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System shock 2 lighting mod
System shock 2 lighting mod






system shock 2 lighting mod

ThiefsieFool for pointers on editing the motion database, Secmod's Assassin Rapier model and attachment setup Not compatible with Secmod, which includes its own AI expansions. I've included the edited motions (\motions\*.mi) and motion schemas (\mschema\*.moc) for other modders to use however only the compiled motiondb.bin is functional. Load this module above Scary Monsters not compatible with Rebirth.Ĭompatible with vanilla or SCP Beta 4, but overwrites the motiondb.bin file and conflicts with any other mod that replaces it. There is a separate module that equips the Cyborg Assassin with a Laser Rapier to use in melee range. Melee enemies will no longer wait for the player to come to a stop before attempting to attack, the Pipe Hybrid's laughably slow vertical swings are brought in line with their lightning fast horizontal swings, the lackadaisical Grenade Hybrids will now actually attempt to hit the player, Midwives back away from the player more quickly and ward them off with swift melee swipes, Shotgun Hybrids and Monkeys are harder to lock down with melee stagger, Cyborg Assassins will slip away and begin attacking from range more reliably, Spiders now use their leap as a lunging attack, and Rumblers use a greater variety of attacks with fixed hitboxes.

system shock 2 lighting mod

The core identities of each enemy type are unchanged, but responses are tweaked to allow them to better challenge the player. This is a standalone AI enhancement mod, intended to redress some of the cheese tactics that allow the player to declaw enemies and make them less scary than they should be. System Shock 2 - Scary Monsters AI Enhancement v1.03








System shock 2 lighting mod