I mod mods.
some of .dlls might not work, try a few in the optionals folder.
Isn't there like a helipad tech structure or something? I'm not really comfortable with Nod getting a carryall outside of tech structures / campaign for obvious reasons.
The Forgotten one seems like the best choice. I'm aware of the Black Hand one, I didn't know you tried it in CTF. I'm thinking something along the lines of a specific helipad tech building for Nod that could be used for certain naval/mountainous maps.
Infantry's a good choice at least until you can get orcas, and harass Nod's harvesters that way.
Though I'd expect Nod to throw massed buggies or harpies if I went that route.
After I autistically catalog each damage bone, then see if it's even possible to do.
This isn't SoF, so dismemberment is not possible.
Also, arterial bleeding in limbs like the legs/arms has already been modeled, it's just that the immunities system makes damage stupid without custom damage models for armors.
Yeah, but I'm not using Predbannik, I scrapped that idea.
Balancing armor to cover the torso only.
I'd say it's an understatement with the bikes. Not just the open terrain, but also the lower resources could make this map very harassment-heavy for Nod.
I remember the Forgotten Carry all existed as a tech unit in order to give the Brotherhood some air mobility. Is this still the case or is the Nod Carry all limited to the campaign?
Either way, I really like the update as it not only makes it so that each side can be played in a different way with unique units, but it also shows off the roster of units to the Forgotten / CABAL if there were ever missions featuring them in the campaign, it would be a refreshing change to have an extra side to fight, or a mission dedicated towards fighting one of them.
I don't think I'll be adding new maps in myself, instead I think I'll be moving the next build to a different mod based on build 1935 maps, removing all the story aside from a simple goal, and filling the game world with items for the player to scavenge and survive with.
Fixed the artefacts.ltx config file, I had put the wrong one in the fix.
I released a fix just a few moments ago.
I'll be posting a news article some time today about that, and about the state of the patch I'm working on.
Mod isn't dead, it's just been in extremely slow hibernation for some time, but work is getting done on an update.
Does that school bus in the first image have infantry slots?
New map looks absolutely desolate, and it's 6 player. Love it.
Very informative update. From the tiberium lifeforms to the new tech structures and vehicles. I like the principle of the new naval map that is based around expansion, and some of the new features you've added to make base expansion easier and more practical.
The mobile CABAL refinery is a unique variation of the mobile war factory that has more potential than simply being used for expanding across water. The yellow plant life is familiar looking and fits in with the desert areas, the red plant life even more so, like a cross between termite mounds and coral.
Do you have any plans for 2 player map with a purple/blue tiberium field between the two players? It doesn't have to be positioned dead center in the middle of the map, it could be slightly north or south, but equidistant between the starting points, while still being close enough to make an MCV move from each start viable. A good example of a map like this would be the first one in the list of DTA's maps.
Excellent to hear.
Simply put, the damage graph is misleading, it only measures the hit_power value of the weapon itself, without taking its ammunition into consideration. The weapon damage is a multiplier of the bullet damage, and frankly I have thought of removing it from the game altogether to end this confusion.
They were designed with vanilla hit_power values in mind.
Every weapon in ZoA has had its hit_power changed, and not only that, but each of the various forms of ammunition for that weapon also have different k_hit variables, so even individual weapons in the game can have completely different damage depending on which ammo you use for them.
The 7.62x39 AKs used to have significantly more recoil in earlier patches. I could take a look at giving them new values.
I do not find them to be identical. The AK-74 has far less recoil, except for the folding stock variant, which has moderately less, and the AK-74M has the least.
I've considerably increased the duration of armor in the game, but I've still maintained it at a low durability due to the fact that ceramic body armor shatters in order protect the wearer.
I already have some special types of armor in the game that degrade at a slower rate, and I could probably extend that to certain armor types being of a polyethylene-type construction instead of a ceramic type, which is both more durable, and lighter, at the cost of offering less protection.
It is intention that late in the game the degradation of armor becomes more problematic. I have other intended problems unique to journey past Red Forest Pripyat, particularly with an added trouble of finding edible food and medical supplies from dead Monolith fighters.
Well that's good news, I do think the lifeforms for this mod have some cohesiveness to them when it comes to their design, almost like a believable ecosystem.
Damn, that was my favorite of the older maps. It was 3 player, asymmetrical, had ruined cities, red/orange tiberium, and a neat deserted highway.
