SecMod Indications/Features INSTALLATION NOTES: This mod can be used with zombe's SS2 mod manager (http://math.ut.ee/~zombi/stuff/ss2mm110_install.exe) After you've installed the mod manager, extract the SecMod folder into System Shock2/SS2MM/MODS, then run the mod manager and activate the mod. If you can't be assed with all that, just extract everything that's in the MOD folder into your main ss2 folder. After all this is done, delete HYDRO2.DIF from your SS2 folder if it is present. ---------Enemies Robotic: Security Camera: - Yellow (player spotted) to Red (set off alarm) 'grace period' reduced from 4 seconds to 2 seconds - All bleeps and whatnot removed, the camera still has its slight ambient and the slight noise it makes when it stops rotating Turrets: - Doubled turrets' turn rate - Slug turret now fires fully automatically rather than in inefficient bursts, bullet damage increased from 2 to 4 - Can be repaired with an Auto Repair Unit after they've been destroyed. To accomplish this you must pick up the turret's metal top which has been blown off, use it on the turret's still standing carcass and then apply the Auto Repair Unit. This also makes them friendly to the player. - Can regain full HP if a maintenance tool is used on them Protocol Droid: - Abandons friendly appearance tactics in the favor of a high-speed dash if damaged while walking towards the player. Big Bots: - Diversified the items found on the corpse - Increased the Assault Bot's damage. 12 -> 25 (originally, droid fusion shot = 12 & slow, turret laser shot = 10 & near instant-hit ?!) - Gave the Assault Bot fusion shots that move as fast as the player's shots (originally they had the speed of a DEATH shot, which is half as fast as a normal one), aswell as the ability to fire fusions shots with the 'DEATH' setting, far more damaging but half as fast as non-DEATH; a DEATH shot is lethal, not even the Power Armor can save you. (okay maybe the power armor combined with a bunch of psi powers can save you) - Maintenance Bot's attack: added a hit particle effect, normally they'd just vanish right away when hitting a surface, this also gives them some splash damage; getting hit by the electricity shot also shakes the player around quite a bit and has the electro-stun effect of a prism grenade on light organic enemies Cyborg Assassin: - If the player has the Cyber Assimilation OS upgrade, he can extract one shuriken (ninja star) out of every cyborg assassin corpse, which is thrown by frobbing it in the inventory, it deals 18 damage against organics and cyborgs, and 9 against fully robotic enemies. Midwife: - Altered melee attack motions to make the midwife somewhat more able at hitting a crouched player. --------Hybrids - Every hybrid has an organ now. There is no randomized chance of getting one. (Or two) - Diversified the items found on the corpses of all humanoid hybrids - The weapons in the humanoid hybrids' corpses' hands dissapear if they're taken from their inventory (most of the time) Pipe Hybrid: - Attack damage reduced from 10 to 8 - Some ridiculously slow and inefficient attack motions (upwards swing particularily) have been sped up Crystal Shard Hybrid* - Twice as damaging as the pipe hybrid, tears through the improved armors with ease - Has double the amount of hitpoints the pipe hybrid has - Is 15% faster than the pipe hybrid in all respects Shotgun Hybrid: - Increased shotgun hybrid's damage from 4 to 6. - Shotgun not always broken anymore - Reduced hitpoints from 24 to 17 - Starts using shotgun as club for melee attacks if the player gets too close (8 damage) Grenade Hybrid: - Fends off player with fists (4 damage) if the player gets too close for grenade throwing, rather than fleeing - Throws grenades faster/is actually vaguely resembling a challenge - Grenade damage increased from 15 to 20 - Grenade projectile weight increased, now the hybrids' grenades don't fly over your head anymore, but hit you in the face instead - Used to have Grenade Launcher grenades for loot, those have been replaced with the handgrenades that are thrown by right-clicking them from the inventory Grenade Launcher Hybrid* - Fires bouncing grenades which explode on contact with the player, and detonate by themselves after 