WARNING: I cannot clear their inventories at this time. So for best experience I suggest in level 5b you clear your entire teams inventory (yes it would get tossed as expected when you enter.) this is a limitation as far as I am aware. So in theory they will have their stuff which may break the difficulty.
Request for anyone who wants to dive into modding of this game to just make the "squad carry over through levels" as a standalone mod for us who only want that and nothing else.
I may finish this at some point, Issue is that even doing just that is relatively difficult. The editor is quite finicky and likes to break - alot and rather quickly. If something is saved after this point of it breaking it can ruin the entire editted map.
Furthermore testing the various npcs ever level is even more difficult than that as you have 4 slots only. When recreated (in each level) they must be done exactly right.
So ultimately the game will serve best with this being completed, but its a major chore to mange to try to do it.
I can't even imagine how tedious and difficult this all can be. I have no technical knowledge where to even begin. If it was easy and if there was a step by step guide I probably would have gave it a shot and made the mod that I personally want, but yeah that's probably not gonna happen since I have no idea how to.
I quite love what you're making with this mod! My main suggestion is having some extra options for the flamethrower mechanics. On console, the lock-on for the flamethrower and how it interacted with manual aim created a fantastic playstyle and some great gameplay decision-making. On the original PC port, this aspect was removed if you use manual aim, but the high difficulty and other aspects made up for it. I would love to see both of these played with - A way to remove forced lock-on and emphasize manual aim more, as I loved that in the original PC port, but also have an improved version of the lock-on which adds the original flamethrower gameplay decision-making (how the weapon's range is altered per aim modes)
Edit: I would also love to see more action-horror influences in your design approach. Specifically with creating a horrifying, yet deeply engaging action experience, kinda like how Dead Space 2 does, and the OG The Thing game did. It was a very fun action game in which horror was a core part of its design. To me, these games are action-horror as well, so having your design be influenced by those aspects should make for something truly great, especially to improve how it combines action and horror. Also to improve human on human combat! There's a really good template for awesome shootouts against human enemies within the mechanics.
Thank you. At first I thought it was a port of the original mod but this one is quite enjoyable in many aspects. Specially the added enemy spawns and the removal of that shed's explossive barrels. I have one issue though. When I return to Pierce with the blood test kits the cinematic plays only when I really close for him to attack me due to low trust.
Hi, can I know what type of engine you use for the mod? This game has potential and I want to try to give my contribution. Second point, when I get to the hangar mission, the game freezes when the scene of the soldiers entering the control tower starts.
I have not gotten to testing that part of the map in game yet. I will try to get to it soon, ND has a patch coming so I have not been looking at it.
Do you have any asset files in the game directory or a crash dump by chance?
Also the game has a built in editor you can activate after a few steps. There is only so much that can be done with it though, most of which I am already doing. I suggest using the ND discord to learn how to enable it though. Good luck.
Ill get an update out at some point, Not much is done past that level so Ill have to redo it likely tofix whatever the issue is. 9a right?
With Nightdive staggering behind on the needed updates for this I have halted most of it. Setting it up is a pain and its impossible to do more without the enhanced squad menu for testing purposes.
Do you think it´s possible to get to NPC and Blake the hoods on when they are running outside? It was always pretty weird when the Blake runned outside without the hood. :)
Another idea. There are so many dead bodies which are used as a spawn for small things. If I understand the logic of the movie correctly, the infected dead parts should turn out to the scuttlers and disappeared when the player eliminates them. That´s why Mac and Cooper in Norweigen camp were not able to find any dead bodies (except Collins). Because everything turned out to the alien. I´m curious if it´s possible to remove dead bodies since the small thing are spawned from them. Or if you could burn them and destroy by flamethrower.
Neither of those I could control. Bodies are generally aesthetic entities which I cannot remove. Hoods would require the source code.
Mind you I can make or remove the entities, but I cannot atm remove them if they are not destroyabl entities. I could try an idea maybe at least. Let me see what I can Jerry rig in an idea.
