think the different levels of each Sensaround Mod increases Drain speed. The descriptions will say something like "Moderately drains power" or "Significantly Drains power" etc
Completely feel ya there, once ya play it into the ground everything seems tedious lol
From what I've seen from inspecting the sensaround files V1, V2, and V3 there appears to be no difference in the visible stat values, so if there is a difference I can't find it unless you're talking about the mods posted then yeah I edited the text ingame to better suit the regen provided.
I'm willing to make you a near infinite if you would like that if not give the 10 per second a try and see if it suits you.
Sorry...one more question, this says that it's incompatible with any mod that alters the Sensaround Hardware, so does that mean that this mod will be incompatible with your mod that changes the Speed and Height of the Jump boots? Because I just restarted the game and am not seeing any regen, (I installed it after I just started), or do I have to restart the game from the beginning?
Oh DERP...SENSAROUND MOD, so I guess the Mapping Mod you get right at the beginning won't regen your power.
Yeah lol just the sensaround. I chose the sensaround because you had to clear most of the security or area to get to it and you can leave it on but shut off the map for anyone that wanted to do that.
Nah the movement mod is completely compatible.
Just uploaded an insanely fast regen version of the sensaround if you're interested.
I'm currently using the 1 to 1 regen, and so far it seems like a reasonable amount of regen, it's not instant etc.
However, I currently only have the Mapping plugin, and the Sensaround radar, all V1. I'm sure 1 to 1 won't be enough once I get the more power hungry versions, including the Damage Shield
59 comments
In addition the 1 energy per 2 seconds lets you run sensearound and energy shields at roughly energy neutral in the end game. Taking damage will still drain you heavily though. You'll also slowly lose energy if you turn on the environmental protection module with the other two running. Thats fair for me and should be helpful for anyone who enjoys the game, but wants to cut down on a lot of the energy and module juggling.
Each bar of energy doesn't represent 1 energy, its 10, so you would have to wait 300 or 450 seconds to notice 1 bar.
The bar that is gained when deactivated is the refund cost for activation, so that you can toggle it on and off and not be punished for it.
If you have any other mods that effect the sensaround unit, that'll do it too.
V2 - 1 Energy Every 15 Seconds
V3 - 1 Energy Every 1 Second <---- should not this be 10 seconds to fit the pattern? I don't know if it is a typo
If not then maybe since this is the milder version the other file has 1 energy every 2 seconds (4,3,2) it would make sense for this to be at most (30,15,5) 1 energy every 5 seconds thanks
The second 'stronger' one was by request and had nothing to do with the ratios on the first.
I chose 1 Energy per 1 second at V3 because of how late in the game you get it. Made it feel like a substantial upgrade but not overpowered.
V1. Slow but enough to cancel out costs when paired with hardware efficiency mods.
V2. Still slow but now you can get some of that regen back while keeping hardware turned on.
V3. Good speed to both cancel out and use but not overuse (energy shield in particular), late game restriction.
And the pattern was ~15 V1. 30V2. 15V3. 1
Uploaded.
but
Are you able to change the Regen rate for each version of the Sensaround?
If so, here's a proposal to a Somewhat "fan-balancing" for energy regen;
V1 - Provides a small amount of energy overtime | 1 energy every 4 seconds
V2 - An upgraded energy generator has been installed into this model | From 4 to 3 seconds
V3 - [something something best personal generator] | From 3 to 2 seconds
Yes, it's all modifiable but there is a situation to be aware of.
Each version of Sensaround has a tick rate except V1 which is influenced by the HARDWARE_Sensaround_Base file and the energy 'given' for each version is dependent on the base file, so if you want different energy regen for each version I'm not sure how you'd implement that without adding a whole new 'damage' entry for each version, might be possible but probably not worth the work so I use just the tick rate.
I know you're asking about the tick rate and not the energy gain but I figured I should be thorough.
