Eat your potato and buy a proper PC
"(the modification runs standalone, meaning no pre-existing installation of Call of Chernobyl or Call of Pripyat is required)."
This is written on top of this page.
I like this so far. I've noticed a little mistake, however - Camelback is made out of a... Camelback and some fabric.
Also, I have a little suggestion - maybe add a Jacket/Overcoat as a base for Light Suits recipes? It would make a bit more sense, I feel.
I drop them nearby. If they land too far, I punch them to move them nearer. There's a video on moddb about this.
Wet OG-7B Grenades for RPG-7 won't dry near a campfire. I've dried other types of wet ammunition without a problem. Is this a bug or do they stay wet on purpose? Or is there another way to dry them?
Is there a way of changing the number of artillery pieces per unit while using Huge Unit Sizes? No matter the size setting, there are always just 2 artillery pieces in every unit which negatively affects the balance I feel.
Any new information about the rumored 2020 release?
New info is always good, but this is not a real progress update everybody was hoping for, is it? Nonetheless, let us hope they're making steady progress right now and will show a bit more next time.
That is like 1 screenshot for every 14 days of no updates! "Yay"
No, but a preview of some sort would be nice, even in the form of a simple .txt document with a list of applied changes.
"I don't post screenshots of artifacts, because you can view their characteristics yourself. To do this, check "Debug mode" in the launcher, then in the game press F7, then press "1", then select "Artifacts" in the submenu on the left and watch."
But you need to install the addon to do that, don't you? Some people would like to know what exactly they are installing before doing it.
In my current playthrough, a random military squad just killed 2 Bandit Traders in Train Depot. No Barter Trades for me, I guess.
What about making wandering squads of stalkers NOT able to randomly decide to sit at a campfire in the middle of a hostile base, or simply SPAWN in the middle of it, and exterminate it whole as a result? I know that random deaths of Important Characters are a known issue, but allowing a military squad to spawn in a bandit base is a bit too unfair, don't you think?
There is a fix for military trader available; search Reddit for "dead_air_military_merchant".
Looks great, but I have 1 concern. Mainly, how often do Repair Kits drop from stashes? Too easy access to Kits may destroy the game's harsh economy and that would be bad (for me, at least - I like when the mod forces me to make the most out of VERY limited resources).
Graphics are great, but the game freezes every time when it tries to teleport me to Shevchenko for the assault mission. It also freezes every time an Emission starts. Moreover, it sometimes freezes without apparent reason - just randomly. It's unlikely to be my PC, I have ~150FPS on average with this modpack.
All you need to do is wait for Ray of Hope release. Might need a cryogenic hibernation capsule to make it, however.
Hello there,
I've recently fallen in love with the "Bizon" Scoped Toz and I started wondering:
- Is there any Accuracy/Velocity difference between 12x76mm Darts and 12x76mm Slugs?
It does not feel like it, but maybe the difference isn't big enough to notice.
Ray of hope shone upon me recently and I got a vision...
I asked, "When is Dead Air 1.0 coming?".
"Eventually," the voice said.
I got attacked by 2 Chimeras at once while traversing through Radar... I definitely don't want to see even "more" of them, thank you ^^. Not when I'm playing Ironman.
If I was a gambler, I would say the release order will look like this:
1. Stalker 2.
2. Witcher 4
3. A good Bethesda game
4. Ray of Hope
5. ...
6. Dead Air
Is it on the roof by any chance? Stashes are known to fall through roofs so it's not recommended to put them on top of buildings.
Ao, I "found" a PDA on a dead bandit and there was information about RF signal in Rostock on it. I found the place, but there was nothing of interest there. What's that all about?
Go to the "Addons" page and search for "ANOMALY FOR POTATO PCS V1.0" addon.
You're welcome.
Duty Garrison in Garbage dies off sooner or later and does not get replaced. The one in Rostok, on the road from garbage, gets raided by a strong squad of bandits (like 10 of them with a grenade launcher), this happens on a regular basis after you turn off the brain scorcher (I think). If the bandits win, the Duty squad that normally occupies campfires near their headquarters comes to retake the place and hold it. However, after you change zones a few times, the new Duty guard squad will spawn and the relief force will leave. I don't know what happens if they all die, however.
They never left the base in my 3 or 4 playthroughs. The only ones that get themselves killed (from my experience, at least) are Cadran and Beard in Zaton.
Go through the tunnel west of the bridge or engage duty and military from a place as far from the farm as possible so the stalkers don't aggro on you (you will still have to kill Duty, though). Also, check the "addons" page - there might be something that changes NPCs' behavior in situations like that.
