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Thread: Has anyone figured out how to get mods for the OG to work on the remaster? Got a hint

  1. #1
    Member
    Registered: Oct 2002

    Has anyone figured out how to get mods for the OG to work on the remaster? Got a hint

    I'm enjoying the remaster I just wish old mods worked.

    Someone on nexusmods said "p.s. a mod that i created years ago (and polished a little) refused to work...
    i later found out that when squirrel scripting is used, there is now the need to "include its library" in the dml file (by adding few words of text)"

    I'm looking through their .dml files but not seeing what they mean. How do you include a squirrel scripting library in a dml file?

    I asked that user but no reply so far.

  2. #2
    Member
    Registered: May 2004
    This guide will help you convert old mods to be compatible with the remaster:

    https://www.systemshock.org/index.php?topic=13189

    But bear in mind many mods still just won't work because of various things working differently with the remaster.

    The squirrel script thing isn't a fix for the remaster, in particular. It's likely his mod didn't work in recent versions of NewDark either. But to include a squirrel script in a dml, you just add the following at the top of the DML:

    Code:
    #script "squirrel"
    This only needs to be done if the DML explicitly calls a squirrel script somewhere in it. For example:

    Code:
    ObjProp "some existing object" "Scripts" {
    	"Script 0" "mycustomscript"
    }
    Again, that goes for NewDark and the remaster, so that's not a fix for the remaster.

    If you do test a mod that works fine in NewDark but not in the remaster after closely following the directions to convert it, please post about it in the thread I linked so it can be sussed out.

  3. #3
    Member
    Registered: Oct 2002
    Thanks for the reply. This is the mod I was trying to get working. Its not a deal breaker for me but psi regen would be nice to have:
    https://www.systemshock.org/index.php?topic=12853.0

    Will have to play around with it and see if I can get it to work

  4. #4
    Member
    Registered: May 2004
    I just tested it and it seems to work fine, but we should probably test it further.

    Just follow the directions voodoo provided in that link to convert it (it's really not hard) and start a new game with the mod enabled. You can quickly check it in the Psi portion of the Advanced Training area.

    (Sorry I'm not just packaging and uploading it for you: that's up to the author of the mod and I don't want multiple versions floating around. Plus it should be more thoroughly tested before being distributed.)

  5. #5
    Member
    Registered: Oct 2002
    Interesting I tested it before the patch, extracted everything and put it in a zip then renamed it. The remaster detected it. I started a new game and it didn't work in training so I got into the game proper and used some psi abilities. No luck.

    Maybe the patch fixed it? Do you know is there any way to force mods to work in existing games? A post on Nexusmods claims they got mods to work on current saves

  6. #6
    Member
    Registered: May 2004
    It definitely works for me. I played a little bit more into the game with it enabled and it works just fine. Maybe it was the patch, but double-check you've packaged it right. I think some people zip the entire mod folder rather than just the files inside the folder, which won't work.

    Brand new mods? I doubt it. But maybe someone tinkering found a way.

    A quirky work around for now is to modify an existing KPF. For example, if you don't like one of the new models, you can delete or replace it in sshock2ee.kpf. Those changes seem to work without needing to start a new game.

    You have to know what you're doing, though. Many files have other files associated with them, for example, so you could just bork your install if you don't know what you're doing.

    I haven't tested it, but there might be situations where you could replace an existing, active archive with a different archive, but keep it the same name as the one you're replacing. That just sounds like courting disaster to me, but it might work if you're not risk-averse.

    But if you do understand the stuff, it seems you can do a fair amount by changing the contents of existing archives.

    Honestly, I probably shouldn't even talk about this stuff as someone might read it and go mess up their install.

  7. #7
    Member
    Registered: May 2004
    A hat tip to voodoo and to whomever he learned it from:

    It looks like you can load mods mid-playthrough by bring up the console (default: ctrl-alt-tilde) and using the following command:

    mod_add kpf:/mods/modnamehere

    They have to be properly converted and placed first and some mods are less friendly to loading mid-playthrough than others.

  8. #8
    Member
    Registered: Oct 2002
    Appreciate the reply, didn't know that.

    I got the PsiRegen mod working in my current game without using the console at all.

    What I did was go to start a new game, click on mods, picked PsiRegen, then I moved it all the way to the bottom of the mod list. Dunno if this helped or not. Hit apply. Started the new game and went to Psi Advanced Training and watched my psi tick up from 5 to 6 to 7.

    Then I hit quickload. This loaded my savegame. Watched my psi tick up.

    I wonder if it was just hitting apply again that fixed it? I read in the patch notes I think that it fixed something with pressing apply on the mod menu.

  9. #9
    Zombified
    Registered: Sep 2004
    very sure moving it all the way down was unnecessary, and didn't help anything. it will also not break anything (in this particular case, but generally don't do it, extra mods belong on the top).

    mod_add doesn't seem to work reliably, but the quicksave trick does, now included in the guide. updates to the AE mod manager are planned. thankfully.

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