By the by:
http://www.moddb.com/mods/system-shock-rebirthhigh-poly-packand
http://www.moddb.com/mods/shtup-system-shock-2-texture-upgradeIf you want the game to be really pretty.
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Okay, tried playing this with SecMod 2.8 a bit, since that rebalances some of the skills/includes mods that fix various other things. Downside is that it randomizes loot somewhat, possibly introduces some crashes, and makes the...
Anyway, as a survival horror game, System Shock 2 works great. It's the skill caps as bars-for-entry that bug me, and I'm concerned this'll eventually drive me away from DX:HR as well. Bugs me in New Vegas too (HRR NEED 50 TO PICK THIS LOCK). I'd /much/ rather prefer a system where hacking something at a low skill level was harder, but I don't like having to have minimum skill levels to hack certain boxes/user certain items/being told I can't do something not based on my personal skill level as a player but because of some arbitrary number.
That kind of behavior makes sense in more abstract, turn-based RPGs, where your stats define everything about your character -- and it's fine as a gameplay mechanic in those cases. But when skills/stats are just being used as lock/key puzzles, in a game that isn't otherwise to abstract, it's... akin to a QTE in terms of how it throws you against the artificial mesh of game and being forced to do what the game wants you to do, instead of letting the player come up with a creative solution. Press X to not die! Invest points into X to not die! It's the same thing. There's no room for problem solving there, you either have the skill level or you don't.
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In SS1, hacking stuff was this... 3D Descent like minigame, and doing electrical fiddling involved solving different kinds of puzzles. In SS2, hacking's pretty much just a dice roll.