Minimal Alien Vision Mod
<div class="IPBDescription">by request</div><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=98879398" target="_blank">See Huze's version on the Steam Workshop for the most up to date version!</a>
<strike>Here is my minimal alien vision mod. Note: it is hacked together from twiliteblue's AV mod (now a feature!), I essentially only changed his numbers.</strike>
My version has been superseded by Huze's actual mod. Here is a picture of his showing it
<img src="http://i.imgur.com/nyEmn.jpg" border="0" class="linked-image" />
<strike>Here is my minimal alien vision mod. Note: it is hacked together from twiliteblue's AV mod (now a feature!), I essentially only changed his numbers.</strike>
My version has been superseded by Huze's actual mod. Here is a picture of his showing it
<img src="http://i.imgur.com/nyEmn.jpg" border="0" class="linked-image" />
Comments
And if this isn't even enough for the "But it needs a trade-off"-minority, than make hive sight unavailable while on.
But I really don't see why that is necessary.
Anyway, good work. I hope UWE considers this instead of the actual AV.
No hivesight? Falloff distance where the vision no longer works (melee combat tool)? As ryne said, have buildings/mines not show up with it?
Honestly why a tool like AV needs to have a significant combat-impairing "downside" to use baffles me. The alien melee combat needs something like this so that you don't just get confused and disoriented at points (not to mention the powernode system enforces the idea that darkness is the alien advantage). And no, I do not enjoy trying to give myself symptoms of Epilepsy in order to use it effectively -_-
I think if the dev's want their game to be viewed as is, then remove AV but don't butcher it and leave it twitching on the floor :/
/vent
Also, agreed rantology+Arkanti.
Honestly why a tool like AV needs to have a significant combat-impairing "downside" to use baffles me. The alien melee combat needs something like this so that you don't just get confused and disoriented at points (not to mention the powernode system enforces the idea that darkness is the alien advantage). And no, I do not enjoy trying to give myself symptoms of Epilepsy in order to use it effectively -_-
I think if the dev's want their game to be viewed as is, then remove AV but don't butcher it and leave it twitching on the floor :/
/vent<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
There's this trend with making everything have combat-related downsides that I'm not enjoying at all.
Wouldn't happen without a lot of work. A as I said, I just hacked this together. E.g. to remove the pulse effect, I just multiplied its speed by 1000 to make it "instant"
<!--quoteo(post=1951218:date=Jul 13 2012, 02:43 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Jul 13 2012, 02:43 AM) <a href="index.php?act=findpost&pid=1951218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This looks exceedingly powerful. What would be the downside?<!--QuoteEnd--></div><!--QuoteEEnd-->
Why does it need a downside? This mod is more like AV in ns1. I do not think eve this version of AV is "op". As rant said, seeing in the dark should be (and is implied to be) an alien trait.
B214 mod works for 215...at least it does for me
Here's an updated version of the Alien_Client.lua file: <a href="http://dl.dropbox.com/u/61111963/Alien_Client.lua" target="_blank">http://dl.dropbox.com/u/61111963/Alien_Client.lua</a>
Here's an updated version of the Alien_Client.lua file: <a href="http://dl.dropbox.com/u/61111963/Alien_Client.lua" target="_blank">http://dl.dropbox.com/u/61111963/Alien_Client.lua</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks. I'll incorporate changes and update link tonight.
I agree about bad habit, was lazy and didn't see any console errors so assumed it was good
Much prefer using this over the default, gotten quite used to it now, keep up the updates if you can Ryne ;]
<a href="http://www.2shared.com/file/TAOsINe4/AlienVisionRyne215.html" target="_blank">http://www.2shared.com/file/TAOsINe4/AlienVisionRyne215.html</a>
I am going to work on making it more than a hack later...no new features perse, but less hackish crap in it.
5 example screenshots here:
<a href="http://imgur.com/a/GT7DO" target="_blank">http://imgur.com/a/GT7DO</a>
Download (B215):
<a href="http://www.2shared.com/file/O5DH5q4n/AlienVisionRyne215-White.html" target="_blank">http://www.2shared.com/file/O5DH5q4n/Alien...e215-White.html</a>
Examples
Lights on
<img src="http://i.imgur.com/4uArLh.jpg" border="0" class="linked-image" />
Lights off
<img src="http://i.imgur.com/TtLcUh.jpg" border="0" class="linked-image" />
It's possible to disable the pulse in the shader so you don't have to modify any client code. If you do it this way you won't have to keep updating lua files every patch.
Here's an example I hacked together from twilightblue's shaders:
<a href="https://gist.github.com/3214385" target="_blank">Gist</a>
<a href="https://raw.github.com/gist/3214385/84094b4faf399ccc804f10082d45a674afe81579/mav" target="_blank">Raw</a>
<a href="http://i.imgur.com/RkGCl.jpg" target="_blank"><img src="http://i.imgur.com/RkGCll.jpg" border="0" class="linked-image" /></a>
It's possible to disable the pulse in the shader so you don't have to modify any client code. If you do it this way you won't have to keep updating lua files every patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I said I was going to fix it later, but since you did you now get to own the project ;).
In the ..\natural selection 2\ folder
This is mod is shader-only, so it won't break after new updates.
<img src="http://i.imgur.com/nyEmn.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/diOSX.jpg" border="0" class="linked-image" />
<a href="http://imgur.com/a/VKfOe" target="_blank">Album</a> of screenshots in different lighting levels.
Download
<img src="http://i.imgur.com/0EB74.jpg" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-09-03_00003.jpg" border="0" class="linked-image" />