3 seconds otherwise - Attacks in melee (8 damage) if the player gets close - Has 24 hitpoints Monkeys: - Reduced blue/red monkeys' hitpoints from 10/12 to 8 - Reduced monkeys' melee attack damage from 4 to 2 - Added a 3% chance of having a psi booster Annelids - Every annelid that could bear an organ guaranteedly has an organ now. There is no randomized chance of getting one. (Or two) - Added a hit particle effect for the psi reavers' projectiles - Worm piles can be easily destroyed with just about any weapon attack --------Weapons: Psi Amp - Psi amp 'muzzleflash' fx added, they appear briefly in front of the psi amp when a psi power is used; shield powers have a wall of particles coming towards you (green-gray for psi shield/aura, green-yellow for rad/tox shield, flame particles for Pyro Field), stat boosting ones have a particle line following your hand and going for your body (red for strength/andrenaline, white for other stats, green for technicals like Anti-Entropy), icy burst for Cryokinesis, fiery burst for Pyrokinesis and so on. - Pyro Field no longer emits 5 incendiary damage every 2 seconds, it emits 1 incendiary damage every 0.4 seconds. ---General - Ranged weapons' muzzle flashes now light up surroundings - Pistols and shotguns have firing animations - Ballistic weapons leave steamy bulletholes in walls - Grenade launcher and fusion cannon can tear apart and dematerialize respectively enemies that are weak enough to be normally killed in one shot by the weapon. Search the enemies' dismembered torsos for items. - Melee weapons' overhand smash damage increased so it truly does 50% more damage than normal swings (in the case of the laser rapier, crystal shard and psi sword it did only 35% more, making Overhand Smash redundant compared to Lethal Weapon) - bullet/shell casings don't dissapear instantly when they hit a surface, they just stop rotating, they still dissapear when they hit another object like another casing - Weapons don't completely slide off-screen when you're reloading or switching ammo, they stop close to the bottom Added a handgrenade which can be thrown by right clicking on it in the inventory, it gets thrown out of the exact center of your screen (where the crosshair normally is). It's just as effective as a normal grenade (20 standard damage) and it has no skill etc. requirements/bonuses. Added a scrambling handgrenade that functions in the same way as the handgrenade, on detonation it emits a pulse which: - disables cameras - detonates protocol droids - makes the turrets&maintenance/security/assault bots attack anything in sight, including the player, except for other scrambled bots or turrets - 75% chance to unlock a hackable crate/high-security super crate, 25% to detonate it - 50% chance to change a replicator's items list to a completely new one, 50% chance to cause it to spew a random item, both are picked from a pre-written list so there's no chance of things being too crazy Pistol&Assault Rifle - Special ammunition multiplier (delivered by armor piercing against robotics/anti-personnel against organics) reduced from x4 to x2.5 against fully robotic/fully fleshy enemies respectively and from x2 to x1.7 against cyborgs like the midwife and assassin. - Armor piercing ammo no longer does half damage to organic targets, it does full damage like a standard round, Anti personell ammo still does only half damage against fully robotic enemies. - Pistol singleshot firing rate increased (ridiculously slow before, burst mode firing rate unmodified) - Assault Rifle's Standard weapon skill requirement decreased from 6 to 4, damage decreased from 10 to 7 in consequence. Shotgun: - Added muzzle flash - 'Triple' shot uses 2 shells instead of 3 now, still delivering double damage. [b]Smartgun:[/b] Standard weapons skill requirement: 6 Strength requirement: 4 Damage: 11 Clip: 100 Rate of fire: Very high, approx. Assault Rifle x4. Kickback: Close to none. Modify/Repair/Maintain Requirements: 3/3/3. Ammo types: Normal. Modes: Auto - plain auto fire, minimum of 2 rounds per burst Track - bullets guide themselves into the nearest target, can track targets within a ~70 degree radius in front of the player Modifications: Lvl 1 - decreases reload time, boosts damage