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Syynx

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Syynx

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44 comments

  1. birkir211
    birkir211
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    choosing the neuromod ""LUCKY""   glitches the repair ability for objects like turrets, fabricators, and mission items you have to repair. 
  2. LioTheBadAss
    LioTheBadAss
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    Two suggestiobs

    One, can you add more skills to science

    Two, If there is, can you show us the new Typhon abilites, if not

    The third and optional suggestion, Add in new typhon abilites (ignore this if there is already new typhon abilites)
  3. NeuroticPixels
    NeuroticPixels
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    yeah..... i zipped the pak file to look through the files, and this mod changes a lot. I won't be installing this unless the author describes every single change they made. Especially after reading sjent's comments. Yikes.
  4. zhenka11230
    zhenka11230
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    Any plans for updating this mod?
  5. Buzbuzbee
    Buzbuzbee
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    Hey, so I'm trying to make my own prey overhaul (and I've changed every ability / typhon power in the game so far) but when I package the abilities file and abilities layout into the player then the ark folden then turn it into a .pak file, and put it in my game, none of hte abilities are changed.

    Any idea why this is happening?
  6. Jobesky1234
    Jobesky1234
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    Couple suggestions: list every change made to this mod. Having features listed is important for those unsure.

    Second, have you considered buffing enemies, making them more deadly, making inventory more important, and reducing loot found?
  7. nathanb16
    nathanb16
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    Not sure if this was intentional but I can no longer repair anything (turrets, recycling machines etc) even if I have scrap, holding the repair button does nothing
  8. Effecter101
    Effecter101
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    question: would it be possible to edit the playerconfig.xml file to add passive psi regen(like 0.1 to 0.3 per second)? or edit the statpackage.xml to boost the psi regen chipset(s)(from 0.1 to 0.5 per second) ?
  9. flameshadow22
    flameshadow22
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    Uhm, what exactly does "lucky" do?
    1. sjent
      sjent
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      Im not sure what values are for percentages and what are flat bonuses, so i wont post them, and they vary from low to comparable to other perks to completely crazy(mod itself removes 2% base crit bonus for security weapon, but Lucky gives you 5% crit bonus back). Except that most of other perks have 1-2 moderate bonuses, while Lucky has 45 entries(basically you have 15-20 perks pooled into one at ridiculous cost of 7 neuromods).
      Reduces fatigue drain and drain delay.
      Reduces enemy visibility for standing and sneakoing player.
      Reduces mimic min and max visibility.
      Reduces wrench aim speed and hit fatigue drain, both regular and charged hits.
      Reduces flashlight drain rate. Bonus to visibility and recharge rates.
      Reduces time that takes to preform repairs(like when fixing power panels).
      Sneak attack damage bonus.
      Damage and duration bonus to marked enemies.
      Increased chance of knockdown.
      Reduced chance of receiving trauma.
      Reduced health loss from suffocation.
      Reduced weapon recoil.
      Reduction to movement speed penalty when using Q-Beam and GLOO cannon.
      Crit chance to pistol, shotgun, Q-Beam and Wrench.
      Bonus HP regen from Well Fed bonus.
      Bonus speed to HP regen on critical health.
      Reduced delay on when health regen kicks in on critical health.
      Increased critical health threshold(this one is funny, as bonus it gives is 0.5 health, so instead to regenerating to 20, player will regenerate to 21 health, lol).
      Increased jump height.
      Faster scan rate and greater range.
      Faster psi power cooldown.
      Greater time slowdown on focus.
      Bonus to throwing range.
      Bonus Q-Beam and Stun Gun ammo drop amount.
      Bonus to recycling.
  10. sjent
    sjent
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    "Mimic Matter I" from "Morph" category does not have title.
    Whats with "Neuroshock" perk ? I gives insane 1.5 PSI regen and supposedly causes brain damage when using psi hypos(according to description). But i havent seen any negative results and looking into abilities.xml it only has regen statmodifier. Is it wip or am i missing something ?
    Also "Lucky" is criminally undervalued, just 7 neuromods for this huge list of various improvements is a steal. It should cost 20-25. Especially considering that it has no requirements.
    1. sjent
      sjent
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      After completing game with this mod id say its the worst mod i played Prey with. Extremely unbalanced, with most features being either either over the top, or completely underwhelming. Like same neurojunkie 2 perks - first is worthless, in entire game player is unlikely to salvage enough neuromods to even just pay for it, not to mention it crazy health penalty, and second perks is extremely overpowered, giving 1.5 Psi passive regen(allowing to just spam psi powers with little dalays). Add Cellurar Respiration for another 1 Psi regen and player will regen 100 psi in 40 seconds.
      Same with perk costs, some cost a lot, while giving quite little, others, like "Lucky", are extremely overpowered and cost just a few pennies as far as neuromods go.
      Same problem is with crafting. With numerous recipes redone in the way that they now dont use organic material, with latter only needed in recipes that cure various conditions, resulting in even worse state, compared to vanilla game, where i had ton of organic and practically nothing of remaining 3(i finished game with over 300 of organic materials, with remaning 3 types being below 10 - even in vanilla Prey it wasnt so bad).
      Then there is whole "removing pause" feature that practically broke several psi powers, as they require little pause to target. With typhons moving and bombing nonstop, targeting them with something like Psychoshock became from easy to friggin impossible. And all of this literally for nothing.
      Worse of all, by mid game i decided that i dont need this crap, but you cant remove mod either, without corrupting save game. Never again.