Any updates??
Im sure someone could port them over once this pack is considered finished. Most of the weapon models come from TAZ in the first place if im not mistaken.
Just tried a vanilla build, can confirm that v1.1.3 fixes it. Thanks!
Is this compatible with the Lord Of War weapons pack?
YES! I've been waiting for a pack like this for forever! Thank you!
"Can you bring me the gun of Rambo?"
>M412 with the Mateba Model 6 Unica
Is it possible to have this WITHOUT replacing content?
>Note: As heartbreaking as it is, the game forbids you from recruiting Sidorovich as a companion. You also cannot recruit Forester. There may be more but it should typically only be the traders that don't move around in any capacity.
Can you not implement a "special" stalker that uses the Forester and Sid models but function as a companion instead? Sure, you might end up with clones roaming about, but the Zone has weirder stuff in it.
Fair enough, though you could probably have Azazel compatibility by keeping the stash drop mechanic but cutting out the respawn part.
Neat, is it possible to have this WITHOUT replacing existing characters? Maybe a quest related to them?
Interesting idea, is it possible to integrate it as a gamemode toggle option on the new game menu? I ask mainly because i assume this mod wouldn't work on Ironman and/or Azazel runs.
Awesome! Lovely work as always!
Awesome! Keep it up! Personally I liked the ammo making stuff in the tools tag, that made more sense than Artifacts but i see what you're going for. Can you maybe consider moving them into the ammo tag? That would be even more organized and less saturated.
NOTE: Noticed 2 bugs:
When disassembling 8mm Mauser rounds, the notification does not appear but i still get parts from it.
Mutants and stashes still spawn the old ammo casings from the previous mod versions. This wouldnt be a problem but they arent very useful anymore.
Here's a stash that took me literal ******* HOURS to find, only to have to resort to debug mode to make sure I wasn't crazy...
"agr_recover_item_1_corpse", on the hill near the anomaly:
Imgur.com
But when you approach, there's nothing obvious except this empty hole:
Imgur.com
Ill keep my patch mod archived for now, no reason to update it if i can just contribute here ;)
As for the dart rounds, I meant that the ammo in the game fires 1 big bullet and not many small darts. The crafting image for the darts is incorrect. You can see this by reading the characteristics for the ammo from the stalker wiki: Stalker.fandom.com
Here are some images to show what I mean:
Flechettes: Tinyurl.com
Sabot: Tinyurl.com
Quick note: Careful with the build recipe for 12Ga Dart rounds! They're called "dart" but they're actually supposed to be something between a Sabot and Rifled Slug, your crafting requirements make it seem like they fire flechettes, which isn't the case.
Awesome! Thanks for including compatibility patches for those mods. I hope I helped in some way hehe.
I've tagged my addon as archvied as its not longer required and if I find anything I'll gladly post about it here to help out. Really love this mod!
Have you looked into the optional change I mentioned? About the ammo crates not needing a tool to open? I understand the logic behind it, but I think it's already wasting more tool durability after all the clicking needed to disassembly other ammo to craft them.
As mentioned, this is only a patch that helps compatibility with the mods listed above. You will need to download the original mods first and then install this.
UPDATE: The original mod updated to include these compatibilities, so this addon has become obsolete. Go download the Ammo-Maker mod and give the author some love!
Your mod is a fantastic addition! It reminds me of FNV's ammo crafting but without the tediousness of it. It's a must have for sure, that's why i wanted to make sure other's had no conflicts with it.
One change I considered making was and optional patch that avoids making the large ammo crates needing a tool to open them. However I couldnt find WHERE exactly to add this change. If anyone could assist me I'd be most greatful!
The ammo-maker author has updated his mod to include patches to the mods listed above. I have since archived this and will redirect you to download the original mod here: Moddb.com
This. I'd really like an updated version for 1.5 if possible.
Does this overwrite the DocX questlines?
never mind, was my mistake
FATAL ERROR
[error]Expression : no_assert
[error]Function : CXML_IdToIndex<class CCharacterInfo>::GetById
[error]File : e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrserverentities\xml_str_id_loader.h
[error]Line : 112
[error]Description : item not found, id
[error]Arguments : agr_army_medic
stack trace:
0023:00273813 xrCore.dll, xrDebug::fail()
0023:0553A646 xrGame.dll, CDialogHolder::IgnorePause()
0023:054015F6 xrGame.dll, CDialogHolder::IgnorePause()
is it possible to add immersive quick travel compatibility?
of all the spawns in dead city, zombies could be useful since there are some areas where they can roam. Bandits would keep fighting for the other building, monolith will stay in the school and maybe the zombies can roam the houses or apartments.
Also is there someway to make it compatible with immersive fast travel?
furthermore, can you make barkeep actually GIVE quests?
rattlemebone
Nick joined
Skeleton enthusiast that also enjoys vidya, guns, anime tits and warham.<br><br><br>ToxID:137D611D7E0646BC1A5CBAFB18FA196E5871AE34C9239CCE3BC7879BF6107308F13C58AED897