Now as far as the numbers you're suggesting, they would be fine in a game like say Elder Scrolls or Dark Souls but in this game you kind of need to get kicked in the ass early on as it's way too forgiving with all the recharge stations, healing stations, and batteries, (I know I have omega regen versions available lol but that's why they are a one size fits all as (I believe) they're more just interested in having any regen at all and not having a sort of balanced regen system) which is why I made that optional file based around those numbers. (30-15-1)
My goal with those numbers is to allow cancelling out drains of other hardware if you use mods that bring their drains down such as with Nixo's mod, but not provide an actively useful regen, until you get V3 of course.
System Shock Remake Mod By Nixos at System Shock (2023) Nexus - Mods and community
If you want to make a personal version I can get you pointed in the right direction if you want.
Oh and I'm not sure how to edit the description for each version but just the base.
It was mostly just a curiosity of being easily possible.
I have noticed all the different file versions too, the main reason for this was an Energy weapon only playthrough allowing for passive upgradable regen. I did play with 1 per 5, 3, & 2 and felt that my suggestion of "balancing" would be adequate. (Not to mention using a mod to scrap items into batteries.) (Oh, and playing on max difficulty.)
Most likely going to wait for some more dedicated tools to mod SS, or just eventually get past my procrastination and just fiddle with it myself.
Pure energy upgradable. Nice. Alright Ill do it.
Just know that I'm not aware of how to change the description for each version level so I will use "a near constant electrical charge".
I will admit my settings are a bit on the hard side, and this playstyle would work better with charging stations off, give little energy, or take forever to recharge. (This playstyle is also heightened with the Battery scrapping.)
Medium could be 2 energy per second instead
And easy being 3 energy. (Completely in theory, but sounds easier on paper. As 3 energy per 2 seconds would be 1 block every 6 seconds.)
Well, time to go refine this run with your new upgradable version, 24 hour recharge station downtime, and junk to batteries.
This is going to be fun.
Since you're working with the energy: would it be possible to change the weapons ammunition?
Let's say Railgun -> Energyammo
Sometimes adding whole categories to items does absolutely nothing as I've tried doing so to try to create an energy drain for the heal station, but it took no effect.
However, the heal station is a dick and doesn't respond to much of any change, except animation changes.
Developers should really make their games easily moddable (like Skyrim) :/
I'm STILL playing Morrowind, thanks to the Morrowind Scripting Extension that adds a ton of new features and mods.
It's why Skyrim is still being played as well.
Morrowind fans know what I mean lol.
Which one would that be?
Although I don't think it will keep it sustained infinitely if that's what you're asking for.
At that point why not just go to 100 per second, make energy costs pointless, right?
Also I don't believe that different levels of sensaround give different regen speeds.
Would you like a near infinite regen?
Well, I initially played System Shock back in 1994, when I was 31, and now 29 years later, at my age, I can't be arsed with managing energy anymore lol.
I think the different levels of each Sensaround Mod increases Drain speed. The descriptions will say something like "Moderately drains power" or "Significantly Drains power" etc
From what I've seen from inspecting the sensaround files V1, V2, and V3 there appears to be no difference in the visible stat values, so if there is a difference I can't find it unless you're talking about the mods posted then yeah I edited the text ingame to better suit the regen provided.
I'm willing to make you a near infinite if you would like that if not give the 10 per second a try and see if it suits you.
Let me know.
Because I just restarted the game and am not seeing any regen, (I installed it after I just started), or do I have to restart the game from the beginning?
Oh DERP...SENSAROUND MOD, so I guess the Mapping Mod you get right at the beginning won't regen your power.
Nah the movement mod is completely compatible.
Just uploaded an insanely fast regen version of the sensaround if you're interested.
Apparently the decimal values work
However, I currently only have the Mapping plugin, and the Sensaround radar, all V1. I'm sure 1 to 1 won't be enough once I get the more power hungry versions, including the Damage Shield
5 for 1 or 10 for 1 might do that job well.