I think it deserves another shot like the last forest, maybe adding a few Nod/Forgotten capturable structures to make it a little different from the current set, but entirely up to Morpher if he ever chooses to remake it.
Will Hills of Silence get the same treatment as the last two of the old maps you've posted?
From what I remember it had two cities, with a hospital and an armory. It was also my favorite of the older TO maps.
I've always liked the map design in TO, you and Morpher seem to make maps that have a natural asymmetry, while seeming to preserve a balance between the spawn points, which feels very much like old TS maps.
PM me your crashlog.
I'm liking this new weekly bulletin, TO used to be a mod that I would check every six months. It's a welcome change of pace.
I do admire your and Morpher's commitment to this thing.
Are you using the xrGame.dll from the core folder? This sounds like an unranked weapon bug.
Not the same Redux, but have taken a significant deal of influence from the original stalker Redux for SoC when re-balancing these.
While none of them are direct copies from that mod, I am considering reviving one of its artifacts as a nod to them.
Look at a few of the rest.
When I upload the healing ones, you'll see that the rate that they heal the player is roughly the equivalent to how much these types decrease the player's health.
For instance, fervent crystal has +1000% health regen.
Thorn is nothing compared to urchin, and urchin is nothing compared to stone porcupine.
Most of the earlier ones were like that in vanilla. Nobody used jellyfish/wrenched because their negatives outweighed any positive qualities they had.
The most common and accessible artifacts are ones that have very little practical use, and so they become vendor trash. The less common and more powerful varieties are the ones that are useful for players to keep.
It's always been this way with SoC artifacts.
There are a few new ones like that. The thing is with ones that only have positive/very few negative attributes is that the positives aren't as strong as ones with strong positive/negative offsets, and they are also going to be pretty rare.
So yes, there are a few of those that will be in the game, but they won't be easy to come by, and most of them have rather tame positive qualities, though there are a couple that are very good.
Not only that, but I'm going to be reducing the number of belt slots to 8.
Oh, and some artifacts aren't exactly "nerfed" by these changes either, take a look at the Elder Glassbeads. It has +50% bulletproof cap, which if you stack 2-3 of them it will make you completely immune to bullets, at the cost of putting out an obscene amount of radiation.
I felt that the existing balance for artifacts with properties like those wasn't really much of anything, so some artifacts, especially transmutated ones have much more severe effects than they did before, but this will be at the cost of having an extremely low successful transmutation rate for the end of their respective trees.
Adding quite a few new artifacts into the game made me revisit the balance of existing ones.
Not all of them are radioactive like this. Most trade benefits with some sort of penalty for using them over time or with other types, this makes artifacts more situational in nature than stacking 12 on the belt and running around with them.
For example most types that heal are either radioactive or reduce stamina, or make the player more susceptible to wounds.
Types that reduce radiation also reduce health, and increase bleeding severity, or they reduce stamina.
Types that increase stamina are either radioactive, or they reduce health. (in place of affecting metabolism.)
The overall goal is to make them individually situational in nature or to be used in certain combinations that counteract many of the side effects, while other combinations are extremely lethal when used in conjunction with each other.
All descriptions will be changed to be more like those of the jellyfish/meatchunk/thorn.
Which means that they will start off with a frequency range for what detector types they fall into, and then have some scientific backround for nice reading material.
Endurance is not effected.
The problem was that it had no drawbacks, now nearly every artifact has negative qualities that offset the positive ones.
All I need to do to fix this is to increase his max money.
The current max for his money right now is too low to even trade the last two kolobok transmutes.
Yeah, I couldn't upload the full file size because of the limit, so I had to use this reduced one, which is practically unreadable.
I guess I'll just cut out half of the image that contains the text for each one when I upload the new rebalanced statistics.
This is just what stalker needs, more bolt-actions that are common and not exotic gear limited to military units.
I love it, but hopefully there will be an M16 with an A4 receiver as well, or an SVD, either way is fine really.
Not surprised about you leaving, been well aware of it since you mentioned it a while ago.
Thank you TKGP, for all that you've done for this mod. I hope you move on to bigger and better things.
Not with the bleeding mechanics in ZoA, which are significantly higher than vanilla.
I'm going to do some things with artifacts, and artifact balance in the next patch that will give ones with more severe effects, more severe counter-effects, and the few ones with only positive attributes will be very minimal.
