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Full Game Mods


Doc Holliday

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Whoopie! It's here! My full game of S2 arrived yesterday and my eyes are all bloodshot from playing all night.

 

One question, however. I heard on the forums about the built-in mods of Iinventory AP Cost and the Critical Head Damage, etc. How exactly do these mods work? I looked in the manual (what a beast!) but didn't find any info on it. Do you need to restart a "custom game" with the mods active or will they take effect in current games? Do any of you out there use any of the mods for campaign play (The head popping one sounds pretty fun)?

 

One other thing, I've seen the model of the scout class dude with a mask on his face, but is he selectable as an outfit? I looked around for a while through the different uniforms for my custom character but I don't remember seeing it. Most important...is there a female version? Can all this be adjusted in play with the editor?

 

Enough time writing... More time playing! Wheeeeeeeee!

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It's very easy to get hooked in.. beware of the late nights :P

 

Now.. some quick answers.

 

Mods need to be activated BEFORE starting a game. BUT ... a clever russian by the name of Novik created a tool to add mods into save games! It's in the files area of S2Hq, it's called AddMod. It also allows you to take mods OUT of save games.

 

This is really useful if you are experimenting with effects. Some mods though, such as Uniform ones DO need to be played from the start as they effect character creation.

 

As for the scout ... you'll need to do a 'Custom head' ... the mask is one of the facial features I think. I THINK it can be femal or male, not 100% sure.

 

 

Mods I use .... I use my own PK mod for the campaign (i'll get around to updating the download with a fixed version soon I promise). I also use the backstab one. There is a 3inOne mod that adds all 3 official damage modifying mods to the game, otherwise they override each other. (if a mod changes the same values as another mod the last one applied takes precedence)

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