Door Kickers 2

Door Kickers 2

Ooops! All SSI!
32 Comments
Levan  [author] Mar 25 @ 2:07am 
They do, though. The game has both NVG and NVG-less SSI units, and the mod randomly mixes both and puts them into a map.

If you are completely certain that the NVG enemies aren't using the night vision, report it to Killhouse Games, not me, because they are vanilla enemies.
MattW04 Mar 24 @ 9:30pm 
These guys don't use their NVGs at night...
Levan  [author] Mar 9 @ 12:13am 
They only appear in workshop Tours of Duty (if the creator didn't set any limit), vanilla ones have restricted units, so they won't appear.
For example you will never see the militias in Northern Belt, only in Shrine District.
Bonoko3 Mar 8 @ 8:37pm 
I have a question, for this mod can the SSI spawn during tours of duty? I've played 3 weeks and haven't ran into them or do I just have godly luck? Works on the randomly generated mission tho
Levan  [author] Mar 7 @ 11:13pm 
@RovBrey @beverly.lane Thank you!

@catdog Control + E opens the mission editor, so, all you need to do now is to replace all enemies in the level with SSI operatives, once you're done, press Control + S, and your map will be saved now with your changes. I'm sorry I can't help you further, I havent' used the editor at all, so I have no idea of how to answer the rest of your question, sorry.

@OrphanShredder Verify the game files, and check if you're using another mod that adds them, there is several mods that adds things to RMG.
OrphanShredder Mar 7 @ 5:10pm 
Hey I disabled and further completely unsubscribed from this mod but SSI are still frequently populating my RMG runs.
catdog Mar 7 @ 12:04pm 
Hi! I love your mod. I was hoping you could expand a bit on how to use control e to change the enemies to all SSI? Is there a way to select all enemies at once? Thank you!
beverly.lane Mar 3 @ 7:03pm 
It good mod.
RovBrey Mar 2 @ 9:37pm 
wild work
Levan  [author] Feb 28 @ 10:27am 
But if you need help, I think it is better to look for it in the DK2 official Discord rather than the steam comments :)
Levan  [author] Feb 28 @ 10:25am 
For the localization, you only need to create a folder in your mod called "localization", then add a txt file, you can call it whatever you want.

Inside, include the name of the group as you want it to appear in-game "@myMod_tangos_name=Generic Tangos", for example.

Then, when you create this new RMG group, you just need to include the @ name you made in the localization file. The rest is basically the same, copy the enemy name from the badguys.xml into your own list, give them a danger level, a weight, and they're ready to go
la Feb 28 @ 10:14am 
ok, so update on my own work: based on what you told me, i was able to add new enemy types of the militia elites - all 3 variants by copy pasting their names from the humans_badguys_release.xml file into the pre-existing group warlord militia and copy pasting the detail scripts. But now i want to go a step further which is adding a completely new group into the rmg engine. Specifically i want to add all the generic tangos in as a group of their own. This poses a problem however in which idk where the group name and localized name script call to. Do you know about this and if even better if you know what are the extent that these things affect? thank you
Levan  [author] Feb 28 @ 1:39am 
@Lumbago It is possible, but it would also break the vanilla Tours of Duty, so I don't recommend it
la Feb 27 @ 7:40pm 
@Dragorm cringe. Dont put words in my mouth. You said it, theres no we in here.
Lumbago Feb 27 @ 5:35pm 
Shot in the dark here, is it possible for you to make a mod that makes SSI the only enemies that spawn in RMG?
Rosh0451 Feb 27 @ 6:55am 
@Dragorm ''We do not need your mod.'' I am sorry but who is ''we''? You do not speak for us, nor was asked to. The author can publish what he likes, and in fact, has published several mods. While you haven't published nothing of note for DK2. Stay your tongue next time.
Dragorm Feb 27 @ 6:30am 
Then we don't even need your mod. That breaks the purpose of publishing any mods. I can do "that" myself.
Levan  [author] Feb 27 @ 4:58am 
Hi there, if you want to make your own, simply create a new mod inside your /steam/steamapps/common/DoorKickers2/mods folder.

Then, go to /steam/steamapps/common/DoorKickers2/data/ (basically to the game files), find a folder called "gameplay_settings", and finally, "rmg_groups.xml", that's where all the data related to rmg is stored. Just copy it and move it to your own mod (remember to rename it to avoid conflicts).

Simply meddle with the rmg groups until you're happy with them.
la Feb 27 @ 4:26am 
can you tell me how you tweak the file, and even what file directory u used to tweak it please? i would love to make the rmg to be able to use all types of enemies ingame, not just ssi. Yet i cant see your mod file in the mods upload directory at all to even see what it did. Thank you!
Levan  [author] Feb 26 @ 11:23pm 
Because it was a "missing" faction of the RMG mode, it never was intended to replace anything, just adding more enemy variety to the mode.

If you want SSI enemies in workshop maps, you can always add them yourself, just press Control + E while in a map to open the editor, and replace the enemies :)
Dragorm Feb 26 @ 10:40pm 
Why make this for only RMGs? Why not make it for the whole game or you could make two mods like that.
I'd personally rather have All SSI for the whole game. Its fun to play this but RMGs get boring after a while. It'd be real fun to have this for Workshop maps.
Levan  [author] Feb 24 @ 2:26am 
@Lazarus Just enter the mod file, and edit the RMG list, you can create as many as you want, all you need is to add the enemies you want.

But as the mod name suggests, it's "Ooops! All SSI!"

@noobhero21 As the answer to Lazarus, I'm only adding the SSI, you can create as many lists with as many enemies as you want :)
Lazarus Feb 24 @ 2:16am 
Is there a way where I can just have the enemy spawn pool throw in SOME SSI, not replace every enemy in a spawn pool for a generated mission?
noobhero21 Feb 23 @ 9:34pm 
Thanks for this! Can you please add any other factions? even modded factions the same way? would be great for mission varieties! Thanks again!
bigdog447 Feb 22 @ 12:23pm 
I'll download and play it for a day or two, and comment back if I notice anything odd
Levan  [author] Feb 22 @ 11:51am 
@bigdog447 maybe, or maybe not. I added the specific text, but there are times when the text tells you that they're unknown forces, that can mean that absolutely any faction is present, so be careful if you play a ToD (this won't happen in vanilla ToD tho, as they have limited what kind of enemies can appear).

@Cydonia or Bust all hail the mighty P90!

@orschild Good luck! Remember, they are an addition to the Random Missions, so they might take a while to appear :)
bigdog447 Feb 22 @ 10:31am 
Does the mission description in TOD change if these guys are the selected enemy type?, Like will it tell you that there's SSI present?
Cydonia or Bust Feb 22 @ 8:50am 
No problem for the might of EZAPAC, good guy p90 beats bad guy p90 any day (unless you're bad at games like me)
orschild Feb 22 @ 5:45am 
I love the challenge! I will install and run my fresh troops against them :D
Levan  [author] Feb 22 @ 1:02am 
Dear mister unknown commentor that I absolutely don't know, that is because they're more cag than you'll ever be.

@Sheng Have fun, or not.
Fluffy Feb 22 @ 12:45am 
Um.. mister mod author, these guys actually just showed up in my cag only TOD and my D boys didn't immediately 360 one tap them in the head omg
Sheng Feb 22 @ 12:16am 
And thus, let the suffering begin.