Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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NPC Companion (with Serious Sam 2 Natives)
   
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28.963 MB
14 Aug @ 3:37am
14 Aug @ 7:03am
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NPC Companion (with Serious Sam 2 Natives)

Description
This mod adds a set of gamemodes that allow you to spawn up to 4 NPC allies. By default this includes a set of NPCs based off of the natives from Serious Sam 2, but also has the framework for other modders to implement their own NPC packs.

If you want to make your own Companions, check out this guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530001820


When playing one of the gamemodes, pressing the button for invoking Netricsa (middle click by default) will instead toggle the NPC Command Menu, which you can interact with with the Use key. From there you're able to select the NPCs you want, and give commands to each or all of them. I've made this menu in such a way that it can be used in third-person, Splitscreen, and even VR (controls below).

The singleplayer "NPC Campaign" plays similarly to Co-op (and only on Co-op supported levels), with no saving, and instead respawning after dying. Difficulty selection can be done in the NPC Settings menu ingame, and changes will take effect immediately (barring any layout/spawn changes). The singleplayer "NPC Survival" plays as expected, but with the NPCs being unable to auto-heal, and the multislot ones have a respawn time penalty if they die too fast. Both of these modes allow you to use your selected multiplayer model, because it's fun.

The multiplayer versions also play out as expected, with each player able to spawn their own NPCs. Here the host has a little more control over what happens with additional settings, such as the NPC limit for each player (defaulting to 2 here), whether Unique NPCs can be shared, and some safety options for people who may be missing NPC Addon Packs. Addon Pack syncing in multiplayer hasn't been extensively tested recently, so hoping for the best.


Menu Controls:
  • Flat (Mouse/Keyboard & Controller):
    • Netricsa: Invoke Menu
    • Use: Interact with menu
    • Reload (Tap): Cycle Active NPC, Advance Page
    • Reload (Hold): Show NPC Info (Command Menu), Stay in Order Menu
  • VR:
    • Toggle the menu via a button when you look down.
    • Interact by pressing the stick for the appropriate controller.
    • The hand you use to invoke the menu will be your preferred hand. In most menus, this determines what hand has priority, since only one option can be highlighted at a time. In the Order menu, only your preferred hand can be used to issue orders.


Notes:
  • Ally Markers isn't truly required, but is highly recommended. The markers will show up above NPCs regardless, and they can only be toggled (via the same methods as Ally Markers) if you have Ally Markers installed.
  • For multiplayer, all players will need to have the mod installed in order to join. Additionally, clients should try and have all the Addon Packs that the host has. There is a safety option for that, but it amounts to just disabling packs that not everyone has.
  • Stronger NPCs take up multiple slots, and some special NPCs you can only have one copy of.
  • By design, the NPCs will *never* fight the BFE Warship. They'll also prefer other targets when Witch Brides or any Ugh-Zan are present, since they don't understand the invulnerability/recovery mechanics.
  • NPCs will be remembered between levels. In Singleplayer specifically, it'll remember your NPCs if you're hopping between maps on the menu, and even between game sessions. If you want to reset your saved NPCs, enter `globals.NPCCompanion_ClearSaved()` in the console.
  • In the Order menu, if you have all NPCs selected, you can tap Reload once, and then assign an order to each NPC in sequence.
  • Netricsa is actually disabled in the gamemodes, and shouldn't come up naturally. If it does come up, it won't be very informative.

Known Issues:
  • Because the NPCs go off the same navigation as enemies, there are some places where their pathing isn't great. A notable example of this is the starting section of Moon Mountains. They also aren't great against enemies on high-up ledges.
  • In SSHD levels, NPCs can get stuck on ledges like enemies do, and are also blocked by sections that block enemies normally (usually near level exits).
  • In SS3, melee kills on monsters still activate when using the menu.
  • In the singleplayer Campaign version, due to the difficulty being set after starting the first level, that first level won't have layout changes for difficulties other than Normal (it'll be fine for further levels in sequence). If this is a problem, you can do `samRestartMap()` in the console at the start of the map to quickly restart the map and apply any layout changes for Easy/Hard/Serious.
  • If you're using the Invisibility cheat, NPCs won't be able to find you to follow you.
  • The info pop-up for NPCs is weirdly cut off when in splitscreen, and doesn't show up at all in VR.


====== Serious Sam 2 Natives ======

Back from the various planets featured in Serious Sam 2, the natives you fought for and alongside! While normally only the non-ChiChe men fought, now *everyone* is able to fight, including the women and some chiefs/leaders that never graced the battlefield previously. Some of the races have been given unique weapons, and the new chiefs/leaders have brand new attacks. Compared to how they were in Serious Sam 2, they do quite a bit more damage, and are a bit more durable.


---- Simba Man, Simba Woman, Zixie Man, Zixie Woman ----
  • Health: 100
  • Attacks:
    • Melee Kick
    • Selectable weapon:
      • A: Zap Gun
      • B: Bazooka

---- ChiChe Man, ChiChe Woman, ChiChe Girl ----
  • Health: 100
  • Attacks:
    • Spin Kick
    • Selectable weapon:
      • A: Dual Uzis
      • B: Dual Throwing Blades

---- Elvian Man, Elvian Woman, Elvian Boy, Elvian Girl ----
  • Health: 100
  • Attacks:
    • Melee Kick
    • Selectable weapon:
      • A: Shotgun
      • B: Bazooka

---- Simba Chief, Simba Shaman ----
  • Health: 200
  • Attacks:
    • Melee Kick
    • Manifest Klodovik
  • Restrictions: Unique, Uses 2 Slots

---- Zixie Chief ----
  • Health: 200
  • Attacks:
    • Melee Kick
    • Magic Skulls
  • Restrictions: Unique, Uses 2 Slots

---- ChiChe Elder ----
  • Health: 200
  • Attacks:
    • Force Palm
    • Dragon Heads
  • Restrictions: Unique, Uses 2 Slots

---- Elvian King ----
  • Health: 200
  • Attacks:
    • Melee Kick
    • Rock'n Soundwaves
  • Restrictions: Unique, Uses 2 Slots


Things I could do at some point:
  • Give the Simba Shaman a unique attack (don't know what yet).
  • The Buff Elvian guys.
  • The Elvian Princess (Olga), if I can figure out what she'd do.
  • The Sirian Council, if I can figure out what kind of attack they'd have.
1 Comments
MoonCosmos! 18 Aug @ 9:49am 
WOWW!!
This is gonna be fun!
xd