#mashelux's Modifiers [WIP]

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elfin stone
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This is a mod that I'll be working on when the Scripting Update finally releases, in short this mod will add gameplay modifiers that can impact your run in some way. Essentially this mod will make the game more replayable and chaotic.

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This is what I currently have right now but I'm planning to add more modifiers soon.

I'm also planning to make a Points system (and maybe Progression system?)

rare nexus
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bro didnt put my suggestion

elfin stone
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Btw I'm open to suggestions and other stuff

elfin stone
rare nexus
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also

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these mod ideas are pretty good

elfin stone
rare nexus
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is that i changed the game to put the HCZ rooms into the LCZ rooms, and did the same for LCZ rooms

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so do that if u can when angel script releases

elfin stone
crystal chasm
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Fuck..

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I’m so done for

elfin stone
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Mike...

crystal chasm
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@elfin stone

crystal chasm
elfin stone
crystal chasm
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(I don’t have a picture of it sooo video)

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Well.

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Bad idea i apologize

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unless it removes certain rooms and events idk ig it won’t fit

fallow sluice
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I imagine

elfin stone
elfin stone
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for example More Gas Leaks

crystal chasm
crystal chasm
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Ik it’s just old textures

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But still

elfin stone
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new modifier type

fallow sluice
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ucn mentioned

elfin stone
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Right now I added the following entries:

  • Classic SCP-173
  • Classic SCP-106
  • Classic Rooms
crystal chasm
elfin stone
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Im going to sleep now but this is what I currently have for now, entries with * are on consideration and subject to change

Again im open to suggestions so if you have an idea you can tell me

limpid crystal
inland inlet
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And all scps active at the start of the run

oblique cliff
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Although I’m probably reading this wrong

lusty latch
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My suggestions:
1. Direct Eye Contact: If SCP-173 cannot see you, it will be able to move around until it finds the player, and only then can looking at it actually freeze it in place (For reference, think kind of like SCP-173 acts in Director’s Cut).
2. Extra Vulnerability: Hostile SCPs’ ambient and chase themes will no longer play (Such as SCP-096’s, SCP-106’s, and SCP-049’s), making it a bit harder to know when they’re nearby.
3. Efficient Ear Growth: SCP-1048-A instances can spawn in a lot more places.
4. Corrosive Ambushes: SCP-106 may occasionally teleport in front of the player whilst chasing them (although this will be at a slightly further distance than when he normally teleports behind the player.
5. Extra Security: Generic foundation guards/agents can be found around the facility as enemies now, acting like weaker but more common versions of NTF units.
6. Extra-Hostile 079: SCP-079 will be more of a threat by:
• Occasionally showing SCP-096’s face on the monitors for a split second (a blaring sound will play right before this happens, however).
• Closing and opening doors a lot more often, specifically when hostile SCPs are near the player.
• Showing SCP-895’s camera feed a LOT more often.
• Occasionally alerting SCP-049 of your location (if nearby).
• On rare occasions, playing SCP-066’s loud music, making the player temporarily deaf.
• Becoming even more aggressive once you turn off the remote door control system (Although entering his chamber will bring his aggressiveness back to normal).
7. Zombie Outbreak: More instances of SCP-049-2 and SCP-008 appear around the facility, especially after the player first enters the Entrance Zone. Additionally, SCP-049 will almost always have at least two SCP-049-2 instances following him.
8. Lenient Bleeding: Bleeding will stop if the player has an injury level of at least 80% or more of the maximum level (essentially preventing death from bleeding alone).