There's also going to be more of an emphasis of needing to combine them, since mincer healing artifacts will be radioactive, and some electra and radiation-reducing artifacts will slowly reduce health.
Comet is really one of the few artifacts that will have a combination of beneficial properties with few drawbacks, but it is a unique artifact that the player can turn in for a quest reward.
Cursory identification, no. I gave up on that idea.
Closer inspection, yes.
Assuming the ammo is bought cursory identification for loose rounds shouldn't be necessary, because if the player unpacks it, it's very likely he already knows what it is.
The box icons will provide color stripes for people to identify them with, so in the end it won't be just a name/description.
Well, of course text didn't render properly.
I had an icon idea for individual rounds, but I think I'll just use color-coded bands on boxes instead which was really my first cue idea.
Oh yeah, and I'm not adding AP for 7.62x39 either.
That is correct, the official designation of the cartridge is 7.62 PS (57-N-231), I used the informal name of the model year to differentiate it from M67, which does more damage and is slightly more accurate.
Most of my names and descriptions are placeholders, so I can definitely change it.
Yeah, there's 2 of them. TRG-42 and L115A3.
And they're not really rare, they're pretty common from Red Forest on, so I'll be deleting them from those NPC spawns and limit the TRG-42 to just 2 in the game (not counting stashes), one being on Lukash the other spawning out in the open, and the L115A3 being limited to just one spawn out in the open.
I think of it more as a contract deal between the Russian Military, and the plants that produce the weapons, in exchange for certain factions and the Ukrainian military to cooperate with them in exporting valuable artifacts.
Yes, it is cheaper than the other 9x39 types.
The steel AP core of the bullet was manufactured using cheaper methods, i.e. stamped steel instead of machined steel.
This gave it inferior performance compared to SP-6, It's no longer used, and was discontinued some time around 2011, and SoC takes places around early-mid 2012. Which would mean that the Russian Military might have exported it to the Zone during that time period as a way of getting it off of their hands and making some money.
It breathes fire.
I forgot to mention, only unpack ammo WHEN YOU NEED IT.
It's a bitch moving individual rounds between stashes.
It's a system that converts the old boxes into spawn items for individual rounds, the space occupied by current box ammo will be used to incorporate new ammo types.
This method will get rid of any of the problems caused by people incidentally loading more than one type of ammo into the same mag.
Oh yeah, and you can also reload partially-filled mags this way.
Scratch that, I deleted my log file, and it crashes on startup without producing one.
I've tested this and my latest build, which are pretty much identical aside from some added textures.
The base version of the mod uploaded as of Sept25th runs.
I did not test on a new save, instead I started a new game.
Patch 13, and my modified build of patch13 do not run, and they produce an enigmatic log file.
No, they don't. singapurr didn't even add new models in his mod, which this is based off of.
I haven't found all that many SoC mods that add new detector meshes, so I guess for now I will have to get by with hex editing existing ones.
You can even download it now if you scroll down from the patch 12 main download. There are 2 patches I've posted there. Install them chronologically.
Arena Extension Mod.
It's a mod that allows the player to bring his own weapons into the Arena, and bet on fights, it's available as a standalone addon for most mods, but I have created a merge for ZoA and modified it to my own liking.
Nov, 11th update, Includes three things:
-My fixes to NPC meshes and capture configs, in other words scaling to NPC armor.
-The new version of my AEM merge, which I have tested.
-A small fix for Sparrow's gun missing its mesh and textures.
This is not cumulative with the above by the way.
My compiled changes after patch 12.
==========Patch v12a3 build version #2554==========
==========Changes added v12a1 2551:
-Fixed 7.62x51 boxed ammo not loading into mags by correcting their respective arrays in magazines.ltx
-Replaced SR-3M with SR-3, made adjustments in weapon spawn files
-Changed several dolg characters to spawn with AK-103s with soft point ammo, i.e. for units tasked with mutant extermination.
-Added a different type of dynamite for the dark valley treasure spawn
-Corrected some mags that spawn in treasure_manager.ltx
-Added new terrain maps that look better, in other words, I restored the old Abs Nature terrain maps for most levels.
==========Changes added v12a2 2552:
-used the gulag scripts from nimble combat mini mod, except I modified them so that Nimble uses a concealed makarov instead of a SPAS-12.
