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Advanced Recon Patches (by darthbdaman)



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#1 darthbdaman

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Posted 10 March 2016 - 10:29 PM

I saw you had Advanced Recon in the guide, and thought this might be of interest. It's an update merged patch file for Advanced Recon and Detect Traps

 

http://www.nexusmods...as/mods/61517/?

 

It's merges most of Gopher's mod patches, adds some stuff he didn't do (PN Power Helmets), and adds TTW support for Vision effects and water breathing, and trap support. It's all scripted so it only requires Thermal Nightvision and Trap Detection.


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#2 Van555

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Posted 10 March 2016 - 11:15 PM

I saw you had Advanced Recon in the guide, and thought this might be of interest. It's an update merged patch file for Advanced Recon and Detect Traps

 

http://www.nexusmods...as/mods/61517/?

 

It's merges most of Gopher's mod patches, adds some stuff he didn't do (PN Power Helmets), and adds TTW support for Vision effects and water breathing, and trap support. It's all scripted so it only requires Thermal Nightvision and Trap Detection.

I'm sure we'll find some use for it!


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#3 MonoAccipiter

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Posted 11 March 2016 - 12:06 AM

Oh my. This will save me from so much work.  :woot:

 

EDIT: Did you add vision modes to the Outcast Ranger Mask from ADAM?


Edited by MonoAccipiter, 11 March 2016 - 12:14 AM.

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#4 darthbdaman

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Posted 11 March 2016 - 03:43 AM

I think so. Do they work? Or should I not have?


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#5 MonoAccipiter

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Posted 11 March 2016 - 05:50 AM

The Outcast Ranger Mask was intentionally left out of the PN vision modes because it lacks the camera/sensor on the right side of the helmet, which is the reason I didn't Spice of Life's Rogue Ranger helmets to any vision modes in my equipment pack either. It also lack the rebreather tube ADAM has added to the other helmets (visually). This is a preference though (i.e. consistency over gameplay) so you didn't do anything wrong per say, and the only reason ADAM has it excluded by default is because that's the way the mod was originally set up when I took over development. If you chose to keep it that way I'd love to have your permission to tweak the patch for my pack though.

 

Haven't been able to test anything yet, but I'm adding this to my setup fairly soon as I was planning on making a patch myself (which probably wouldn't have been as well implemented as I'm no good with scripts).  :^_^:


Edited by MonoAccipiter, 13 March 2016 - 02:32 PM.

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#6 darthbdaman

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Posted 11 March 2016 - 06:34 AM

It does have glowing red eyes though does it not? That would imply it is powered. I'll remove it if it was left out in Adam though
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#7 MonoAccipiter

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Posted 11 March 2016 - 07:14 AM

It might be powered alright, but it doesn't have an infrared detector / photoreceptive sensor, so it won't be able to produce a working image either way.


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#8 darthbdaman

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Posted 11 March 2016 - 12:58 PM

I'll take it out then. I might keep the water breathing though.

 

Edit: I looked at the helmet again and just took all the effects out, it doesn't have any tubing for breathing, and the opening cutscene shows that they need the sensors to activate nightvision.


Edited by darthbdaman, 11 March 2016 - 04:16 PM.

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#9 MonoAccipiter

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Posted 13 March 2016 - 12:28 PM

If I may suggest a future addition, perhaps adding AR and PN support for the Legacy of X13 helmet would be a good idea? I started on a plugin for this, but I never actually got around to adding AR support as I hadn't really read into how AR added its vision modes yet.


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#10 darthbdaman

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Posted 13 March 2016 - 12:46 PM

I might. I don't use the plugin for X-13, just the textures (well I actually have a custom plugin with just the texture changes). I'll look into it though.
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#11 EssArrBee

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Posted 13 March 2016 - 02:25 PM

The Outcast Helmet comes with a rebreather. It included it's own script for that. I'm not sure why it was that way, but I think most of that stuff has to do with it being a helmet that lets you wear a hat on top of it.



#12 MonoAccipiter

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Posted 13 March 2016 - 02:32 PM

I meant to say it lacks the rebreather tube, edited the post for clarity.  :blush:


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#13 darthbdaman

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Posted 14 March 2016 - 02:47 PM

It updated the patch with X-13 support. Also included visors and modes for PN


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#14 Van555

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Posted 14 March 2016 - 03:38 PM

You are on a roll I can't remember the last time I had to redo my advanced recon merge every two days.
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#15 MonoAccipiter

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Posted 15 March 2016 - 07:47 PM

Hey, darthbdaman!

 

Updated ADAM to 4.2 today, and if any of your patches were using some of the standalone plugins, there's a considerably high chance I might have broken them ever so slightly (in other words - completely).  :innocent:

 

I also noticed that your favorite game on the Nexus is KotOR 2, which is just ultra awesome. One of my dearest RPG experiences for sure (a Star Wars game that deconstructs Star Wars? What's not to love for a literature fanatic like me?)  ::D:

 

EDIT: For anyone worried, the complete plugin won't have broken anything in either case, so F&L users should be fine even without an update.


Edited by MonoAccipiter, 15 March 2016 - 08:15 PM.

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