Config File Cheats:
NOTE: Always make a backup of your config files before editing them!
Find a file called "user.cfg" in your main SS2 directory. If it does not
exist, you will need to create one. Copy the "ip.cfg" from your \HELP
directory to your main SS2 directory and simply rename it to "user.cfg".
Open "user.cfg" with a text editor (ie: Notepad) and clear everything out.
Now, you can type the following words into the config file to enable the
cheat functions:
undead - God mode
gun_degrade_rate 0 - Weapons do not break
no_spawn - Monsters do not respawn
Save the config file after you have finished editing it. When finished your
file may look something like:
undead
gun_degrade_rate 0
no_spawn
"Tesiae" <ord...@worldnet.att.net> wrote in message
news:3914DA28...@worldnet.att.net...
> Hello,
>
> Is there a way to completely disable
> respawning in System Shock 2?
>
-craig
The instructions are in the readme file of the patch.
"Monster Spawning
If you've killed everything in a given area, and you wait around long
enough, you'll notice that more monsters are spawned to keep you busy.
To minimize respawning, use the configuration variable:
no_spawn
System Shock 2's ecologies look at how many monsters are in a given
area. If a defined minimum number of monsters are present, there is a
chance that a new monster will spawn. The variable:
lower_spawn_min <n>
reduces the defined minimum monster count on all ecologies by <n>.
raise_spawn_rand <n>
lowers the chance of a monster randomly spawning by changing the random
chance from 1/i to 1/(i+<n>).
"
NOTE: Eeven if you set it to no spawn, monsters WILL respawn when you
change levels. Not many (and it seems to be the same monsters every
time. For example, in the main crew quaters deck, the one with the main
lift, a droid or two always show up there), but enough to make sure you
keep your weapon handy.
I get the impression that this feature was put in at the demand of the
gamers and at the extreame relunctance of the makers.
Tesiae wrote:
> Hello,
>
> Is there a way to completely disable
> respawning in System Shock 2?
Thanks to to Jenny and Comstar for helping,
"Chris B." wrote:
> Oh, brother. Gimme a break. What do you expect? That you can run like
> Quake and blast everything in sight. Well, guess what? You have to
> conserve your ammo and think stealth and cunning. You obviously have
> missed the point of the game.
>
No I think having an infinite number of enemies which
respawn after you kill them is a trait of old stupid
shooters. Apparently it's the designers of the game
who probably thought that loneliness, isolation,
and silence weren't scary enough. To me it's
completely unrealistic that monsters magically
appear out of no where and for no reason other
than "to keep you busy."
>No I think having an infinite number of enemies which
>respawn after you kill them is a trait of old stupid
>shooters. Apparently it's the designers of the game
>who probably thought that loneliness, isolation,
>and silence weren't scary enough. To me it's
>completely unrealistic that monsters magically
>appear out of no where and for no reason other
>than "to keep you busy."
Sheesh -- patch it, tone down the respawn and you've got one of the
most atmospheric gaming experiences of recent years. Are you sure you
really want to deny yourself this?
--
Mark Stevens
Mark Stevens wrote:
I already patched it. But damn, how many respawns are
there without minimizing? BTW, I think the game is atmospheric
enough without the respawns.
I don't get it, I played this game several times on the hardest
possible setting, without ever cheating.
... And short of the engineering area the spawning never game
me much trouble at all. If I ran low on ammo I just stalked
and whacked them with my wrench.
On the contrary, to stay idle in areas with lots of interconnecting
corridors is extremely dangerous.
Hope it will help,
Paolo
Tesiae wrote:
> Mark Stevens wrote:
>
> > On Mon, 08 May 2000 16:12:46 GMT, Tesiae <ord...@worldnet.att.net>
> > wrote:
> >
> > >No I think having an infinite number of enemies which
> > >respawn after you kill them is a trait of old stupid
> > >shooters. Apparently it's the designers of the game
> > >who probably thought that loneliness, isolation,
> > >and silence weren't scary enough. To me it's
> > >completely unrealistic that monsters magically
> > >appear out of no where and for no reason other
> > >than "to keep you busy."