==========Changes added v12a2 2553:
-contains fixes to the amount of money that NPCs spawn with, in an attempt to slightly curb the imbalances of money looting.
-This also contains some added description strings, and TKGP's medical / food descriptions, which I have modified.
==========Changes added v12a3 2554:
-Small fix for the icons of 5.7x28mm ammo, FN FAL and G41 scopes, and the medical block items.
-Zombified stalker perception values fix
-Just in case added the new chimera creatures config
TKGP, here is my backround template.
By the way, if you get a crash on start, replace your amk_mod.script with this:
I don't think you understand, what I specifically want is NOT to go the OGSE route regarding zombification.
Being a zombie isn't just another change of faction, zombies are barely conscious walking husks that shuffle around, eat, and shoot at things that spook them, they aren't capable of anything else.
Not unless we mess with controllers, but still.
Being a zombie doesn't make sense, it is classed as a faction by the game, but being one means more than just being part of another faction, you'd have to change all the player's sounds, and walk/move anims.
If I were to change controllers to take over the player I'd just have them trigger a suicide cutscene where they make the player blow his brains out.
Mirror for new patch: Mediafire.com
I made just a few small changes, like a fix to the visual path for Strelok's AK, and Hunter's family rifle, and I added a few new items to the Cordon and Garbage destroyable boxes.
Oh yeah, and I changed the actor's starting equipment, instead of a rookie jacket, you spawn with a stalker suit like in the intro video, it's a unique one that is broken and cannot be repaired.
You also spawn at the start with a broken makarov now instead of Sid giving you one, he took the mags for it and gives it to you after the dialog, but it still has a round chambered.
I hid things in the rookie village, the merc suit is now replaced by an RGD-5 grenade, but there are other goodies but I won't tell people where they are, other than the binocs in the metal box in the Northeastern house, since you don't start with them.
In short, if you look around the village when you start a new game, and don't tell what you find, you can find some decent stuff for the first mission.
Yes, urban camo and the default gray/blue coloration is for Wild Territory, Woodland is for Cordon / Army Warehouses.
By the way, before applying this, download and install everthing in the comments field in this link.
TKGP, I have new scopes for you to work with.
PSO-1 has been split into 3 scopes. The standard scope is now the PSOP with a 400m rangefinder and 2.5x zoom, there is also a PSO-1 with a 400m rangefinder and 4x zoom.
Both of the above are for AKs. SVD uses PSO-1M2 with a 1000m dragunov rangefinder and has 4x zoom. SVU's built-in scope has been adjusted accordingly. Coming sometime soon, VSS rangefinder, and possibly a new scope that uses that for the VSK-94 and AK-9.
I don't mind AKs and SVDs using each other's scopes interchangeably, either.
This reminded me, I need to split the PSO-1 into 2 scopes.
The default one will have a changed reticule, it will be for AKs.
The new one will have the old reticule, it will be for the SVD.
This is excellent, very good job.
It will only get better in the coming months.
Technically no, but using a kit you could theoretically modify rifle section_a to rifle section_b, and _b would only take the kobra, whereas _a would take the PSO.
I have a similar system in mind for the kobra that follows the same logic as the nv kits, but that can't get done unless I get a modeler on board. Same goes for adding proper versions of weapons with NV sights attached.
Thank TKGP, not me.
New compiled patch coming out today, and a news article.
The trick to it is that it is not the same rifle once it is modified with the kit, the original is destroyed and its upgraded variant is spawned in the inventory.
This is how we get around SoC's one-scope mechanic.
New addon patch for this patch.
ZOA 1.07.1 v8a (build 2403)
-Expands belt slots from 6 to 8.
-Adds the ability to attach taped mags to the belt.
-Added L22 to mp_ranks.ltx, and fixed the icon for it.
-Fixed the Obrez description.
I plan on including tape as an item that will allow the player to affix 2 mags together for storage.
As for mags with double the capacity, I do plan on adding a casket mag in a special stash in the future.
I don't worry about that, there are only a handful of these types of stashes in the game, so the chance of finding it isn't that great.
Most stashes are usually a stalker's pistol and 2 mags in his backpack with a few bullets, food, medical stuff, you know, stuff that would fit in that space.
