I currently play: Anything Valve, Fallout, TES, ArmA, and Minecraft. Waiting for:
HL2:ep3/ HL3, Fallout 4. Steam user: Mors Tactica
Glad to see my favorite community still churning out new content. Keep it up!
Return to Sakharov
Go to the broken bridge, find a way across, bring grenades.
Certain outfits cannot accept an Exo- UPS suits, SEVAs, and certain military suits included.
In an empty folder not in ProgramFiles or ProgramFilesX86
Eye, hang out near a controller/burer, or near one of the Scorchers while not wearing the Psy helmet.
I have to start over anyway, apparently killing off Freedom is a big no-no in this mod. -facepalm-
Has anyone found a trader who sells a "Veles" detector? I am trying to get the artifacts for the Dark Zone but if I am understanding the translation right my "Scout" detector isn't advanced enough. I have checked Sakharov, Sidorovich, Barman, Aprogram guy, and Mercenary Guy. Every once and a while the new feed says "Sakharov has new detectors in stock!" but he only ever sells the "Scout" or the one below it.
Main-Story wise I have met with Doctor and am about to go shut down the main Scorcher.
That tactic does not work in this mod, they disarm you instantly and completely drain your stamina too.
IS there a way to decrease the chance you get disarmed in this mod? It is absurd, especially when fighting Controllers and Burers. Literally impossible to keep a weapon in your hands once they see you.
I have multiple quests that are variations of task_function_etc_etc_etc, Not sure why.
Damn. Very well.
That's .223, .22 is .22 long rifle. .223 and 5.56 are also different, as .223 is the civilian version of the round and fires at a lower pressure.
The healing Beril/standard Beril will accept the standard Exoskeleton but not the "KNIGHT" exoskeleton. Is this intended?
When I first read the changes I was like "Oh boy, another mod to make things harder for no reason. Who wants to deal with going all over the place to upgrade their gear?" but I actually think this is a very nice system.
I'd only suggest one thing, but this one thing is (I'm sure) very complicated and I'm not sure how feasible it is: Add in "Operator manuals" for each weapon platform to give to your faction mechanic.
Example only rarely in stashes, you can find a FM 3-22.9 US Army AR platform operator's manual. This allows your Duty mechanic to work on M4s, M16s, Ar-15s, LR-300s, and HK-416/417 weapons. He needs a week to study the manual and can only do tier 1/2 mods.
Alternatively have Nimble sell them at absurd prices.
Just a thought, it'd be another goal in the sandbox, to have a "Jack of all trades" weapon mechanic at your faction base
Keep it up guys!
Your rifle states it fires 5.56 while your poster says it fires .22
.22 is on the left Encrypted-tbn1.gstatic.com
I get this error when I attempt to enter the bar: "Expression : fatal error
Function : CBlender_default::Compile
File : BlenderDefault.cpp
Line : 62
Description : <no expression>
Arguments : Not enought textures for shader, base tex: ston\ston_bort_j01
XR_3DA.exe caused BREAKPOINT in module "C:\Users\MorsTactica\Programs\Non-steam games\S.T.A.L.K.E.R. - Lost Alpha\bins\xrCore.dll" at 0023:65B64178, xrDebug::backend()+168 byte(s)
Nah, think of all the artifacts that cause bleeding. A well rounded artifact for those who already have higher tier artifacts
Does that mean it damages them or "claims" them?
Very nice calendar, I personally enjoy this much more than the box of dates.
I think this is meant to be a physical distribution dock, not digital.
Great to see progress! Thank you, and best of luck on your continued hard work
Eagerly awaiting V2.0!
I'm sure I'll be neg'd to death for this, but I really hope the "Realism" is actually realism this time, not just out-the-wazoo difficulty that makes no sense if you have the knowledge.