lol
Looks very interesting, can't wait to try it out. Good job bro!
One thing of note, would it be possible to "cancel" out the sway if you were up against a box/wall/sandbags/etc? Canceling sway would change up combat dynamics. If you wanted to take a more difficult shot, you would need to maneuver to some kind of cover to rest the weapon upon. Also, does the sway go away if you're prone? Crouching/Standing obviously there should be sway, but prone you'd be able to have a prone supported position and pretty much reduce most sway in real life.
I've had interesting anecdotal results from this mod, although the NPCs don't seem to use the disguise mechanic (also confirmed by the author), it does seem that NPCs are relatively smart enough to set up ambushes in a surprising way.
In the Garbage at one of the Duty outposts, a group of bandits killed the Duty guys holding the area and swapped into their clothes and moved the bodies. When I walked up to a seemingly neutral Duty outpost, I had all of the bandits immediately shoot at me, which was a cool surprise as I didn't know what was going on until I cleared the area and noticed a pile of stripped Dutyers.
10/10 would recommend the mod.
I don't know how you keep making these awesome mods but keep it up broski, great job! Hopefully you add other mutants like Cats in the future because they're already incredibly deadly and it would be nice to have some sort of early warning system against them.
Also, thank you for making all of your mods plug and play. I have a pretty extensive mod list (~150 lol) and it's nice that all of your mods are pretty much ready to go out of the box and don't need any compatibility patches.
That's awesome, No rush on anything! Thanks for the quick response too bratan. I'm pretty sure the clearing event is to help performance, so it's not a big deal in my opinion. I doubt anyone plans on planting 50 mines in the Underground anyways lol
This is a great mod idea, good job bro! As someone who uses the proximity mines a lot, it's a nice change to be able to actually pick them back up if mutants end up avoiding minefields near my hideout lol
This is a hypothetical scenario I thought of, mainly from curiosity of how the script's logic works: For example, I plant a mine in Aprogrom Underground and return later, would the script still know to let me disarm it? I've never really tried leaving mines in a different map and returning later, so I don't know if this is even a thing the game recognizes.
Can't wait to try it out, good job bro. Seems like it would pair really well with TB's RF Receiver mod Moddb.com
Would it be possible in a future update to add MCM support? That way we can adjust individual volume sounds for shotgun casings, metal casings, etc. I think the shotgun casings are nice, but AK shells are mildly loud when compared to M4 casings.
Overall, pretty good bro. I think a particles effect for shell casings would be cool, but I imagine it would be pretty taxing on performance (RPK, etc).
Yes I'm using LTTZ DC along with your patch for it. I haven't run into this particular issue in other games.
I do have an issue that happens pretty often when using Story+Warfare, routinely an entire squad of Freedomers will spawn on top of General Voronin in Rostok and completely decimate the area. The strange part is that Duty will hold both entrances into Rostok, but the interior will get wiped almost instantly around Day ~6 from a squad of about ~10 Freedomers spawning in the interior. Logically, this shouldn't be possible if both entrances are guarded by squads.
Using noclip, you can rush over to watch the spawn-in and you're pretty much unable to assist, and Freedom inevitably takes the entire Rostok almost ever game I've played, even with a much lower "expansion aggression" in the settings. Playing as Duty, this is pretty much game breaking as Duty will almost always drop to around ~2-3 squads remaining while Freedom jumps to the top of the board.
I'm getting this error after doing the "Clear Shader Cache" in the launch menu.
combine_1.ps(7,10): error X1507: failed to open source file: 'ssr.h'
I'm using Enhanced Shaders PBR along with your mod/patch.
Edit: My bad lol, accidentally installed just the patch and not both files. It's good now.
Can you post a video of the Strip Corpses portion of the mod? I'm not really understanding what it does other than like a visual change, but what do they change to?
Also, great mod bro, using it with HD Models works pretty great so far. I've very impressed with all of the recent mods coming out that are using some magic wizardry to add more stuff to this already amazing game.
Bruh, this is a legendary mod, especially if it works with HD models. Great job!
The more I think about it, this seems like it would have an interesting dynamic when interacting with people. You could be walking up to what appears to be a Clear Skys person, but it's actually a renegade/bandit wearing a suit they picked up earlier. Very interesting. Can't wait to get dabbed on when trying to sell some things lol
Do NPCs also utilize these higher lumen/brighter flashlights and headlamps? If you're using the Stealth mod, NPCs can see each other's lamps and will act accordingly.
Another great mod bro, good job!
Based on the video, are the packages labeled slightly different than the regular "Package" you'd deliver to other stalkers? If not, I think it would be helpful to give the packages a different title or icon (if possible) to help differentiate the two items, so you don't accidentally open a package you're delivering to someone else.
