I havent played Sins in years but this will always get my vote :p
I havent played Sins in years but this will always get my vote :p
It should but I never got a chance to test it. So if you give it a shot let me know how it goes!
"Admiral Hayes is mobilizing a fleet in the Typhon sector"
If its not in blacklist it's not possible unfortunately :(
I used a hex editor called HxD
Pretty much every weapon and suit is viable and stealth is much more difficult. As I mentioned a couple times, SC Blacklist wasn't a real Splinter Cell game and this mod isn't supposed to make it one.
If you check out the description you'll see a lot of the reasoning behind the decisions I made :)
No I don't have the tools anymore but it's pretty easy to figure out if you wanna give it a shot
I think these are both DLC items if I remember correctly, I don't think there's anything I can do to help
Good stuff, do you find full stealth more difficult with the mod?
Hey, I just saw something in the comments of one of the youtube videos of this mod - try using windowed mode with the mod.
I found it here
Youtube.com
it never occurred to me to try this
Yeah, I've found that the mod slightly destabilizes the game, so slightly that 95% of it is still playable but the remaining little bit won't work.
The villa map is actually the one I referred to that only sometimes freezes at a certain point. I did a lot of testing to try to resolve that particular issue and I was getting mixed results, and finally I realized that the freeze won't always happen but it does most of the time. I wasn't able to find a conclusive way to reproduce, fix or bypass it. But if I remember correctly on that particular mission if you start without the mod, play to the security room, exit the game and install the mod the rest of the mission should run smoothly. Although you're in for a rude awakening when the specops team shows up!
Also I'm pretty sure your SOL when it comes to a later mission in the game, one of the last ones I think. I tried everything and it won't work. It's too bad because some of these campaign missions would be fun to play with the increased difficulty of the mod. Luckily as far as I know all the side missions work though, probably because there's less under the hood stuff happening to make them work.
Hmm, I havent played in a while but I know infinite loading screens are sometimes a problem. This game was never meant to be modded so altering the files can have unintended side effects, for example I know there's one story mission that will sometimes freeze at a certain point. I got things as stable as possible but unfortunately there's nothing I can do to make it perfect - all I did was open up a single file and tweak it.
Here's a couple things that could help you proceed
First, are you using Realistic difficulty? That's the only difficulty I modified (partly because each difficulty level has it's own slew of settings and I wasn't going to go through and modify everything) so if you're using a different level it might bug out
Have you tried loading the mission a couple times? Maybe it only got stuck that once
Try loading the level without the mod and wait until the game saves, exit, install the mod again and see if you can continue
If all else fails you may have to just play through the level without the mod, although I know that's tedious if you've gotten accustomed to the difficulty level of the mod
So this is really weird. I did what you said and ran Sins:Remastered by itself, which worked. And then I systematically added the rest of the mods to the load order, checking to see if the problem returned as I went, until it was back to what I posted above, and the problem seems to have resolved itself. Now I'm looking for typos or a misplaced character or something but usually I copy and paste just to avoid that sort of thing.
Anyway, your suggestion did resolve the issue even if I can't track down what actually caused it, so thank you!
Each minimod file comes with a readme that gives info about it's spot in the load order
I tried reinstalling and it still doesn't seem to be working properly.
I do have shadows set to maximum in the settings. Everything is actually checked or set to extreme except camera shake. I can't think of what else could be the problem, could it be an issue not connected to the mods?
Custom really is just music, and just to rule it out I removed it and the problem still existed. I'm going to try redownloading the Remastered mod and the minimods to see if maybe something got corrupted along the way.
Hey dolyick question about the Remastered minimods - Is there supposed to be a glow around ships and structures when the bloom setting is turned on? If it's intended it's no problem and this isn't a complaint but I didn't notice it in any of the screenshots you posted yesterday. Here's an example of what I'm talking about:
Steamuserimages-a.akamaihd.net
And here's my mod list:
TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 12
enabledModName "INT SinsRe 0.91b"
enabledModName "E4X Sins Re 0.9lb"
enabledModName "E4X BGM Enhanced Graphics"
enabledModName "INT Beskar"
enabledModName "Custom" *
enabledModName "E4X Enhanced AI"
enabledModName "E4X Expanded Research"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X More Tactical Slots"
enabledModName "Star Wars Interregnum Alpha 3.4"
enabledModName "Enhanced 4X Mod 1.85"
enabledModName "SinsRemastered-v0.91b"
*custom just includes some custom music, shouldn't change anything
Awesome I'll give it a shot, thanks!
Do you guys have an opinion on the Sins:Remastered mod? Do you recommend using it along E4X/INT for a better experience, or did you just include the patches to appeal to a wider audience?
I've never heard of Sins:Remastered since Interregnum is really the only mod I still play so I'm just curious :)
Looks like I'm gonna be tired in the morning. Thank you Goa and the rest of the team!
The fleet has never looked so good
How you just gonna tease us like that??
You're talking about when you kill someone stealthily right, and his buddy comes looking for him?
Basically in the original game, when you killed someone and he had an ally close by the ally would come to investigate immediately. I changed it so that when you kill someone now, an ally from further away will come to investigate, but not immediately - I think I set it to 15 seconds or something until it triggers.
The reason I did this is so that you can't just run around and kill people and move on without any risk, but you still do have time to hide the body, which was a mechanic that had very little use in the original game. You're right, you're definitely vulnerable when hiding the body but again, it's a risk you have to take if you want to stay stealthy.
To take it a step further, I decided it was unrealistic for allies to be completely out of touch with one another when on patrol. Yeah, it doesn't really make a ton of sense that he knows when his buddy died in another room, but you'd assume that when someone doesn't report in on patrol someone would be sent to investigate what he's up to. This was the best I could really do - when modding the game I couldn't really make new things happen, I could only change the way existing mechanics worked. So I decided on a middle ground to actually give the player a reason to hide bodies while involving some additional risk of being detected when going fully stealthy.
Thanks Goa, we all know life takes priority and the hard work from you guys is much appreciated! Can't wait to see what's in store for us!
I just started up the game, and I haven't played the mod (or sins at all, for that matter) in a long time. And right off the bat, I gotta say the main menu music is absolutely incredible. I actually sat and listened to the whole thing before starting my first game.
I actually just saw this comment, almost a year late lol
I'm not actually a modder, although I tweak other games to my liking I've never actually made anything from the ground up. The only reason I made this is because after you figure out how to mod Blacklist, it's relatively straightforward (although time consuming and frusterating). All I really did was modify values to create the results I wanted. Once I had everything figured out it was all just changing numbers and letters, then trial and error to see if it would work in game.
Sorry man, work on the mod is pretty much done. If it only took a few minutes I'd do it for you, but the file isn't modular - I can't just implement and revert changes easily, it takes quite some time.
If there is one I don't know about it
Service_Disconnect
Pat joined
This member has provided no bio about themself...