![]() ![]() The Card itself can be found on the Recreation Deck in Upper Crew Quarters, in the middle room on the northern wall, on the body of a female crew member.ĭeck 5 Crew's Quarters access. It should be most likely " crew 2 card" (the unique object name is Crew_Card2), but it doesn't work. There's no working Object Code in the game due to an error in an internal Object category tree. # = a, b, c (for Quantum, Linear and Interpolated Chips, respectively).Īthletic Sector access. Invisible in-game, has a generic broken icon, doesn't disappear nor has any requirements.Īll Implants are charged with 100 units of Energy. This is a list of Object Codes/names that work with summon_obj (also use_obj and equip_weapon) commands.Īll ranged Weapons are unmodified and in perfect condition. Gives maximum Stats, Tech and Weapons Skills. #: 0 = off, 1 = on.Ĭheat Commands, greatly influencing the gameplay.īEWARE: Use of summon_obj can cause problems with game triggers, leading to potential game over situations. Simple frob of the selected object in inventory. Switches between the primary and secondary Weapon. Current control configuration can be found in user.bnd file in the game's folder.Ĭycles equippable weapons. Most are bindable using the Options > (Controls) > Customize Controls. Bottom line is that it's fine to make this sort of mod but be aware that it will only target a percentage of shock fans who valued the game for different reasons than most of us did.Standard Commands used by the game. SS2 is a sensory experience so while removing some of the sounds may make the game more believable it also makes it a bit flatter. That's what the game does well and that's why we hear them. This adds to the immersion factor and keeps the player paranoid and afraid. The sounds they make and the fact that they dart back and forth in the corridors makes an accoustic experience that frightens players because before they can see the assassin they hear him in every direction and anticipate an ambush that may in fact not come. With the assassins it's a bit different but equally important. It's nice to have cameras as an added hazard but you need to keep the game somewhat balanced by giving the player a slight advantage. For example, have you ever walked into a department store and became instantly aware of all the security cameras around you? If each one of them could dispatch security to kill you, you'd be fighting and running around 99% of the time. While much of what you say is technically true, these stupid things serve a higher purpose nonetheless. Hex, the old "suspension of disbelief" thing applies perfectly to the kind of details you're describing. a heavy wrench swung with one hand would never produce a sound like that. and you would only get a swinging sound like that wrench has with a longer and thin sword. "i see you! im about to sound my alarm if you dont hide soon! this game is apparently for babies so we warn you everytime youre potentially in danger" sorry if youre not actually being a smartass. you actually have to look for cameras now. i see nothing wrong with my pack in fact i love it and always play with it. instead of hearing every enemy in the game from 50 feet away. so basicly the game is more realistic and the enemies are more dangerous because you must use better tactics in clearing areas. why the hell would they be walking around spewing some ridiculous sounds? and that stupid little bzzzz! when the ninja dashes and the "wishh! wishh!" when they throw stars is also very childish. the assassins are actually a threat now because hey they are ninja assassins. the shotgun no longer has a cock sound in the firing sound because he doesnt even hold the fore end. the gun sounds are much more realistic and powerful. but the "clank" when you open a box is NOT there anymore. the little "chink" when you open your inventory is still there. they still make all the electronic type of sounds though. but those big mechs voices sound ridiculous and childish. Well i kept the droid talking because it adds atmosphere. ![]()
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