These types of stashes are rare, and are very, very different. They are basically a large room underground that a faction has found, and pooled all of their reserve supplies into. Finding one of them would be sort of like eating one small meal a day and then stumbling onto an entire warehouse filled with food. It's impossible to carry everything out at once, and it takes several days to move everything out of that stash, many of the crates themselves are very heavy.
We are talking thousands of rounds here, with several guns, grenades, and ammunition paraphernalia, enough for a faction to last several weeks to months without having to resupply. Your average stalker doesn't have this sort of stuff stored anywhere.
But then again, ammo scarcity was never intended for ZoA. I am not of the opinion that smuggling things into the Zone would be hard, if you're someone with the money and resources to move all that material, and pay off the authorities with their share. All of that artifact money goes somewhere, and most of it goes back into paying the people that find them in ammo.
Yes, it was horrible. I have some planned items that will function similar to medkits what with the spawning sub-items and all, but they won't come with any of the same problems.
Despite the other stuff like NPC variation my main focus is still on bugs, and the top of my list is narrowing down the save corruption issue, then moving on to fixing prices, descriptions, and editing trade files/stashes.
I need to post a news article soon, I'm long overdue.
FIX FOR MEDKITS.
Temporary link before I make an official upload, then incorporate it into the patch in the works.
N.Aaroe, in other words, what is bleeding_v in m_stalker.ltx.
I think it could use some reworking, it's not a very good job, and would look nice with some stitching on the edges into the guy's face.
Loners are next, and it's going to take a while to finish, since I'm not sticking with just the regular suits they have. I have to find different models to edit.
I didn't include Scar in this screen since he's not supposed to be in 1.07, but I have a plan in place to add him as a Monolith member for a certain mission.
The top group is for Red Forest, the bottom group is for Pripyat and CNPP, but there will be some overlap in the char_desc_simulation file that will spawn both of them.
Yes, you still have to downgrade, I still haven't worked out 1.0005 compatibility, it's tricky.
I originally wanted to put white KLMK type splotches on top of the bronze coloration for contrast and to make them blend in better with concrete.
I think I could also work on a block-type pattern for them as well, in blue, neutral, and sandish grey with black bars.
But the wish granter is informally called the monolith by the monolith faction, which I am a member of.
I am considering using this as well as one of the Pripyat ones for new level intros.
Anybody want to go for a ride?
Send me your tracks and I'll see what I can do.
.WAV only plz.
-More coming in a few minutes.
It wasn't fun trying to get the mod page to embed the image, not the thumbnail, but I did it.
Yeah, I'll be going on a hiatus after the next patch is out, with exceptions made to working on merging the all.spawn and 1.0005 compatibility.
I planned to implement sleeping through blowouts when my original estimate was for them to last 5 hours. I reduced it to 2-3 in game hours just for those very reasons.
Blowouts are a large event, they don't really come and go, they last for a while and ravage the Zone's countryside in the process. To that extent, surviving one may require more preparation than just hanging in some tunnel while fighting off the military. Your shelter is a place where you live until the Zone becomes habitable again.
The one in this video pales in comparison, since it only lasted 2 real time minutes.
I liked this one best, I'm going to be testing new textures soon but I'm keeping these ones for the "afterglow" phase after the blowout has stopped.
I'll be making a news article soon, I'm not that far from being done with the mod, I just have to get some small things finished at this point.
Yeah, they are too dark.
Wolfhound, and his snipers (the ones at the edge of the Wild Territory) will be armed with much better stuff, although his snipers are more chance-based.
If you're unlucky, you could get stuck with them all having SV-98s.
It's the sniper variant from Arsenal. which is Leshiy's rifle,
AN-94 disassembled appears to have more simplicity than one would imagine.
Basically, the principle of it is that the barrel and receiver assembly move independently of the stock on a guide rod. The pulley and cable portion of it allow it to chamber a round immediately after the first one is fired before the barrel/receiver even finishes moving back.
On automatic mode, the first 2 rounds are fired the same way as the burst mode, and then it reverts to a lower firing rate similar to that of an AK-74.
Gusarov's sniper AN-94 is like that, I'm considering changing them all to that, since AN-94 isn't really used like a typical assault rifle in the mod.
Maybe I should make the tactical AN-94 at 600rpm.
Yeah the crosshair is pretty simple, see: Upload.wikimedia.org
But unlike the Russian NV sights, the reticles for this type are interchangeable.
