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Comment History
T-1337
T-1337 - - 14 comments @ [1.5.1] More Travel Locations (EFP/GAMMA)(ENG/RU) (UPDATE 5.2)

Just a small tip if you're using Notepad++ you can get the Compare plugin and Ctrl+C to compare files and Ctrl+X to exit compare mode.

Good karma+5 votes
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Thanks for replying, I looked at the loot script myself and I thought that was the case but I wasn't completely sure. That's so great, I play with real tough rules (respawn addon so I can lose alot of items and RU upon death) so it's so nice to be able to make it a bit more fair while rewarding exploration. Again, I can only praise your effort in developing this high quality addon.

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Oh okay, well then I'm not sure I just saw that Sidorovich didn't spawn but some other stalkers were in rookie village and then I started a new game with the default base preset.

So regarding the item stuff, I just upgraded to newest ZCP (same savefile) and I left in the loot files.
If I understand correctly all the loot stuff does is add EXTRA items/chances for items but really doesn't change the loot setup I already have with other addons/selfmade changes?

So fx if I Add "spawn useful items" it uses the regular stash chances and mechanics from fx Groks stash overhaul, but on top of that there is a roll to see if any of the items in the "useful items" tiers spawns on top of the other stuff? Or does the loot module completely overwrite the regular stash mechanics? I hope what I'm asking is making any sense here. I'm not using default anomaly loot/stash setup, so I just want to make sure this just adds instead of replaces stuff. Sorry if it is badly worded haha

So far I'm having no issues at all and it's really a blast

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Nah unfortunately not. One time I chose the base preset "None", and there are still some people in rookie village where I spawned. So I think that might be either the warfare thing or maybe even the Dynamic Guards addon now that I think about it. But dynamic guards shouldn't spawn unique NPCs though so I'm not sure exactly what happened.

That sounds like a good idea, and I'm very happy to hear that bro!

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Hmm well that is weird, it looks I'm using 1.4c so the fix should be included.
However it could maybe be because warfare is on? Maybe warfare got it's own spawns. I use warfare overhaul addon and to be fair I'd advice to if you end up making this fully compatible with warfare, that you take this addon into account as it fixes alot of bugs/issues regarding the vanilla warfare implementation, so might as well make it compatible with the best version of warfare if that makes sense, just a well meaning tip:)

I'm glad to hear, so far I really enjoy it:)

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ Toxic Air 0.72

I was honestly just about to post the exact same thing! This greatly enhances the feeling of the zone being extremely dangerous and hazardous!

Good karma+2 votes
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Alright thanks that's really good to know.
So far the only difference I can see is that there is way more stalkers. So, it's like there's normal warfare spawns on top of the ZCP spawns. Now so far it haven't really been a problem as I've just set the pop down to 0,25. The only kind of weird thing is that it seems like some of the unique stalkers get spawned twice (fx there's two Loris traders in Cordon for some reason). But nothing that has broken anything so far and god damn I think it's fun to see stalkers in places I didn't expect! Can't wait to see some of the new mutants too!

That sounds really nice dude! I can't wait for all that it sounds really great! Now that I've got a little taste of what this addon brings, I have a tough time taking it out of my setup as it fits perfectly with all my other addons!

On a whole other note, DPH is fascinating however the dangers and consequences and too crazy to take lightly, so I just hope you're doing alright my man, just take care bro:)

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Thanks man, I started a playthrough but unfortunately I forgot to turn on warfare. But it worked flawlessly so far, it was fun seeing stuff in places I didn't expect.

I just started again, as free stalker with warfare+story on.
The I'm curious how the spawning stuff works in conjuction with warfare.
Now honestly the biggest reason for me playing with warfare is because of the chance that the zone changes dynamically. Like a simulation of the powers struggles, just kind of fun seeing how a non static zone turns out.

Actually do you know, if a spawnpoint is in control of faction A at the moment, does it only spawn squads from faction A there? And what if that same spawnpoint gets taken by faction B later, does it then spawn squads from faction A or B? And I'm not playing with the "random chance of other stalkers" option in ZCP.

Thanks for your very kind answer, that is very much appreciated:)

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Hey author thanks for making a very interesting mod!

