I could also see them being neutral with Bandits. Since the ISG could make deals with them like they did with the Mercenaries. The lack of professionalism might be a deal breaker though.
I could also see them being neutral with Bandits. Since the ISG could make deals with them like they did with the Mercenaries. The lack of professionalism might be a deal breaker though.
What I feel that what the Zone is most lacking other than a traditional magnum revolver, is a magnum bolt action hunting rifle. The Remington Model 700 does not cut it due to the fact that it is a push feed, something you do not want on a dangerous game rifle. A CZ-550 magnum, also known as a BRNO 602, would be a great choice if you could find a model. The CZ-550 is control round feed and is usually chambered in either .375 H&H, 9.3x62mmm, or .458 Win Mag so it should kill most mutants in one shot. It is also common worldwide and very popular in Eastern Europe. They are also civilian legal. A Winchester Model 70 Safari Express, or a sporterized Mauser would also serve the same purpose.
It could also use more submachine guns. The Zone is currently lacking in them.
One last note. RPC Fort, Ukraine's premier firearms manufacturer, bought a lot of licenses from Israeli Weapon Industries.
Imfdb.org
A good weapon to add would be Gosuke's Ruger GP100 that he made a long time ago. It had excellent animations and was a mod for Call of Pripyat and Clear Sky.
I like this idea!
The reason I hate the magazine addon is that every firearm has its own magazines. There is a reason STANAG is a thing.
This one
Moddb.com
The problem is not simulating wind but the player being able to read it. After all you can't feel it with your skin or watch vegetation sway.
I loved that book!
Any chance of making it compatible with Artifacts Overhaul?
Previous builds of Anomaly actually had some weapons drop in a reasonable condition. It seems like they are trying to force us to use the vice.
For some reason, every weapon I loot from an NPC is under 25% condition. Also is there a way to increase ammo drop from NPC's? I feel like I do a lot of shopping and very little scavenging.
For some reason, every weapon I loot from an NPC is under 25% condition. Also is there a way to increase ammo drop from NPC's? I feel like I do a lot of shopping and very little scavenging.
Never mind, it seems like crashes were a one off thing and while the log causes slightly differed it was all the result of being in Wild Territory. I came back later and there was no crashes since.
Recently had a few crashes
intro_delete ::update_game_loaded
~ cannot remove restriction with id [876][ros_zone_mine_electric_strong] to the entity with id [1242][dog_strong_bulterier1242], because it is not added
~ cannot remove restriction with id [885][ros_zone_mine_thermal_average] to the entity with id [1240][boar_01a_weak1240], because it is not added
stack trace:
[error][ 87] : The parameter is incorrect.
thought you might want to know
Damn, congratulations for getting 9th place in the mod of the year awards! You deserve it!
Nice! This mod just keeps getting better and better. Can I make three personal requests. First, it would be nice if there were an option that would enable you to loot more ammo. I often like to get by on scavenging but I often find myself scavenging 5 old bullets from a guy that was spraying full auto at me. Usually I find myself just going to the trader. Second, can you do something about the red poltergeists? Super death radius, mandatory super high psy protection, and instakill crap make the levels they are in just frustrating and annoying. Just for the fun of it I spawned a couple of stalkers and they killed the poltergeists easily, so it is only the player that they act that way to. Also, I miss the the controller attack severely hurting you and letting you know you are in deep trouble instead of just reload last save. Finally, could you bring back artifacts that reduce radiation but come with severe drawbacks. I would fit with the theme that you can find everything you need through the zone but the heavy advanced containers would still have their own advantages.
Could you please make a better start for the main quest instead of having to look for Doc? He dies way too easily and is near impossible to find. How about Barkeep or Sidorovich giving a quest that leads to you finding Doc and he is in a secure protected location with his psudodog?
Never mind, it looks like someone else is already working on that.
Actually I have another request. The scope reticles in Dead Air are pretty poor. One of the things I like to do for other mods is replace scope reticles with better ones that I have found. Could I get the weapon config files? I will send you the results of my work if you want, but I have lost track of where some of the scope reticles are from, so I do not know who to give credit to.
I missed those suits. Thank you!
P.S. I would not mind the SR-25 from STCoP added since there is only one semi-auto 7.62 Nato Marksman Rifle.
It would be nice if anyone knows how to change that, restore English localization, and modify carry weight. This mod looks like it would be the perfect vanilla plus mod.
Yeah, the lack of mini map is a real problem with the taller grass. If anyone has a solution I would appreciate it.
Tell me more about this Escape from Tarkov. I looked at the website and it has my interest peaked.
I am having a problem where I cannot obtain a detector. I looked into the config files and merchants are guaranteed to have them in stock but they are not showing up.
Ah yes, the classic bandit strut. Always hilarious when they are walking around like the baddest dudes on the planet just before they get eaten by a bloodsucker.
Are all the guns mirrored?
LoneWolf6155
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