The SCP-173 Mod is a mod that changes the role of the player from a D-9341 to the role of being SCP-173, the main antagonist of SCP: Containment Breach. The mod plans to add new rooms, events, mechanics, new SCPs, and NPCs.
SCP-173's wiki page:
Note: These are only a few, as there is a lot more that I can't fit into this article!
1. Dynamic GUI elements:
2. Interactive Highlighting
3. Reworked Class D AI and MTF AI
4. Fully operational Vents/Breakable windows (Testing Chamber 2B)
5. Operational Tesla gates
7. SCP-173-J
[Fixes]
1. Fixed Player camera locking when being contained by MTF units.
2. Fixed Camera Clipping.
As stated earlier, these are only a few of the additions/bugfixes in the mod, as there are so many more to look into, and many more to come!
Thanks for reading.
Playable 173 Mod Discord Server: Discord.gg
Hey guys, here's another article to inform all of you on the progress of the mod.
Hey guys, nearing the release of the mod, I wanted to make a new article to showcase some of the new progress.
This article talks about some news concerning the release, and progress of the SCP: Containment Breach - Playable SCP-173 Mod.
v0.3.1 of the Playable SCP-173 Mod The mod is still in development, so it may have a few bugs.
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cool
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Reposting on an apparently new account, because my old one just doesn't exist anymore? Very cool, thank you, Mod DB.
Given it's been a year since the last apparent release of any form of update I'll offer criticism under the umbrella of a 'finished' project, as opposed to one still in development. With that said? I am frankly baffled by the seemingly universally positive feedback. It's a vaguely interesting idea, sure, but the idea is the only thing I can claim is any good with this unfortunate flop.
- 106's pocket dimension is a soft lock if you don't get lucky.
- 049's containment floor is a soft lock.
- /Sometimes/ the maintenance floor for 939 can be a soft lock with elevators simply deciding not to exist? I only had it happen once, but it was a new experience.
- The famous gas room has some potential to be a soft lock.
- The vague attempt at 'AI' seems to be no more than a script to walk from A to B, IF THAT. More often than not I just find NPCs standing in place, staring at walls.
- Line-of-sight mechanics... work? When they want to. Which is almost never. You can deliver hugs freely, for as unsatisfying as it is to do so.
- Vents function only in displaying a prompt to use them and a confusingly constant 'map' which stays the same regardless of seeds or game connection.
- Navigation is a nightmare when 70% of your screen space is dominated by a god damn danger peanut.
- Somehow there is even less sound to fill the depressing atmosphere SCP:CB offers than in the base game. No footsteps, no breath, no gasps of shock, not even 173's expected concrete grinding.
- 093 likes to phase out of existence when you try to comfort him. :( He may walk through a wall, or he may just disappear into thin air while still producing his typical wail.
- I could have beaten the base game multiple times in the time it took me to reinstall this mod several times and test varying configurations to see if /I/ was the problem.
As already mentioned above, I tried multiple times and for far too long to try and make this mod function as anything more than a headache. Two different PCs, multiple installs, different installs of SCP:CB, attempting to run the game standalone and extracted into CB's base file with and without file overwrites, different settings and resolutions, different framerate limits, the whole 9 yards. I sincerely cannot see why people sing this mod's praise, because god help me, I tried to see it. The idea is novel and fun, but the execution is heavily flawed in that development looks to have died before it ever seemingly begun. I'd offer props to the creator for keeping in contact, but words alone don't really facilitate progress. Over a year (nearly) of nothingness on this front makes me suspect nothing is going to come of this despite frequent replies to new comments.
Sorry for the late reply - I only saw this post recently, and it is informative.
While development on the current update is pretty slow (and I have moved onto making other mods and projects - one even featuring a bit of the gameplay of this mod in a multiplayer aspect, I would say that the mod's development is still far from over, and many changes and features can be added into future versions of the mod.
That being said, I would like to clarify a few things:
- Most of the AI issues, and the bugs you've mentioned here have been fixed in the current development build.
- Softlocks on this scale are common in mods like this which change the gameplay almost entirely, and I have been trying to put more effort into working around them despite all the inaccuracies and flaws that SCP:CB as a game has surrounding SCP-173 as an enemy.
- In terms of installation, the mod itself is already prepackaged with a modified version of the original game (meaning you only have to extract and play) - so it is possible that one of these installations may have caused some of the problems that you saw ingame.
- Another factor involving bugs you've seen in the mod could also be a result of the original game's messy base code, 20+ year old engine, and or the way you have installed it, as the mod already comes with the original game's files, and does not need to be extracted into a separate copy of the game. Many of the unusual issues seen in SCP:CB are a result of weird occurrences from the engine (SCP-939's elevator bug - as it is constantly updated + the mod does not modify it in the slightest), and these bugs are most likely present in the original base game (SCP-096's ability to walk through walls, etc).
I appreciate the feedback you have provided, as it is constructive in some areas, and I will continue to work towards fixing the mod's issues and post about it in a future update - should I get more time to continue to work on it.
Bro laid him out
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This is actually very well made. only problem I had so far is that 173 can fall into 106's world
Found a glitch here!: So i was using the command "173j" and it changed to SCP-173-J (Ofc) but when i try to kill Class-D, i can't. And the Class-D is just starring at me while i can't kill him. Can you fix that slender?
This isn't a bug - you can't kill anything as SCP-173-J.
welp ok