Invisible, Inc.

Invisible, Inc.

Dr.Pedler - agent mod
68 Comments
Shirsh  [author] 8 Jan, 2019 @ 3:27am 
- Breaking Door became heavier: can knock out any guard or drone with armor less than agent's current STRENGTH, fragile drones getting destroyed, but Movement Points cost raised (2 instead of 1).
- Door breaking counts for melee armor penetration (augment and/or ventricular lance effect), KO_time=strength+penetration-armor, maybe gone on buffing side too much, tell me if it is
- Wireless Access to consoles 3 tiles away (to compensate melee drawback and recall alpha).
- Augment tooltip/summary got readjusted to be compact (but with cost of some grammar).
[Ghost182] 16 Jan, 2018 @ 8:27pm 
Hey, no it's just that it wasn't clear from the description, that's all

Just what I wanted, thanks =]
Shirsh  [author] 16 Jan, 2018 @ 10:32am 
hey, yeah, if you want option to not have him there it included in "mod combo"
[Ghost182] 16 Jan, 2018 @ 12:12am 
Hey, does this mod enable these guys to be picked up from detention centres at random?
Griffin 13 Apr, 2017 @ 5:35am 
@Shirsh Thanks for explaining. I understand why you wouldn't want to do that. A mod that has feature side-effects is going to seem less polished and so without understanding the context, it seemed like a very strange choice.
Shirsh  [author] 12 Apr, 2017 @ 9:09am 
Though it mostly about that I made it as I want it and have no need to remade it differently. See, overlays were made much later, by request, when there was 3 agent mods already (while in time of Pedler mod it wasn't technically possible at all, until fan made resource extractors appeared). Naturaly I preferred to add feature that I didn't need myself as separate mod, than edit and reupload previous 3 mods + add new one. Now with combo and rus combo it's 7 mods.

Unlike cloak wireframes is not a shader but black'n'white agent copy above everything. Making those very lame unartistic hours of loading 250-300 sprites in photoshop and black'n'white, brightness/contrast, export to png, one by one. Imagine weekend of sitting and doing it.
Shirsh  [author] 12 Apr, 2017 @ 8:45am 
No, sorry. You have resons to use it, there's a link, use it as you please. I have reasons why it works as it works from technical side of things.
Griffin 12 Apr, 2017 @ 4:24am 
@Shirsh Shouldn't that just be a separate mod?
Shirsh  [author] 11 Apr, 2017 @ 1:17am 
@Griffin because I prefer to play without them. Looks better, that's a point.
Griffin 11 Apr, 2017 @ 12:53am 
Why does this mod turn wireframes off? What's the point of that?
Shirsh  [author] 27 Oct, 2016 @ 8:57pm 
upd: thanks to the man who ran out of "creative" names stupidiest overlook from last update fixed
Shirsh  [author] 13 May, 2016 @ 8:13am 
upd: No "use -1PWR" tooltip anymore, thanks to all people who poked me.
Shirsh  [author] 4 May, 2016 @ 3:14am 
I start to messing with this mod when Invisible inc was in Early Access (when I was waiting for game release) and there was no official modding support, when it was added, in November, I just use instructions from API Example mod to made it works through workshop*
Shirsh  [author] 4 May, 2016 @ 3:10am 
It was my first mod ever and I used code that already existed in a game, so it's like a reversed volt-disruptor, it works like a "PWR - (-1)" instead of direct +1. I'm more "art-guy" than "code-guy" so for year that pass I made more graphical fixes (now it used not default one from Klei but extracted and a bit changed: shoulder armor pieces had a tendency to disappears, initially there also was no grap animation, was not much agent pics beside animated portrait) than code. When I was doing it I had not much ideas how lua works at all. Now I learn it a bit, while doing mods, but never had enough wish/motivation to think about workaround on this one, it can happens one day of course (especially since you remind me about it).
CEO of Lean 4 May, 2016 @ 1:45am 
my last question is about his cybermat disruptor. Why does it consume -1 PWR when you use it but then gives you +1 PWR? is this a bug?
Shirsh  [author] 4 May, 2016 @ 1:22am 
Flash-grenade effects tied to the type of character ie human or drone, and to make agent resistant it require to make him drone but it create new problems because drones very limited in their abilities, there was version once, when Pedler wasresistant to grenades, but because of appearing of game-breaking bugs he was reverted to current state.
Shirsh  [author] 4 May, 2016 @ 1:18am 
Extra item related to the 4th "opened" item slot while his strenght still at 1, so with max strenght he will be able to carry 8 items easily (7 is maximum for others). About KO resistance it's a bit troublesome element, sadly it didn't help from flash-grenades now, just from shock traps and door kicks. It's mostly about latter: you can make an ambush behind the door without being worried that guard will KO you.
CEO of Lean 4 May, 2016 @ 12:18am 
In dr peddler's augment description it says he can carry an extra item without being encumbered but he's still encumbered when you carry an extra item. Also, is his KO resistance only useful to protect yourself from your own shock traps and enemy flash bangs?
Shirsh  [author] 16 Feb, 2016 @ 7:56am 
теперь есть и перевод
drake_hound 30 Jan, 2016 @ 8:39am 
vault doors I do not mean exit doors or other stuff, just vault doors in other mission types like getting augments. and cash vaults.
drake_hound 30 Jan, 2016 @ 8:38am 
Well I would like the kickdoor to break open sealed vault (only vault doors that require a access card) doors so saving a inventory stuff.
But that would be OP but then I don´t mind him being stunned for 3 turns.