I'm making my own custom experience and am trying to fit your mod into it if possible.
I've so far tried to take out everything except the spawn stuff (not items) (so my MCM menu is only Main-Mutants-Stalkers-Zombies).
It took a while as I'm ALSO running Warfare Overhaul and playing with story + warfare mode at the same time and ALOT of other addons.

I really like the ability to customize the spawns to that degree in your addon and I like the idea of new mutants too.

As of now my game doesn't crash anymore and so far it doesn't seem to interfere that much. Hopefully it'll not crash and spice up my game!
I'd just like to thank you for developing this addon, I've tried to take out the freeplay stuff and focus on the spawns hopefully it'll work as I intend:)

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ FAMINE - Food Economy Beta3

I'm having the EXACT same problem as Harald regarding the hunger. For example right now I just slept and my hunger bar is totally greyed out, but I still have the grey hunger icon.

It's really unfortunate, but how did you fix it? My load order is in my comment below

EDIT:
Okay nevermind, I somewhat fixed the issue by defaulting to the radiation overhaul hunger settings. The progress is of course no longer exactly like author intended but atleast the hunger icons and penalties work correct. If you have any better solution please tell

Good karma+1 vote
T-1337
T-1337 - - 14 comments @ FAMINE - Food Economy Beta3

Check my newest comment in here author. I have made a bunch of patches and one of them I have changed the medic prices. I have made it really easy to do as numbers was hardcoded before so you can change them yourself if you find another cost better.
Thanks for making such a great mod man!

Good karma+2 votes
T-1337
T-1337 - - 14 comments @ FAMINE - Food Economy Beta3

First off thanks for making such a great addon! Cooking is severely underused in the game, and this mod finally fixes this!

I had an issue like the others where my hunger didn't work properly.
So I ended up changing the actor file and now I get the yellow icon somewhere low and in the end I get the red icon and I start to (really slowly) lose health. This means that the progression isn't quite like the author intended but in the end it's better than the issues before. I didn't look too deeply into fixing the core root of the problem so I just chose the (radiation default) satiety rate.

I have included the radiation reduction from smokes and alcohol, however to balance that I strongly recommend also using the medic patch and on top of that I slightly increased antirad drugs prices and boost time.
I like the idea of using scrappy items like cigs and vodka as a low tier radiation removal method and drugs for severe/critical cases or when you get wealthier in the game. I might even increase the medic radiation fix even more (maybe 7500). To make it a privilege to be able to comfortable get a professional doctor in the zone to instantly fix the radiation. So now unless you're wealthy as ****, cigs, vodka and drugs is the way to go. That is atleast the kind of balance I'm trying to hit, so input would be nice.

I have also included a Rebalanced Loot patch.

The medic patch changes the costs to 5000 for healing radiation (default was 1480) and 2000 to heal (i like this even number better, default was 1850). It is easily changeable in the script though as I added some variables so you only have to change the medic_heal_cost and/or medic_radiation_cost. Although you also have to manually change it in the dialog.
I uploaded a version with or without Warfare Overhaul.

My load order is:
Arszi Radiation
FAMINE
Warfare Overhaul
Patches

Link for patches:
Drive.google.com

I hope this is okay with Author, it's just a way to get your great mod out there to more people really.

Good karma+5 votes
T-1337
T-1337 - - 14 comments @ Faction Based Economy

Thanks for making this mod, I really like the idea of making the northern parts of the zone be very dangerous but with high rewards, and this mod fits perfectly into that.

Good karma+2 votes
T-1337
T-1337 - - 14 comments @ Toxic Air 0.72

I hey just want to say how much I appreciate this mod. It truly fits my vision of the zone as a very hazardous place and makes journeys to the north (or labs) extremely dangerous! With other addons that also makes the north more dangerous but also increases rewards the game becomes something truly amazing really.

I can't wait until I get setup in my current playthrough good enough to be able to go into expedition to the north but it is really difficult and I have to plan and be very careful about it. I love it this way, makes me feel really accomplished and hopefully find some very good loot! I tried one expedition into Limansk but just the radiation was so intense that when the weather got bad my gear just wasn't good enough, nevermind the monolith who easily could swarm me if I didn't play smart - but in the end it was the zone itself that cracked me - the environment is really the most dangerous enemy in my game and I love it that way! Sorry for the wall-of-text lol

TLDR: I really really ******* like this mod, it truly fits with my vision of a hazardous zone perfectly + has some great gameplay potential. Thank you for making this

Good karma+2 votes