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It would work if the gun was a Gyrojet, I suppose.
Sweden and Finland look like a ****.
Good to hear. As far as I can tell the CoP maps are pretty much empty of non-essential (trader, quest-giver) NPCs until you turn off the scorcher.
Also if possible disabling travel to/from the CoP maps until the Brain Scorcher is down would be a nice touch.
Lovely idea but a shame it doesn't work for all factions. It'd be nice if you could do the Clear Sky system of it costing more the further the distance is (and less the closer) but this system is already an improvement. Do you have to have discovered the location first?
Also how does getting the psy-helmet and suchlike work if I am a bandit?
This mod seems to make Bandits hostile to Freedom, is that intentional?
Any news on when the next version is coming out? I need my FAL/STG 58.
I believe it actually originated as a DVD rental service in the USA.
They removed the (headphone) jack.
A Shogo mod?
Great mod. Shame it's a little short but what there is is of a good quality so it works.
It seems it might be related to having F.E.A.R. in the non-standard steam folder.
I can't seem to get this to work with the Steam version of F.E.A.R.
Trying to start it gives me 'Applicaiton load error 5:0000065434'
Any idea how to fix this?
Interestingly trying to start fear.exe in the folder instead of through Steam also gives the same error.
He also looks to be using a Nambu which DID exist at the time but is a rather strange choice.
I'm happy to hear about this also.
Pistols were always a little too good with the right skills so this will make them less OP.
I think the Stealth pistol, already my first choice, will get a boost here too since it can fire repeatedly.
Not a huge fan of the weapon retextures but I'd agree they aren't a major issue.
I'll be happy with taking the characters out.
Would you mind including a readme for disabling them when the next version is released?
It'd help others who haven't been here or aren't so confident playing with the mod files.
Alternatively you could just take them out if possible or make them optional (I'd bet most will not want them).
I see the compatability question is answered already.
Still wondering about the weapon textures. Additionally to helmets stop all shots or only pistol shots (e.g. if I shoot him in the head with the rifle or sniper will it kill him anyway)?
Neither of these two are major problems but I'd like to know.
Are the weapon retextures seen in the youtube videos optional?
Not that I hate them but without them this mod could probably work for first time players too.
Otherwise I love all the changes here as it is more of a quality of life mod than an overhaul like shifter or revision (both of which make the game worse imo).
Any word on compatibility with New Vision or maybe even HDTP? Since they're more or less just simple texture replacements I can't see any problems.
I can't believe I haven't heard of this mod before.
How do you intend to avoid the problems of Misery (other than not testing your mod with trainers)?
Any idea when we'll get even a half-working demo?
Does the latest version of SRP include a pistol ironsights fix?
Where did the Redux Moddb page go?
There's a new CoP Redux coming?
Thank ****, Misery always seemed a tad artificial with it's difficulty to me.
Only thing inaccurate about this is that the UK had a King at the time.
I think it might be an issue with it inheriting the 'box' of ammo weight (since the boxes contain 20-30 rounds).
Don't know enough to be sure.
Their weight also disappears if loaded into a mag.
Aren't Quakers a religious group?
I also can't find the night star (north of the car park?).
I'm probably missing something obvious.
Are you aware that certain ammo variants are excessively heavy?
One of the 9mm AP rounds is 20x heavier than normal and the ak74 tracers are 30x heavier than normal.
This pritty much makes them unusable.
Ah, forgot I had downgraded for the old version of ZoA.
Got latest patch, all is good, ignore this post.