At the moment I'm trying to add this to most of the NATO weapons that are capable of equipping it. NATO guns only get 1 type of NVD, and this is a Gen II.
For once I am proud of my work on a texture, even though most of this texture is photoshopped from a real picture, it still looks miles better than my previous job.
It does the 1911 justice since it is my favorite pistol, despite its low magazine capacity.
This was mostly from trying to merge in the ZRP variant of the merge of Rulix's AI additions with Xtream's AI additions (which is the current AI mod used in ZOA.)
So far it is semi-working, but not fully-functional, at least from my understanding.
i.e. I get melee'd by NPCs, which shows that that particular portion of the merge works, but things like hand grenades, rifle grenades, rx_wmgr, and possibly the medical stuff might have bugged out.
These problems are miniscule compared with what I currently have to deal with, which are numerous AI bugs. i.e. NPCs becoming unresponsive, mysterious inventory boxes spawning on the ground, NPCs hand grenades not exploding when thrown, etc.
I chalk it up to my own half-assed attempt at an AI merge. I probably broke something somewhere, so I may have to revert to the pre-changed AI.
It's part of the model, though I might learn more about working with the models and animations to add things like kobras/eotechs/aimpoints as attachments.
They wouldn't really work like a scope. instead if you had one in your inventory along with a specific kit for it, it would equip the sight and exchange the model for one equipped with the sight in question.
Once the sight is equipped you would not be able to mount scopes, but I assume a script could be written to switch back the model to the default one if a sight like the kobra is equipped.
I have a sort of primitive upgrade system in mind. It's not all that different from the principle of CoP's system except that it lacks tiers and there is no UI component to it. It's mostly finding attachments, then finding the kit for the attachment, then having the weapon you want to add it to equipped in your slot.
Other things like changing internal components will rely on technicians like Screw, but they will be dialog-based in nature.
Yes, but the texture has been cleaned up.
Cool, I'll try it out, and see how it goes.
Although I'm currently bug-testing the AI in between modding in weapons.
No, though I've heard of those.
What's the deal with that exactly? I read some of the discussion over it.
Oh yes, the two break-action sawn-offs are the weakest in the game, at least they are with buck.
The long-barrel shotguns seem to be a different story, all of them are now also very accurate.
All of the weapons I picked up and used in this video are in horrible condition, which makes their accuracy extremely poor. As you can see, I missed with the obrez at point blank range, twice.
I didn't even use SMGs because I knew they would turn to strawberry preserve after firing a few rounds, but once repaired they'll be better.
Saiga12K, all security checkpoint commanders and warrant officers carry them.
The other guys at the checkpoint, who are not the CO in the middle there are most likely carrying SPAS-12s.
Duty is much like Spetsnaz, (in fact, the faction is descended from Spetsnaz doctrine) in that within each rank there are specialized roles. This is the basic planform, it doesn't contain any of their new weapons right now, but it follows the same principle:
RANK 1 = EXPERIENCED
Dolg assault = AK-105
Dolg hunter = SPAS-12
Dolg marksman = AK-74M
RANK 2 = VETERAN
Dolg assault = AK-105
Dolg hunter = Saiga 12K
Dolg marksman = AK-74M / AN-94
Dolg grenadier = Groza with VOG-25s
*GP-25 grenade launchers and VOG-25s are common at these ranks.
RANK 3 = MASTER
Dolg assault (heavy) = RPK-74 / PKM
Dolg hunter = Saiga 12K
Dolg marksman = AN-94 / AK-9 / AS-Val
Yes, I've noticed that I like it, despite it having a lower magazine capacity than the MP5, I've aced the bandits there with it pretty quickly.
Yes, random spawns allow for a much greater variety of weapons that can spawn on the same NPCs.
As you can see there are two separate configs, because NPC squads now have different roles.
I'm still not done adding weapons, so there are even more possibilities here.
Well, currently obrez's spawn pretty commonly on bandits, and even some stalkers, as well as the BM-16 sawn-off and the sawn-off TOZ.
I might even be adding a remington 870 sawn-off too. So yeah, right now there are lots of cut down rifles and shotguns substituting for pistols.
Trouble is, is that that the new spawn system often spawns several pistols on NPCs, not just one, this is because there are many weapons in each equipment file, and it is probability-based.
