Description

Rain has a chance to be toxic ;] Toxic rain makes you receive radiation and degrades your equipment (MCM etc).

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Toxic Rain 0.74
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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

At last, Acid rain is back on stalker :)

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bvcx Author
bvcx - - 2,141 comments

but it's toxic ;]

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Wang_Laoshi
Wang_Laoshi - - 328 comments

Very good. Immersive and should make you invest more in environmental protection. Also, are artifacts on belt also accounted for?

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bvcx Author
bvcx - - 2,141 comments

Not yet. I don't really like how to get summary protection you need to manually calculate all sources, so I stopped on helmet+outfit only for now.

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Wang_Laoshi
Wang_Laoshi - - 328 comments

Would be nice to have this, of course, but it's still great

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Guest
Guest - - 690,832 comments

Do NPCs and mutants take damage from toxic rain?

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bvcx Author
bvcx - - 2,141 comments

No. Making them seek a shelter will be pain to write. Without it there will be only bodies everywhere.

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Dhatri
Dhatri - - 584 comments

i agree with it being a pain to write/implement. i do remember the NPCs in DA following a behaviour off searchibng for cover once toxic/radioactive fallout happens. maybe there would be an easy way to port their way of doing things?

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bvcx Author
bvcx - - 2,141 comments

Would be nice if someone can do it ;]
I'm not messing with ai schemes.

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bvcx Author
bvcx - - 2,141 comments

Alright I decided to try it xd
Seems to work, but idk.

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dddzeeezddd
dddzeeezddd - - 6 comments

I'm guessing it affects only player?
It would be more immersive if NPC's were trying to hide, like during a blowout.
Not shure how difficult it is to implement though.
Either way the idea is rather interesting.

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bvcx Author
bvcx - - 2,141 comments

Answer above ;]
I wouldn't touch AI behavior even for money.

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AslansLottery
AslansLottery - - 18 comments

Do it ya wus

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bvcx Author
bvcx - - 2,141 comments

Ok done ;[

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kemelvorkorp
kemelvorkorp - - 92 comments

Interesting mod !
Could it be possible to make the rain becoming more severe the closer you are from the CNPP ?
The southern part would require less chemical resistance compared to the northern part

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bvcx Author
bvcx - - 2,141 comments

Yeah, I can add it later as optional feature ;]

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kemelvorkorp
kemelvorkorp - - 92 comments

Thank you !

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ak.72
ak.72 - - 33 comments

Спасибо! Давно хотел такой файл.

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NOMADs_Reviews
NOMADs_Reviews - - 180 comments

Sweet! I miss the radioactive and chemical fallouts from CoP AtmosFear. Apparently they had to be take out of CoC due to them causing errors, and so everything based on CoC ever since hasn't had them either.

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reter
reter - - 615 comments

thx

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qw244466666
qw244466666 - - 18 comments

is it compatible with ARSZI'S DYNAMIC RADIATION ZONES AND RADIATION OVERHAUL?

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kemelvorkorp
kemelvorkorp - - 92 comments

No conflict.

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bvcx Author
bvcx - - 2,141 comments

Yep ;]

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accolyte1022
accolyte1022 - - 600 comments

Good ****.

Deadly anomalies, dangerous mutants, anarchists and bandits...... and melting armor.

Duty will be very busy.

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kemelvorkorp
kemelvorkorp - - 92 comments

The perfect update, thank you

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Toxicity86
Toxicity86 - - 38 comments

Hi, sorry for being late, but can you make the rain black or/and add a warning siren like in Atmosfear?

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bvcx Author
bvcx - - 2,141 comments

There are colors you can play with in MCM, try to put everything to -1, this should make it black. As for the siren, I don't think toxic rain is such a big deal to have a siren or any kind of warnings.

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Mudhut
Mudhut - - 382 comments

Would be cool if there was some incentive to go out in the toxic rain, because all it does is make you either stay inside till the rain is over or invest in gear that protects you from it and then you basically ignore the mechanic entirely.

Maybe certain types of artefacts can spawn during toxic rain, or it reduces mutant spawns or makes them passive, or reduces STALKER patrols?

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bvcx Author
bvcx - - 2,141 comments

Consider it as a small addition to game, not some global overhaul.
If you are playing without some OP outfit/artefact addons, the only outfit that have enough chem burn protection and receive minimum penalties is yellow space suit (not max, but very close). Similar to radiation, none of the outfits can mitigate it fully.

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Guest
Guest - - 690,832 comments

I acctually have an Labs and Watter radioactive addon. Arte thouse compatible?

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bvcx Author
bvcx - - 2,141 comments

Yes, water adds its own radiation and this addon doesn't touch labs, why would there be rain in labs xd

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Guest
Guest - - 690,832 comments

Is it green? can it be normal but still with side-effects?

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bvcx Author
bvcx - - 2,141 comments

Two lines before changelog clearly say how

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Valley_of_Snow
Valley_of_Snow - - 39 comments

is it possible to have the geiger counter emit a noise to indicate when the player is under the effects of radiation gain?