a bit Lvl 2 - increases clip size by 36, boosts damage a bit Laser pistol: - Instant hitting laser beams (placement still buggy) Laser rapier: - Boosted energy damage by ~20% - Emits bluish light around the player when drawn - Reduced energy weapons requirement from 4 to 3 EMP Rifle: - Over mode damage and energy cost tweaked Old: Normal: 10 emp damage (x4 against robotics, x2 against cyborgs) for 2 energy Over: 15 emp damage for 20 energy New: Over: 50 emp damage for 20 energy. Plasma Uzi*: Energy weapons skill requirement: 3 Damage: 4/24 Energy usage: 6/50 Rate of fire: AR Kickback: Relatively low Modify/Repair/Maintain Req: 2/2/2 Ammo type: Energy Modes: Auto - minimum of 2 rounds per burst Discharge - giant slow-moving energy ball, explodes on hit dealing splash damage Modifications: Lvl 1 - Increases ammo capacity by 10 aswell as damage Lvl 2 - Increases shot speed and damage Grenade Launcher: - Added template grenade ammo. ('empty' grenades which are combined with various stuff for a real, damaging grenade) Template grenade combination recipes: -- 4 bullets or 2 shotgun shells (or 2 bullets and a shotgun shell) for a standard grenade. Bullet/shell type doesn't matter. -- 2 prisms for an electricity grenade which deals double damage against robotics and normal damage aswell as a brief stun against organics -- Caesium for a standard grenade - Disruption grenades deal 115 Standard damage. Enough to destroy a rumbler/assault bot in 2 hits. All disruption grenade 'stacks' you can find have been reduced from 3 to 2 in consequence - Incendiary grenades leave behind a fire that lasts 10 seconds which deals 2 damage every half of a second. An incendiary grenade hit will also set the target on fire, which will be taking damage for quite a while. Stacks reduced from 3 to 2 in consequence. - Proximity Grenades deal 20 instead of 15 damage, and you can now detonate them by damaging them in any way Flamethrower*: Heavy weapons skill requirement: 3 Strength requirement: 3 Damage: 2 incendiary damage per direct hit (x4 damage against annelids, x2 against hybrids/monkeys, x0.5 against cyborgs, x0.33 against fully robotic) 1 every 200 milliseconds for the flames that get attached to brushes, flames last for ~2.5/3 seconds Rate of fire: High Kickback: Low Modify/Repair/Maintain Req: 1/2/2 Ammo type: Napalm Modes: Norm - minimum of 2 rounds per burst, can stick to brushes Gas - on contact with a brush leaves behind an invisible spot of gas, which can be set off with a Norm shot, basically a gigantic flaming trap can be set off with a single flame shot Indications: Due to the dodgy physical model of enemies (their actual physical model is bunched to their center), it's recommended that if you plan on making a flame trap for your enemy, to fire at nearby walls rather than floors, only short enemies like grub worms and spiders will get damaged by floor flames. Stasis Field Generator: - Enhanced shot particle fx Fusion Cannon: - Doubled energy damage for both modes - Ammo cost increased from 2 prisms to 3 prisms for the normal mode and from 2 prisms to 4 prisms for the death mode. - Second modification no longer reduces ammo cost, it increases shot speed for both modes instead - Added (sadly, nearly imperceptible) muzzle flash Viral Proliferator&Worm Launcher - Reduced kickback - Halved degradation rate (now half the degradation rate of all other weapons) - Small/large beakers' sizes increased from 4/8 to 6/10 - Make squishy organic noises when thrown around rather than metallic ones - Given some proper schema settings so they sound all wormy and fleshy when drawing/reloading/breaking/out of ammo. --------Armor: Hazard Suit: No requirements Reduces Standard damage by 15%, rad and tox by 75% as usual Worm Skin: Psi Requirement: 4 Reduces all damage types by 20%. Absorbs 1 point of damage out of all damage types. Reduces Energy damage by 40%. Reduces Anti-Human damage (full protection against grub worm bites, reduced damage from annelid psi reaver shots and annelid weapons' shots while in Anti-Human mode) by 65% Light: Strength Req: 2 Agility Req: 2 Reduces all damage types by 20%. If damage type is Standard (bullets, melee attacks/pokes) an extra 1 point of damage is completely absorbed by the