This is sort of what I am going for here, but the reason rookies don't get that many semi-auto long rifles, 5.45 rifles, and battle rifles, are because the stalkers took their pick of the pile leaving them with leftovers.
The experienced stalkers know what they are doing, they know what weapons are best to defend themselves with, and typically waste less ammo than rookies.
As niick mentions below they will be rare compared to the other rifles they can spawn with, but not exceedingly rare, in that some people might come across .308 in the garbage and southern areas of the Zone more often than 5.56.
Although it is present in these areas, it is not abundant, so ammo for these rifles requires a little more conservation.
I'm ambivalent right now as to whether or not to give these and other battle rifles to loners from ranks experienced on up.
It all depends on whether or not people would want to run into the rare FAL or even M14 and G3 at the Garbage.
I picture Loners and possibly Freedom as being the most likely faction to carry these, and possibly Soyuz, if they get added.
But yeah, probably the most ubiquitous NATO rifle in terms of combat history.
It's not a patch, it's basically the files used in the spawn file, I uploaded them here as a backup, and for people who want to change the capacity of some of the mutant smart terrains, but that requires a little more than cursory knowledge of stalker modding.
That isn't what is funny about it, what is funny about those rear sites is that they are flip sights.
By the way, I got the forums up and running now.
Rifle names are in the description.
I'll get back to you on that after I change its scope texture to the one that's close enough to what the rifle really uses.
I'd like to re-color the stock hunter green. Whole thing, basically uniform in color. I don't get the diagonal woodgrain either, since it's made of plywood laminate.
Yes, and mark my words here, it will probably be the most common non-nugget sniper rifle in the game since it comes in both 7.62x54r, and 7.62x51.
Military, Stalkers, Freedom, Mercenaries, even Monolith will all have snipers at their higher ranks that will use this.
The SVD will still be in the mod, and found on some NPCs and in stashes, but it will be less common than this rifle.
Yes, and from here, there and everywhere.
Version 6 of the random weapons experiment is now out. I fixed the crash relating to a wrong file path, and now added experienced stalkers and bandits to the configs.
This is the last version I am releasing of this before 1.07, since I have to incorporate new weapons and possibly suits into these, it might lead to missing file conflicts if I ever decided to release them, so this will be the last taste of the new system in place.
*Version 2 includes a new se_respawn.script, changes to weapon probabilities for the bandits in Cordon, and a new set of mutant textures.
Don't worry about decals and stencils, that stuff is easier for me to do. The stitched variant will just be a rough, simplified version if anything.
in the item.ltx?
If that doesn't do the trick, try this.
I don't know what specifically is causing it to not open that section, but it could either be the changed amk_mod.script that I forgot to include, or it could be related to missing ui config files.
Tell me whether adding this does anything.
That was an early idea, and it's almost certainly not going to be implemented.
I had an entirely made up Zone plague instead of existing diseases, it was something called red spotted fever, which goes by many names among stalkers. It's a disease carried by wildlife that affects humans and humanoid mutants, (bloodsuckers, controllers.)
It was supposed to be transmitted through dog bites, but it would be a random chance thing and not kill you, just affect your stamina/eyesight for a few days.
It won't replace the Cordon map itself, but it will be the new starting point of the game.
The first one is really more of my own devising, The only reason why red is in the pattern is because the pattern is designed for dusk/twilight/early morning hours, and at a distance the red blurs into the rest of the suit. It's not really intended to "match" daytime light conditions, like this one.
There is also a blue version, of the red type of suit, that one is intended to match night conditions.
I just changed the color, edit looks great.
Yeah, I could revert back to the old M40 filter instead of my poor attempt at a PMK one.
Sadly I can't find a PMK head mesh. :(
Yes, that is correct. Although technically it would be inset of the lung, only slightly off-center of the spine.
In any case that mistake didn't really factor in the configs since I gave those values to center-mass. So there's no need to worry.
Come to think of it, I have no clue why I even drew it like that.
Yes, and they are also quite heavy and make aiming your weapon difficult.
And I will be implementing both of those two things by altering the modified weapon's handling factor, and control inertion factor, while having the scope itself close to its actual weight.
Never had this happen, personally, never even heard of anyone having it either.
Sounds like the AMK arsenal bug.
Are you going to do a LP of this mod? I would honestly be humbled if you did.
Here are the re-writes. I still don't know if they really do anything, I've only tested it for a day.