Also, +1 to having it be like a race to grab the package. Would be fun to have to run over to the location and you can see other stalkers roaming around looking for it too. Dynamic content is always fun in these sorts of games.
Interesting concept for a mod bro, can't wait to try it out. Do the outfits have random % durability like other drops? I can definitely see this mod enabling more dynamic stealth objectives, like you take out a bandit somewhere outside the camp and swap into his outfit or something before heading into the compound, etc.
Would it be possible to update the basic icons pack to include the newest update from HD Models? It breaks the current icon pack for outfits because of the way HD Models reformatted their layout configurations.
Would it be possible to label the unpurified water with a different name/icon to help differentiate it? This is a great concept that I'm surprised hasn't been made before. Good job bro.
This would give me more reason to actually upgrade from my PDA1 lol. I also second the ability to give backpacks/PDAs upgrades like you can weapons and armor, that would be pretty dope as well. Awesome that you made this mod bro, I was actually thinking how I needed something like this because it's pretty hard to find bodies out in Great Swamps, etc because of how much vegetation is on the map
Grok's Voice Framework has what you need if you want to integrate it in, also helps make the voice lines more dynamic based on various situations. Moddb.com
After using the mod for awhile on a new game, I can definitely say you hid these stashes very well lol. I was worried it wasn't working properly as most quests picked the default stashes, but once I stumbled upon a few of your stashes I was pretty surprised how well hidden they were. A few models threw me off as they utilize regular trash models (the small blue can like the one hidden in Meadow, etc) that are typically unlootable, but it definitely makes it more interesting and makes me revisit a lot of old sites that I've memorized.
No problem man, after playing around for awhile with your mags mod, seemingly *most* BAS weapons work as intended. I haven't used any of the newer weapons that BAS incorporates, but most of the rebrands (AKs,PM,M4,etc) are able to recognize the magazines. Maybe once I upgrade to one of the upgrade kits or something will I eventually notice something. I noticed after peaking into the files, is there any 45rd AK mags? Some BAS weapons utilize 45rd mags, but I figured I can easily change one of the 40rd mags into 45rds with a few find and replace commands.
Overall, great job again bro. Can't wait to see what new features get added in the future.
Great mod, I like that it auto lowers the weapon while walking around, which makes it feel more "realistic" in a way. I did notice one thing when using this mod, when ADSing for awhile (looking down a scope, etc), the weapon will temporarily lower then raise again. I adjusted the settings in MCM to lower after 15 seconds to test, and ADSing for roughly 15 seconds will result in the same issue.
This was actually the issue, I didn't even realize it because the Suppressor changes with MMT doesn't overwrite anything with BAS/JSRS, etc. Thank you broski.
I'm pretty sure it's not possible, unless each building was manually set up to exclude VFXs which would be astronomical amount of work. The emissions VFX crosses along the map entirely, which is why it goes through buildings and stuff.
That would be pretty nice, I like having more options for everything in MCM
1.1.5 changelog: removed medical packages from dropping until I figure out how to greatly reduce their chances.
I've literally never had a Medical box drop lol, maybe have each crate type have its own slider in MCM? Or maybe a "preset" that changes the loot drop % based off of game difficulty or something. Great job with everything bro, excellent mod and definitely makes stashes more interesting.
I didn't realize how much of an improvement your mags update has been. I previously didn't use it because I already had like 5 magazine mods loaded, but yours combines them all into one nice package and updates the previously minor annoyances (magazine names being broken, unable to sell empty mags, MCM support, etc). Great job bro!
If you could add a BAS version, that would be outstanding, but I could imagine the huge amount of work to get it merged with your version. I already took a look at merging it myself but the task was astronomical (thousands of lines to merge/edit by hand), so I understand completely why you probably wouldn't want to do it lol.
Sucks that it requires a new game, but it definitely looks very interesting for my next playthrough once my Ironman save gets dabbed on. I've gotten to the point where starting as Clear Sky/Loner I can pretty much pick up every stash before getting to Rostok, so I'd definitely like to try the version that removes older stash locations and adds yours. If you could release an already patched version with your "Bugged Stash" .ltx merged, that would be cool too just for continuity (mod updates, etc).
If you could do something like where relevant crates add specific items (gun crates add guns and ammo, toolboxes have tools and parts, etc), that would be a perfect mod in my opinion. It's always a little immersion breaking if you open a small toolbox and find an entire SEVA suit and a shotgun inside it.
Quick question about your patch at the end of the description: Will it "delete" the stashes (models aren't present) or will it have the default stashes on the game map, but they're not filled with loot? I play with GSO and Lootboxes, so I'm not sure how it would interface with deleted stashes.
Please no more weebs in the zone, we already have enough Freedomers as it is.
IgorDolvich
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