This mod alters many aspects of the game, making it both more difficult and much more entertaining to play. See the read me for full details.
System Shock 2 WinXP/2000 Fix Sep 24 2018 Released 2006 Role Playing This patch will allow players with Windows XP/2000 to play System Shock 2 without problems.NOTE: You still require the original System Shock 2 CD. May 17, 2013 1.2 - Maintenance: Weapons can degrade pretty quickly in System Shock 2. Each attempt of improving its condition requires one Disposable Maintenance Tool which can be found or bought at replicators. Each attempt of improving its condition requires one Disposable Maintenance Tool which can be found or bought at replicators.
This update that addresses many faults with the first release and makes it much more compatible with other mods. Also adds in many new features.
See the readme for full details
POP'S DIFFICULTY AND ENHANCEMENT MOD
(Best viewed at 1024x768 or above)
(CHARTS REMOVED BUT CAN STILL BE FOUND IN THE README FILE)
This modification greatly changes the game by altering nearly every aspect of it. Enemies no longer scale smoothly,
now when you fight a Mech or Rumbler you'll realize they're much tougher and best avoided altogether. Security is actually a
problem now, no more shooting the cameras out as you quickly pass by. Either sneak, hack or fight your way across a room.
All your tech skills will be much more useful now that repair and modding tools are no longer present. Also since
enemies take many more shots to bring down, repair and/or maintenace will be in big demand. Psi agents can breath easy as
their powers have been significantly boosted in terms of duration and usefullness. Nanites are plentiful as long as you
recycle, which is a good thing as gun play will be more important than ever. Speaking of which, all weapons have been
rebalanced against each other as well as the enemy; some provide speed and ease of use, while others are powerful and
specific. With the sometimes huge increases in npc health, it helps to give purpose to many of those often unused secondary
fire modes such as burst or full auto.
This mod is a compilation of many smaller mods and ideas. I spent alot of time putting this together, tweaking it and
.Cyber-Affinity didn't last as long as stated in the description, now it does
.Recursive Psionic Amplification increases Psi by 1 and no longer doubles psi cost
Utility
.Molecular Duplication can now copy nearly anything, living material can not be duplicated, altered base and level % chance
.Molecular Transmutation can be used on most items now, values based on size, weight, complexity of the object + Psi level
Shielding
.All shielding now lasts much longer but is weaker and is meant to be used in conjunction with each other for full coverage
.Psycho-Reflective Screen only protects against standard and impact type damage (Bullets, Explosions, Physical Strikes) 25% Pathfinder medium character dmg m 5.
.Energy Reflection reduces energy type damage (Lasers, Fusion, Electrical, Heat, Cold) by 25% instead of 50%
.Neural Toxin-Blocker reduces all biological type damage (Toxin, Venom, Virus, Anti-human) by 25% instead of 100%
.Psycho-Reflective Aura reduces all types of damage by 15% instead of 60% across the board.
.Metacreative Barrier has a nice, nearly clear shielding effect
Subterfuge
.Photonic Redirection was way too powerful, now it doesn't last nearly as long, giving it limited use
Aggressive
.Cryo/Pyrokinetic now do splash damage (like the monkeys), are 3x as fast and can't be seen directly, increased max damage
.Localized Pyrokinesis does less damage (range dependent) more often for a longer period of time, 2x as bright
.Psi-Sword overhand smasher damage is 2x that of a normal swing instead of 1.5x
Miscellaneous
.Psi-amps are a bit smaller (new inventory icon)
.Removed Psi-Amp muzzle flash (circling particles) and altered various Psi particle effects
.Psi abilities regrouped into 5 new tiers: Body, Utility, Defensive, Subterfuge, Aggressive
.Psi ability Cyber/Psi cost altered completely and now scale within each tier
.Psi costs range from 1-6 and are listed individually in each ability description