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Sorry for the large amount of suggestions, please don’t feel pressured to add them all

elfin stone
# lusty latch **My suggestions:** **1. Direct Eye Contact:** If SCP-173 cannot see you, it wil...
  1. Never seen how 173 acts in DC but sounds good
  2. Sounds good too
  3. Maybe spawn in HCZ too?
  4. That sounds awesome and scary, idk why vanilla didnt do this
  5. Could add but im not sure how the pathfinding code works, and im guessing it's hard to implement
  6. YESSS this is the best one
  7. I could add this too, since ntf already have a voiceline for 049-2 instances (but not 008 for some reason)
  8. Not sure about this
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these are very good suggestions

elfin stone
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i was thinking of making presets like in UCN

elfin stone
oblique cliff
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I see

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So will other factors be overwritten still tho?

oblique cliff
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Since other factors is what changes SCP movement speeds which would overlap with your specific scp movement speed modifiers. A hook to replace other factors would make sense

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Or perhaps setting speed to this after game already loaded works

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No need to actually change every other factor

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This is a problem of the future anyway cbdev

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But speed stats are basically loaded via load menu so just place script after load.

elfin stone
crystal chasm
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@elfin stone maybe add the old 914 upgrades

elfin stone
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so im thinking of npcspeed + modifierspeed

crystal chasm
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Like the old old

elfin stone
crystal chasm
oblique cliff
elfin stone
elfin stone
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unless i make it an option so it makes modifier speed the base speed or something similar

crystal chasm
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No scp items or gas mask no snav

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Just cards

elfin stone
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Reality-bending events are common during containment breaches of this magnitude.

elfin stone
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Depending on balancing ofc

elfin stone
crystal chasm
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I believe

elfin stone
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Oh yea neph

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Ill add it then

crystal chasm
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Also mash

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I have an idea but I feel likes it will be really hard

elfin stone
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Btw im adding credits to yall's suggestions, in the future i'll add a credits menu with the modifiers you suggested

elfin stone
crystal chasm
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Spawn with scp 1499 but scp 096 is triggered

elfin stone
crystal chasm
elfin stone
# crystal chasm Yup.

Btw in newer versions 096 can forcefully open elevators, so unless i can remove that feature i dont think its possible to beat it, thats why i made it subject to removal

oblique cliff
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1499 also doesn’t work as effectively as it used to in old versions

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Needs the old instant teleport 096 away it had

crystal chasm
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I remember some vid where 096 enters the PD jist to kill 9341

oblique cliff
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Good ole days

crystal chasm
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Remember the old 1499 spawn?

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I hope that will be a mod someday

oblique cliff
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For the most part, 096 is kinds easy to escape now as long as you don’t need to backtrack

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His AI is wonky

elfin stone
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Theres just no reason to play with this modifier unless you want absolute torture

crystal chasm
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@elfin stone how about “966 outbreak” 4-5 966s will be in
lcz hcz and ez

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Hm

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I probably need better ideas

elfin stone
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ill add it tomorrow

elfin stone
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i was thinking of moving LCZ Decontamination to Euclid

viral fox
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I have a suggestion, bit of a trollish one, can you add this mod made by me as a modifier?

elfin stone
cold idol
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What about a modifier that spawns ten NTF

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"Ten Tailed Fox"

timid sphinx
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spawn 10 ntfs in every room

cold idol
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Modifier that kills bob, Kris and JDM cbdev

elfin stone
elfin stone
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im gonna archive this post. i'll make a better post soon

lusty latch
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Oh ok

safe moon
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Scp-Nein14
Scp-914 has a chance to just make items dissapear when upgraded

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Wall Hacks
Ntf guys now can see you through walls

cold idol
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What about 173-J?

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so there could be three 173 (Revised entry and 173-J)

limpid crystal
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j...

toxic path
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SCP-1048-A in every hallway

raw arrow
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what modifications do you plan to add so far? this will help avoid repeating ideas

pseudo fossil
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NTF instantly spawns alongside other modded enemy AI

fresh gate
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Whole-buncha ideas in the form of images to avoid flooding the chat 😎

fresh gate
oblique cliff
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049 actually already always knows your location

fresh gate
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Oh, snap.

elfin stone
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also i was slacking off and completely forgot to work on this since i have scripting access lol

fathom nova
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Just a question, have you ever thought about a modifier where "all the items have their spawn points swapped"? That would be really interesting.