but what works really cool and fitting for Dr Peddler is if you want to maintain his 3 AP penalty.

Is manual hack and 2 attack (without bonus ap like nikia) that I found really fitting. so he needs 6 AP to remove 4 fire wall of safes. or open 2 safes.

:) hope that helps you out. for second version of Dr Peddler :)
Shirsh  [author] 30 Jan, 2016 @ 8:36am 
@Morten Elgaard Pedersen thanks for kind words
@drake_hound did you have an appropriate abilities idea to work as second version?
Morten E. 30 Jan, 2016 @ 8:34am 
Great mod, thanks for the extra characters
drake_hound 24 Jan, 2016 @ 8:46am 
Color him black :P both potrait and animations.. use the special operative oppenent color the one with periphal vision.. I want a cool black droid.
Shirsh  [author] 24 Jan, 2016 @ 4:49am 
minor upd: no more annoying Scan-grenade error-log in Dev mode (only modders will see difference I guess)
Shirsh  [author] 21 Jan, 2016 @ 6:06am 
Update: alpha build of Strelock's KWADTool provide great new opportunities, so I fixed some animation issues. See pic at description.
Pyramid Papi 17 Jan, 2016 @ 6:02am 
I did so some times but it didn't help. Fortunately the game works now rightly.
Shirsh  [author] 17 Jan, 2016 @ 5:53am 
I'd recommend you to verify game cache, manually delete workshop mods and refresh/redownload them again, just in case (it's not break savegame).
Pyramid Papi 17 Jan, 2016 @ 5:20am 
I just deleted and installed the DLC again and it started working) LOL
Pyramid Papi 17 Jan, 2016 @ 5:12am 
It seems that the game has some problems with ANY mod installed... Strange. Yesterday it worked. Anyway, sorry.
Pyramid Papi 17 Jan, 2016 @ 5:03am 
No, I deleted the DLC, but mod simply doesn't work. Pity(:steamsad:
Pyramid Papi 17 Jan, 2016 @ 4:55am 
Does this mod work with C. Plan? Because when I turn them both on, the game crashes. Maybe my computer doesn't like "Lobster"?)
Shirsh  [author] 17 Jan, 2016 @ 3:01am 
Ready to be refreshed. No immunity to flash-grenades though (I'll try to make it works differently after ~8-12 hours).
Pyramid Papi 17 Jan, 2016 @ 2:57am 
Thanks!:incognita:
Shirsh  [author] 17 Jan, 2016 @ 2:54am 
@Xyz, I have idea why it happened >_< Give me a sec, I'll reverse mod to previous state, I guess game can ask to regenerate current level though, maybe not, I'm not sure.
Pyramid Papi 17 Jan, 2016 @ 2:33am 
Dr. Pedler ("Lobster") is awesome! Cool abilities. But I have a problem: "Lobster" can't open safes, ex. terminals, etc (didn't try to search guards, don't know about them)... The button "loot" doesn't appear. Maybe that is some sort of conflicting with other mod - don't know, but it is annoying.
Anyway, "Lobster" is great!
Shirsh  [author] 15 Jan, 2016 @ 2:38pm 
Well, he is a Lobster, Sterling-ly speaking. Anyway, update: added previously overlooked resistance to flash grenades KO.
Awesomeguy002 13 Jan, 2016 @ 2:01am 
He looks like a Lobster.
Shirsh  [author] 10 Jan, 2016 @ 1:51am 
@Sum1 in theory or in practice?