armor. Medium: Strength Req: 4 Agility Req: 3 Reduce all damage types by 30%. Absorbs 2 Standard damage Heavy: Strength Req: 5 Agility Req: 4 Reduce all damage types by 40%. Absorbs 3 Standard damage, 2 energy damage (1 actually, but since humans take double damage from energy, 1 -> 2 here) Powered: Strength Req: 5 Agility Req: 4 Cyber Req: 4 Reduce all damage types by 50%. Absorbs 4 Standard damage, 4 energy damage (2 actually, as above) Energy draining rate increased. Powered armor can now be turned into medium armor by right clicking on it, which can be turned into a fully charged powered armor if you drag it onto a recharger or use a portable battery on it. (this will make it lose the Ir upgrade however) - Armor is somewhat harder to use and will be rarer and show up slightly later in the game. - Added sounds that get played when the player wearing the armor gets hit; depending on the armor worn and the damage type: light: brittle, glassy sound for standard impacts medium, heavy: metallic sound for standard impacts power armor: unbreakable window-like sound against standard damage, super duper absorption sound against energy worm skin: fleshy sound against standard damage, fleshier sounds against anti-human damage --------Implants: Added the perfectly functional but normally unused RunFast implant, both random and certain placements. Drains its energy twice as fast as a normal implant. It has been renamed to SpeedBoost. --------Misc changes: - Gave some world objects a visual response when they are frobbed: - recharger's energy beam glows brighter for half a second when it's frobbed - the cyber upgrade units (aka trainers) have their eyeslot piece rotate upwards when frobbed. (normally they'd do that on level initialization, I forced them to snap back to the normal 'down state' on init and then forced them to play the motion when frobbed), the eyeslot piece rotates back down when the player moves out of range - the security panel is now somewhat desaturated, and becomes fully saturated when frobbed, then desaturated again if the player moves out of range - Lighting attached to various energy projectiles and explosions - Explosion visuals enhanced; added: smoke, Deus Ex-style shockwaves aswell as incandescent bits flying away from the explosion. - Nanite container model upgraded to have modelled wires instead of flat texture ones - Strength and speed boosters renamed from 'strength boost/speed boost' to 'strength booster/speed booster' --------Level modifications: - keycards, certain quest items, some weapons and hidden cyber modules have been relocated - item randomization on corpses and containers, some containers were added - added more radiation spots - several enemies have been added and several bits of ammo have been removed in order to prevent the new weapons from unbalancing the game too much - minor additions/modifications have been made in places to keep you alert - the new enemies respawn like the others - armors moved from corpses' inventories and actually placed on their bodies in the world - the electrical spark emitters no longer damage you for ridiculous amounts of damage once every 2 seconds, they do little but constant damage if you get close, letting you know there's an actual hazard there and thus pull back before taking a ton of damage - little things like muting the radar dish's explosions in space, making the blue particle rings in medsci fit inside their glass casing, resizing the computer under the hanged man so his feet don't poke through it etc. - smoke particles on corpses or on broken turrets vanish with time - following some of Straylight's notes I was able to quickly fix the unbreakable/recoilless weapons scattered across the levels --------Possible assemblies: Caesium + Bottle = Caesium Bomb - thrown via right click, very damaging with a very large blast radius, aim high before throwing to ensure it lands far, far away Cigarettes + Cigarettes = Cigarettes x 2 Cigarettes x2 + Cigarettes = Cigarettes x3 Cigarettes x3 + Cigarettes x3 = Cigarette Psi Patch (normal psi patch only it deals 10 damage when used) Auto repair unit + Ice Pick = Molecular Grafter The molecular grafter is meant to be used on various chemicals to absorb them, the resulting