Or you can just wait until Duty guys leave, but that can take some time.
As you probably know, the early game in Dead Air, especially if you start with perks only, can be very tricky. This is why I have decided to share the knowledge I have acquired during my few playthroughs. Here are (not quite) a few steps you can follow to breeze through the Dead Air's early game:
1. Always Pick Inventor Perk, rest of the points you can spend to your liking, but I recommend Butcher, Geologist, and Strong Stomach.
2. After you spawn, loot the village and buy Backpack, 2 Bandages, and some Old Bread from Sidorovich.
3. Head to the military base to steal an RPG-7 (Cheeky Breeky made a nice YT video on how to do it, I recommend you check it out: "How to start with only perks") If you go from the right side, there will be a MedKit near a dead Stalker close to some rocks near the road to Swamp - pick it up. You will get irradiated, you can drink some vodka you got from looting the village. You will also get 2 AntiRads at the military base, you might need them for later. Don't use up the Grenade - you'll need it later.
4. Head to the Machine Station (the place near the Darkscape entrance) and complete the bandit's quest to receive a Sawn-Off Mosin Nagant (unload the RPG before giving it to the bandit). DON"T KILL THE BANDITS... yet. Loot the place for a Grenade and some random loot.
5. Now it is time to go to Darkscape. After you enter, go to the left map border immediately and stick to it so Mutants don't aggro on you; you are heading to the bandits camp - there is a Bandit Leather Jacket there, on some crates - pick it up.
6. Head back to the village. Now you can do "Silence is Golden" mission from Wolf, as you have a weapon for it.
7. Don't buy the basic Gas Mask, it is a waste. Head to the Garbage, loot the Train Depot, the bandit's shouldn't bother you too much and you might find something useful there.
8. Head to the Flea Market (the construction site). There is a Basement behind it. Inside the basement, there are Basic Tools and an Echo Detector.
9. Go to Bandits Base in the Dark Valley. They will try to rob you, as you enter, but there is a way around that: fire your weapon as you approach, they will start looking for danger and won't bother you (it should work). Head to the trader and buy a PU Scope for ~1500 Rubles (this step is optional, but Sawn-Off Mosin without a Scope is terrible)
10. It is time to get your first Document! Craft a Booby Trap with Basic Tools (you should have materials for it from looting, if not - scavenge and break boxes until you get them).
11. Head to the Agroprom (if you go through the Swamps, you will get irradiated, but you have an AntiRad), and enter the Agroprom Underground through the entrance North-East of the Military Base (the one on the hill, made out of concrete).
12. Head down (you don't need Oxygen Tanks here); don't enter the first entrance you go by unless you'd like to meet a Controler (If you have a Scope, you can easily eliminate the Controller and loot it for some extra money from mutant parts). Hint: hide behind the bulkhead close to a ladder so it can't mentally attack you.
13. when you get close to the Strelok's Hideout, it is time to place your Boobt Trap (at the last corner, before the corridor from which you enter the hideout); there is a nasty Bloodsucker here, and you don't want to wight it with a Mosin, but a trap will deal with it nicely. If you are brave enough, you can fight it traditionally... good luck.
14. Get the documents and head to the swamp to make some money (don't give documents to Clear Sky). Grind ~70k Rubles + Clear Sky Armor (it costs ~26k and is very nice at the start).
15. Head to Rostok and talk to Woronin, give him documents. Important: DON'T TALK TO DUTY TRADER BEFORE GIVING THEM THE DOCUMENTS!
16. Talk to the trader, his inventory will be upgraded immediately. Buy a Shotgun. I prefer MP-133, as it has very quick Pump-Action animation that helps deal with packs of mutants, but the choice is ultimately yours.
17. Buy the MP-40 Gas Mask (the Black one); Duty or Bar Keep should have one in stock. Talk to a technician and get the Psi Resistance upgrade (you'll need it for the X-16 Lab).
18. Grind 40k Rubles for the Psi-Helmet, then head to Yantar and talk to Saharov. Now, you'll have 3 days for some more grinding.
19. Pick up the helmet and head to the X-16, get the documents.
20. Give them to Duty if you want an MP-153 Shotgun and a Rad Suit; the trader's inventory should refresh in 1-2 days from now.
Done, you just got 2 sets of documents and nice starting gear in about 7 days of in-game time.
Tip1: If you like to have good mobility, you should give documents to Clear Sky or Mercs and get the CS-2 Steel Helmet, as it has an +18 Energy Recovery upgrade, which is huge
Tip2: Last Arena Boss drops Combat Knife. Get it. (Load a save if he doesn't drop one for you).
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