I mod mods.
Zombie AI is still screwed for some reason. I changed them so that they should only shoot you at around 60ft or so, but they seem bugged.
Try changing their vision and sound parameters back to the generic stalker one. They still have their own fire queue which makes them extremely inaccurate, so you have that.
Oh wow, ZoA made it in there, we must be having a slow year for stalker mods.
Each one of them will detect a "family" of artifacts by distinguishing the pattern emitted by it from its parent field, so yes, although sniffer is more for Mica/Slug/Slime, and EHF/SX is for mincer varieties, and yes Volt is for moonlight and similar. Most of the basic vanilla artifacts are very straightforward.
Transmutation complicates things, as transmutating an artifact can change its energy signal, which may require a different detector to find it.
Other than the starting detector, which Sid gives you, I plan on introducing these other varieties to various traders or NPCs in the game, and spawning them in special locations out in the open, which means if the player looks hard enough he can find them.
I've written the configs for these, but I'll definitely need TKGP's help with the script work, since that involves breaking the generic detection script up into specific tables for each one.
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.
This seems to be a common bug that might actually lead to some of the save corruption issues in Army Warehouses.
I know, I made decent money just off of betting and fighting.
It does need some balance changes, also there is now the fact that because I edited some of the weapon spawns in there, it means the player can loot some types of weapons and use them out of the arena or sell them.
I could create new weapon sections with an _arena clause to them to prevent the player from taking them out, but that creates its own problem of adding more technical weapons to the game.
They are addons to patch 12. You install patch 12 first, then each of them in chronological order, like with any other mod.
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.
I would very much like to add that particular rifle but I can't find it in any mods so far.
So I think I'll settle for an HK 417 or something similar.
I don't know, I like it as it is, right now it's very simple, yet still looks good. It's more CS-like than CoP-like.
I need to replace that thing in the all.spawn with something better, LR300 sniper, lol.
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
I've been thinking of testing the waters with a predbannik build first, before I go all in with adding levels.
I want to get level changers and some other features added before I start adding levels, not to mention making the mod slightly more stable before adding a bunch of locations.
Before we do anything serious like that we need to establish a solid base version to work with, we're almost there.
Yes, and I have in mind also a possible abuse/dependency mechanic that would work in a similar way to vanilla SoC's alcoholism mechanic.
That would make using drugs to heal troubling, as if you used it consistently over a period of time you would develop dependency, and you would have to keep up your habit in order to not die.
These changes are pending, they may be implemented some time after the medical system receives a few changes, progressive healing like in CoP, and balance changes on my behalf.
I'm going to be altering the drug items to make the actor slightly sick like alcohol does. The non-drug orange and blue items like saline, clamps, ethanol, etc will be able to be used without causing sickness, but they do restrict his movement, that is done by reducing his stamina.
In the future an overdose and interaction mechanic may be added, which would limit how many of the drug-based medkit items the actor can use at a time, or what other substances he can use them with.
I may be changing the icon size of that, provided it does not become overly-compressed.
I want most medkit items to be attachable to the belt so that the actor can use them after dropping his bag.
TKGP, here is my backround template.
Resonance cascades don't really seem that nonsensical. The propulsion mechanism wouldn't be that, but the power supply might use them to charge the gun.
Wow, I like these.
I'll try this out and tell you what I think of it.
Yeah, I managed to loot 100k by the time I got to the Bar, and this was without having ever gone to Agroprom.
This should be easy for me to fix, I'll just decrease the max amount of money that rookie NPCs can spawn with back to vanilla or less. I did increase their money before looting was implemented so that the player could trade with them.
Now with them able to loot, a higher currency ceiling doesn't seem necessary.
They do indeed loot each other, I find varying amounts of money on living stalkers after big fights.
As far as balance goes, I managed to get 110k by the time I reached the Bar without ever going to Agroprom, but I don't know if it's really all that imbalanced.
When I went to the freedom base, I did spend a good deal of my 140k on guns and ammo.
I think reducing some of the max money for lower-ranked NPCs is in order, even if it leads to some problems with trading with them, having them being able to loot each other should resolve giving them a lower spawn money cap.
I will miss them too, especially fighting them in a SEVA suit.
Worry not, I will add some difficult mutants, but familiar ones that aren't so silly in their design.
Thank you TKGP for solving this while I wasn't here.
ZOA Ballistics edits version #2.
ZOA electro-chimera removal (it does more than that, it also edits some of the amk spawns. If you get a crash with this because of a missing section electro_chimera just open m_chimera.ltx in config/creatures/ and add:
To the end of the field, this may be already fixed.
Both of these changes may be compiled soon and released as a new patch under downloads on the 31st, I need to write a news article about that since the mod is almost 2 years old now.
I've noticed this as well, another thing I have noticed is that they WILL shoot you if you walk right up to them and shoot them in the face.
So I might need to go and take a look at their perception values.
Their sight or hearing may be too low, I'd rather have them only "see" and "hear" the player if he's within 3m or so of range, but right now my values that reflect that seem to turn them into nothing more than walking husks, which is okay, but somewhat of a drawback for zombies with guns.
Well that doesn't seem like all that many files. I'm intrigued.
What is really different between the two versions?
From my tests comparing 1.0004 scripts, and 1.0005 scripts, I haven't seen any real changes.
Although I do think the thing that does cause the dialog crash and version incompatibility is the night star quest that AMK adds and OL gets rid of for the sake of 1.0005 compatibility.
This isn't me saying "yes, go work on it." I'd rather tackle bigger problems right now than work on a port.
There is also the problem with the mag mod being made for 1.0004, and it having dubious compatibility with 1.0005/1.0006.
The scripts that the mod uses and possibly some of the dialog options make it incompatible with 1.0005.