grafter may be used to upgrade certain armor/implants/ammo. Osmium (one charge): Light, Medium and Heavy armors: Increases the damage reduction percentage by 10% and increases the strength requirement by 1. Lead (one charge): Light, Medium and Heavy armors: Adds a radiation resistance of 35% and increases the strength requirement by 1. Iridium (one charge): BrawnBoost, SwiftBoost, EndurBoost, PsiBoost and SpeedBoost - reduces the rate at which the implants drain their energy by 35% Powered Armor - reduces the rate at which the armor drains its energy from 1 every 2 seconds to 1 every 3.5 seconds Radium (12 charges): Prisms: The radium-enhanced prisms deal double damage if fired from a Fusion Cannon, and freeze a target for twice as long if fired from a Stasis Field Generator; extra sfx has been added for the radium prism powered projectiles !Do NOT use the molecular grafter on items that you are wearing, take them off and place them in the inventory, then use the molecular grafter on them. Not following this advice will cause horrors against the player object that you couldn't even imagine --------Keybindings: These will allow you to quickly equip the new weapons and throw grenades without opening the inventory. TruHG is the handgrenade, ScramHG is the scrambler handgrenade, and Shurik is the ninja star. Add these to your user.bnd file: bind * "equip_weapon smartgun" bind * "equip_weapon plasmauzi" bind * "equip_weapon flamethrower" bind * "use_obj TruHG" bind * "use_obj Shurik" bind * "use_obj ScramHG" --------Outtakes: Summon these for fun with the summon_obj command: - goggles Image intensifying tech goggles prototype, inspired by Deus Ex 1 in being completely useless, pick up the white wedge and frob it in your inventory, it will give you a modified shuttle shield visual overlay, and any AIs in a 50 foot radius around you will be fully lit. Created simply out of fun over the span of a mere five minutes, couldn't be bothered to make a model and text, so it remained an outtake. - destructor Modified Fusion Cannon which deletes any objects that come near their projectiles, was useful as a 'development tool' for deleting locked doors and the like. Cleans up rooms quite nicely. --------Incompatibilities with other mods: - Weapon model upgrades for the pistol and shotgun will likely prevent the firing animations from playing. (modellers - you can try to replicate the sub-object setup in SS2's old pistol&shotgun models) - Rebirth users: hibrid and midwife gibs will be non-rebirth - Incompatible with any other gamesystem mod --------CREDITS: TF - Dromed wrestling, schemas, some modelling, some skinning, inventory icons, most sounds, most ideas Ajare - High-poly hand model for TF's smartgun model, scramble grenade model, betatesting and bug spotting, some ideas SecludedMemory - Geometry fixing, greater detail and a new texture, all for TF's plasma uzi model Nameless Voice - His excellent script module, the NVInvAssembly2 script in particular which was requested for this mod specifically, which makes completely bug-free inventory combinations possible. NVAttachMyObj proved very handy aswell with the new hybrids, sparing the effort of making new meshes. JediKorenchkin - Provided a model/particles/functionality for the flamethrower weapon. Functionality and model slightly touched up; proper schema settings, a few extra sounds and second firing mode added by TF. OnionBob - Firing sound for the plasma uzi's Normal setting Zygoptera - Provided pistol and shotgun firing animation settings Eshaktaar - The fire particle images for the incendiary grenade's fires ZylonBane - The muzzleflash I used as a base for the plasma uzi's Normal setting's muzzleflash Vigil - For practically teaching me how to uvmap and texture models like a real man, half of which wasn't applied in the final package though because I have no artistic skill at all d0om - The 'right click on an inventory item to emit something' system that was the base for making handgrenades/shurikens/bombs that can be thrown possible Straylight - His notes regarding the specific location of the unbreakable/recoilless weapons in the levels the alt.binaries.pictures.fractals newsgroup - Fractal for the cryokinesis 'muzzleflash' ice particle