Although if you playing on diificulties lesser than expert, everything is op.
1978 FIFA World Cup knockout sta 9 Jan, 2016 @ 4:58pm 
he seems op
Shirsh  [author] 5 Jan, 2016 @ 8:13am 
upd: corrections of texts by Sogaple and couple of new starting banter lines (those not corrected)
Krowmeat 24 Dec, 2015 @ 11:49am 
All of my yes.
Crazy_Nurse69 20 Dec, 2015 @ 2:11am 
thanks that help shirsh.Hope you will create more awesome agents.
Shirsh  [author] 19 Dec, 2015 @ 12:58am 
1. So you subscribed to mod, pressed "refresh" in game options, mod downloading, you restart game but nothing changed?
2. Shortest way to folder: right click on Invisible inc in your library in Steam client and press "properties", in pop-up menu there will be tabs, open one called "Local files", there will be button "Browse local files". Click it and it should open game's folder for you, there should be a "mod" subfolder, open it and you should see folder or folders named "workshop-xxxxxxxx" (mod number instead of xxxxxxx), delete them, after that run game and press refresh in options, it's important to exit game after that and restart to see changes. But all of that needed if you use several mods in same time (language packs doesn't count, I mean doesn't have same "refresh" problem ), if you use just one it shouldn't be needed.
Crazy_Nurse69 18 Dec, 2015 @ 8:43pm 
how do you do that.I have no idea what you said can you show me how to do it step by step cause i am not good at this folder stuff?
Shirsh  [author] 18 Dec, 2015 @ 1:13am 
Hey Ecyptlic, if you use several mods, best way to install should be: go to game folder "..\Steam\SteamApps\common\InvisibleInc\mods\" and delete all workshop folders, after that start game, refresh mods through options (everything will be redownloaded and works simultaneously), exit game and restart. New portrait should be added in agents selecting screen.
Crazy_Nurse69 17 Dec, 2015 @ 8:06pm 
shirsh i subscribe to this mod but cant be seen on the game please help.I followed your instructions but it did not work
Shirsh  [author] 2 Dec, 2015 @ 7:40am 
Minor update: animation for archive Decker will be overwritten now, his hat stops to be invisible at certain poses without overlay/wireframe.
Shirsh  [author] 27 Nov, 2015 @ 11:53pm 
...and to perform emergency KO attack when your disrupter on cooldown, more like option than required behaviour of course. On expert/endless plus you can't do melee attack on enemy who see you, closing the door and performing a kick can be an option when you in hurry.
Shirsh  [author] 27 Nov, 2015 @ 11:47pm 
@Soldatesque to knock out enemy behind the door, even drone, create big noise distraction that lure guard from rooms nearby. Mainly for knock out, to rescue another agent who under the multiple gunsights (sorry for broken English). It's not working for locked door, I failed to find the way for them last time, but probably I'll make another attempt later (noise and remove of frame feels enough drawback for me, to not be overpowered in case of success).