One of the reasons why I have doubts is the whole controller spawning in Cordon thing, and it's nowhere in the Cordon config.
Feel free to try it out, I need guinea pigs.
That is their purpose, to spawn in place of medkits. Gauze and sutures on the other hand, are an okay substitute for bandages.
In the future I'll add more drugs, probably change the way that the steroids behave and use its settings for amphetamines.
They are replacements for medkits and bandages, they don't assemble, it's basically like coming across someone that used part of their medkit and has stuff left over.
They also spawn much more frequently than real medkits.
So I didn't fix the Mossberg. I guess I'll have to spawn one or buy one in game or something and make a small fix for it.
After that, I have to go through the headache of merging 3 different mods into ZoA.
I think that would only work if the scope was permanently attached to the weapon and included in the icon. Nevertheless, I have proper inventory icons for these already.
Try disabling both the mblur and the ddof. I thought I already disabled mblur but I could be wrong.
More like expanded medical system and new types of food, along with nightvision scopes, artifact detectors, and some more weapons, some of which will be in different chamberings.
Thanks, I don't really like the SDK.
Oh don't worry, I plan on including Meltac's new shaders soon, although not in this patch. I'm going to significantly modify the scripts though, so only certain scopes will have NV. I worked on drawing reticles for NV scopes, and there may be, specific versions of weapons that use those scopes primarily, which will spawn on NPCs.
I may get rid of night vision from just about all suits except a few of the late-game ones once I implement NV scopes.
I could write an article specifically about Monolith, if you guys would like me to.
I made Monolith have question marks instead of a sure answer because I don't have any particular weapon in mind with them, I just plan on giving them just about every type of weapon under the sun, and any caliber. I may even add randomly generated loadouts just for them.
Monolith are by far the most disorganized faction in the Zone. Even Loners have more sensible use of equipment, and they're not even a true "faction."
On the outskirts of the brain scorcher they just use whatever they scavenge from those that wander too close, yet starting towards Pripyat, then the CNPP, and the Sarcophagus they begin to become more organized and better equipped.
Although I didn't hear his death cry, I do think I may have killed or severely wounded the first bandit. I got a headshot on one of the other ones at range.
The ones in body armor however, just avoid them until you can sneak up on them.
I think the best way of doing this mission is killing the military patrol at the bridge and taking one of their AK-74s.
Individual bullets actually do cost around that much. Filled magazines generally cost more because they are more sought after.
I might change the selling price of filled mags in the future, as they are an easy way to get money, along with selling weapons.
Perhaps I'll play with the Economy more after I make artifacts invisible and add detectors.
I think I'll work on that one and the vz.58 tomorrow. I barely have the AK-47 variants tested out.
Also it's somewhat of a shame that I haven't heard of anyone modding a Wieger StG 940 into SoC as well, then again, it's not a common rifle, nor would it be expected to be found in the Zone.
Needless to say, I'm impressed.
I'm reducing the costs to make repairs reasonable. I might include the old suit stats and actor and m_stalker stats as a option. You shouldn't get into situations where your armor is chewed up and survive anyways. I managed to make it through the CNPP with only losing 50% of my suit, and this was because I was careful.
It fits in rather well with how this mod rewards caution and punishes recklessness.
With the complaints I'm getting about some things, it really wouldn't be a bad idea to make the patches I have so far cumulative. I'll make sure to do that before I'm done with the next patch.
Oh no, not at all.
I like that idea, although something like that is probably far beyond my current technical competence.
I do remember times when I was playing builds 1935 and 2571 where the enemy would try to outflank me or create diversions.
The AI in the finished SoC actually can and does flank and sneak at times, even the mutants can do that.
Many of those sorts of features were brought back into SoC in mods, particularly anomaly avoidance. The MSO mod for Call of Pripyat would probably be a good example of how far the AI can be taken, but I don't know if a counterpart could be made for SoC.
Things tend to seem easy when they're in the idea phase, it is putting them into practice that you end up with more problems that arise from some of the things you change that can change many other things.
Even with that said, I think I appreciate your mod more than my own, AMK was a mod that was shoddily translated, and in some ways it never lived up to its reputation because of this.
I don't suppose you're serious, but this one first, then the patches.
The download also includes a 1.0005 compatibility patch in it for those who use the latest patch. It is still somewhat more stable for 1.0004 because, well, it's AMK, after all.