> >
> > Sheesh -- patch it, tone down the respawn and you've got one of the
> > most atmospheric gaming experiences of recent years. Are you sure you
> > really want to deny yourself this?
> >
> > --
> > Mark Stevens
>
Paolo wrote:
> Usually respawned enemies appear inside or nearby "open" locations. Keeping
> that in mind, you can find several areas in each deck where you can rest
> without being bothered.
> Any isolated location that can be accessed using either ladder, stairs or
> lift will work. You have to remain in the room where the lift/ladder/stairs
> is located. This is very useful for example when you trigger a security
> alert...
>
> On the contrary, to stay idle in areas with lots of interconnecting
> corridors is extremely dangerous.
>
> Hope it will help,
> Paolo
>
YEah, I just noticed that. Zombies and droids
respawning don't worry as my modules have
learned how to deal with them: one shot,
one kill now. What worries are the bigger
creatures respawning. Do they?
>YEah, I just noticed that. Zombies and droids
>respawning don't worry as my modules have
>learned how to deal with them: one shot,
>one kill now. What worries are the bigger
>creatures respawning. Do they?
Does it matter? You took the game back to the store today, didn't you?
Mark Stevens wrote:
> On Tue, 09 May 2000 16:36:37 GMT, Tesiae <ord...@worldnet.att.net>
> wrote:
>
> >YEah, I just noticed that. Zombies and droids
> >respawning don't worry as my modules have
> >learned how to deal with them: one shot,
> >one kill now. What worries are the bigger
> >creatures respawning. Do they?
>
> Does it matter? You took the game back to the store today, didn't you?
>
> --
Eh, no. I kept it. Hence my comment that my
modules have "learned" how to deal with the
monsters more easily.
> Mark Stevens wrote:
After doing the "pseudo cheat", there were really only two levels that had
CRAZY respawns. The others were far more manageable. One area had
freakin spiders and monkeys and zombies respawning at unnatural
levels. That was around the "prison" area (where you can get
stuck). Most of that level pissed me off, anyway. Another area was kinda
early, when lots of zombies and protocol droids would teleport behind a
door (opening it and zapping me if I wasn't careful). Other than those
two areas, most things weren't bad at all. I played on Hard level, too,
if that makes any difference.
I never really had much of a problem with ammo. Remember, Energy weapons
are your friends :) (they're the only rechargeable ones, if I remember
right, or at least the ones with pseudo-infinite ammo).
--
Jon
>> >YEah, I just noticed that. Zombies and droids
>> >respawning don't worry as my modules have
>> >learned how to deal with them: one shot,
>> >one kill now. What worries are the bigger
>> >creatures respawning. Do they?
>>
>> Does it matter? You took the game back to the store today, didn't you?
>>
>Eh, no. I kept it. Hence my comment that my
>modules have "learned" how to deal with the
>monsters more easily.
Rumblers do not seem to respawn, and thank god for that. It's possible
that the cyborg assasins respawn, but it'd be very slowly if at all.
The cyborg-bitches respawn I think but not very quickly.
Most of the respawning seems to be the hybrids and spiders ( just run past
the spiders if you have a newarby bulkhead )
>and silence weren't scary enough. To me it's
>completely unrealistic that monsters magically
>appear out of no where and for no reason other
>than "to keep you busy."
What's more unrealistic, that you can kill everything on the
ship or that they "respawn" ? There's certainly re4ason for the
protocol droids to respawn -- there's all those cases containing
the droids, so maybe another case opens. I think the idea with
the hybrids is that there's supposed to be several on the ship
patrolling around, and if you kill some, more go out to patrol.
After all, it's a big ship amnd there's certainly room for more than
the 100 or so hybrids that you have to kill to finish the game.
--
Donovan
>YEah, I just noticed that. Zombies and droids
>respawning don't worry as my modules have
>learned how to deal with them: one shot,
>one kill now. What worries are the bigger
>creatures respawning. Do they?
Something I should add -- if you have hack 4 when you're in engineering,
you can hack every turret in sight, and then "fight" monsters by leading
them to the turrets ( sometimes you need to lead them to the cargo
bays if you're in eng B ).
Note that speed hypos are nice if you just want to run past them without
having to fight them at all.
--
Donovan