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bvcx Author
bvcx - - 2,141 comments

Yeah, I can add an MCM option for this, it's probably gonna be annoying to hear it all the time, but nevertheless a good suggestion ;]

UPD: Added, thanks.

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Valley_of_Snow
Valley_of_Snow - - 39 comments

Thank you for the response and for taking my suggestion into consideration, as well as updating the mod to include it so quickly. I look forward to playing with it and providing any feedback I can in the future. Thank you again for the mod.

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fridgebro
fridgebro - - 199 comments

you could add it as a option on the geiger counter itself, like the different modes that exist for it. that way you can switch from toxic rain mode seamlessly.

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bvcx Author
bvcx - - 2,141 comments

I believe it will need changes in game's geiger script (wherever it is), therefore patches etc.

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Valley_of_Snow
Valley_of_Snow - - 39 comments

After playing with the newly updated files installed, I've encountered an error.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: anomaly\gamedata\scripts\toxic_rain.script:208: attempt to index a nil value

Any attempt to load a save results in a CTD, however, everything else seems to be working perfectly.

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bvcx Author
bvcx - - 2,141 comments

Fixed and updated 4 hours ago, sorry.

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Valley_of_Snow
Valley_of_Snow - - 39 comments

No worries, I hadn't seen the update. Thank you.

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PossuM
PossuM - - 322 comments

I thought about making a meme the other day with me standing in the corner, avoiding collision with the toxic rain and a group of NPCs hanging around in front of me, saying "they don´t know the rain is toxic".

Would have aged poorly so I´m glad I was too lazy.

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bandit1379
bandit1379 - - 65 comments

I like NPCs hiding during the toxic rain, but can you make it so the PDA stays on? I get the "Connection Lost" PDA notification like before an emission, and if I turn the NPC option off in MCM the "Connection Established" message pops up. Also prevents you from saving if agony mode is on since you can't save during emissions.

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bvcx Author
bvcx - - 2,141 comments

I tested with high time factor, must've missed it ;[

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bvcx Author
bvcx - - 2,141 comments

Updated for agony mode, PDA still works even with "Connection Lost" message (if there's no emission/psi-storm during toxic rain too), I don't really know yet how to monkeypatch it, so just ignore it.

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manzmnl
manzmnl - - 485 comments

Great mod!
Can we define the radiation amount to be displayed as environmental randiation value?

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bvcx Author
bvcx - - 2,141 comments

You mean geiger modes? I didn't even know it exist till like a month ago ;] Not sure anyone will use it (or even know about it like me), but I'll take a look.

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Arcanforge
Arcanforge - - 81 comments

Very thanks for the addon :)

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manzmnl
manzmnl - - 485 comments

I just got this upon saving:

LUA error: ...a.l.k.e.r anomaly\gamedata\scripts\gamemode_agony.script:48: attempt to index global 'toxic_rain' (a nil value)

Adding a check to opt out in case that var is nil should fix it.

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bvcx Author
bvcx - - 2,141 comments

What other addons you have that change gamemode_agony.script?

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manzmnl
manzmnl - - 485 comments

Actually I only have added a small change that removes the rediation check prior to saving. Everything else is unchanged. Also I never had this problem before, and I'm playing with toxic rain since its release. But I've now added a nil check and it seems to be fine.

EDIT: Hmm... I'v just had another crash right after saving during a level change. But this time it was a complete vanilla var that was nil and led to CTD. Never had this before.

\ui_inventory.script:606: attempt to index local 'npc' (a nil value)

I've installed some addon updates recently. Maybe some faulty script causes this, somehow interfering with the game's scripts in a bad way. Because it's really noticeable that suddenly those things are happening out of "nowhere".

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bvcx Author
bvcx - - 2,141 comments

None of those lines match default scripts, ui_inventory is certainly not this addon. So, since:
1) I haven't seen any crashes like these before (looking at quite a few modpacks that have this addon);
2) they appeared after you changed "something";
3) I can't see what and how you changed
I'd almost surely say it's something on your end.

(btw read my comment on eft medical overhaul)

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manzmnl
manzmnl - - 485 comments

I know that ui_inventory is NOT from this mod. I just mentioned it as an example that something is odd is going on, and that this is probably caused by a faulty script (from another addon) or leftover scripts (from older version of other addons), but NOT caused by your addon. As I wrote: the last variable is a vanilla one.

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bvcx Author
bvcx - - 2,141 comments

My best bet would be on reverting gamemode_agony to default and trying again ;]

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manzmnl
manzmnl - - 485 comments

Doesn't help. I really only removed one check that for sure does not cause any issues. Let's just pretend that file is vanilla :)

But I guess I found the issue already. Thx for your input

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bvcx Author
bvcx - - 2,141 comments

Thanks for report ;]
I'll keep an eye on it if I see another one like this. I'd like to fix all possible bugs, but can't really rely on one single bug with a custom file (or if it was changed back mid-game) ;[

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manzmnl
manzmnl - - 485 comments

That's fine. I still don't think it's caused by your addon. I noticed that this odd behavior started after installing the new ARX addon. I couldn't find anything wrong with my mods. But ARX uses engine-level changes that I cannot check. Maybe that's the reason. I've reported it to the author, just in case.

Thx for your help!

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