I have reproduced the bug in level 6 where the NPCs are reverted to the OG games build of them. I have no idea why at this time unfortunately, If I cannot find a resolution to it I will likely leave it as is and fix it in the end so I can continue with the last few levels given in the end I do not think it inhibits anything
Yeah after having a fresh run on the latest version (0.65) all the NPCS that survived did not appear in the cells. I honestly don't know if there is something I am doing wrong. Unless I HAVE to remove their weapons for them to appear
A really weird occurrence honestly. It should work fine, I am not sure I can do much other than get there and test it myself but it should work as the NPCS were all accounted for in a fresh run through of level 6.
You can test it yourself but using the developer exe and using level select and running through level 6 to see if all the npcs are present.
I will know soon enough when i get through 2 more levels.
Yeah I tried. It still doesnt work. I redownloaded my game and reinstalled the latest version and had another clean run. and all be hobson were gone. I have no clue how hobson was the only one in one of the cells (other then fisk and stanmore) as i had a lot more people then hobson in the previous level. Like you I have no clue what is causing this. the weirdest part is hobson was assimilated on the level before.
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THE NPC's should carry over into the cells.
WARNING: I cannot clear their inventories at this time. So for best experience I suggest in level 5b you clear your entire teams inventory (yes it would get tossed as expected when you enter.) this is a limitation as far as I am aware. So in theory they will have their stuff which may break the difficulty.
Furthermore testing the various npcs ever level is even more difficult than that as you have 4 slots only. When recreated (in each level) they must be done exactly right.
So ultimately the game will serve best with this being completed, but its a major chore to mange to try to do it.
I would love to see both of these played with - A way to remove forced lock-on and emphasize manual aim more, as I loved that in the original PC port, but also have an improved version of the lock-on which adds the original flamethrower gameplay decision-making (how the weapon's range is altered per aim modes)
Edit: I would also love to see more action-horror influences in your design approach. Specifically with creating a horrifying, yet deeply engaging action experience, kinda like how Dead Space 2 does, and the OG The Thing game did. It was a very fun action game in which horror was a core part of its design. To me, these games are action-horror as well, so having your design be influenced by those aspects should make for something truly great, especially to improve how it combines action and horror. Also to improve human on human combat! There's a really good template for awesome shootouts against human enemies within the mechanics.
Do you have any asset files in the game directory or a crash dump by chance?
Also the game has a built in editor you can activate after a few steps. There is only so much that can be done with it though, most of which I am already doing. I suggest using the ND discord to learn how to enable it though. Good luck.
With Nightdive staggering behind on the needed updates for this I have halted most of it. Setting it up is a pain and its impossible to do more without the enhanced squad menu for testing purposes.
thank you very much for your hard work!
Do you think it´s possible to get to NPC and Blake the hoods on when they are running outside? It was always pretty weird when the Blake runned outside without the hood. :)
Another idea. There are so many dead bodies which are used as a spawn for small things. If I understand the logic of the movie correctly, the infected dead parts should turn out to the scuttlers and disappeared when the player eliminates them. That´s why Mac and Cooper in Norweigen camp were not able to find any dead bodies (except Collins). Because everything turned out to the alien. I´m curious if it´s possible to remove dead bodies since the small thing are spawned from them. Or if you could burn them and destroy by flamethrower.
Mind you I can make or remove the entities, but I cannot atm remove them if they are not destroyabl entities. I could try an idea maybe at least. Let me see what I can Jerry rig in an idea.
Just a part of modding! Much more to go!
Look for "seta r_fov".
You can test it yourself but using the developer exe and using level select and running through level 6 to see if all the npcs are present.
I will know soon enough when i get through 2 more levels.
You must make the character in the level on the editor + place them in the .lvl file in the right parameter correctly.
This is done, sometimes there are errors I make of course.
But they should be good through level like 6 for sure. The assets are in the level I am packing and sending.