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It's an intersting idea, but in my opinion this track would be better suited to a place where you can see the remnants of life before the creation of the Zone, like Pripyat. Even so, I'm looking forward to hearing how the scripted music events play out throughout the rest of the mod.
Are you still working on the Misery/CoP compatible version?
A lot of the config names and values are pretty misleading. Higher the immunity within the creature ltx files the more damage the thing does. Increasing Fire_Wound_Immunity increased the damage received from bullets overall, no matter where it's hit. There are also some other hit values that affect how much damage is received in respect to each body part, but if you're looking for more damage overall, Fire_Wound_Immunity is your best bet.
What? Misery is, like, a realism mod dude. >.>
You'll have to go into the configs\creatures folder and find the m_stalker.ltx. Open it in any text editor, and find fire_wound_immunity and increase the number. Honestly there are better ways of fine tuning damage, but they're a bit more complicated and require a bit of testing to get the right values. The fire_wound should be enough to increase the overall damage done to people.
P.S. I'm really sick of the apologists on here making up excuses and even flat out lying whenever someone has a complaint. If someone has a complaint or issue, don't just say: "You probably missed!" That's not helpful. (Also, a 12 gauge buckshot at close range will break ribs and knock you down no matter the armor IRL)
There isn't actual prone animations. They just changed low-crouch to go lower, around prone height, in first person. All classes should work that way.
NV doesn't make noise in real life. The ai seems to be too perceptive. They can see at absurd distances through thick brush, in the rain, and in the pitch black of night.
They keep saying "Soon" and "Almost done". I'm not sure though...
I can't wait for this mod. It looks absolutely fantastic. I keep checking every day for a release.
The best AA I've gotten in the game is through SweetFX SMAA. I downloaded SweetFX and turned everything off but SMAA. Certain things, like Beard's head are still aliased, but it removes a lot of aliasing form other things at no cost to FPS for me. I would highly recommend that.
Have you made it to Pripyat yet?
So are you saying the community mod caused the crashes? Or is it Misery? Because I'm pretty sure it's Misery.
AP ammo doing extra damage to human targets wearing leather jackets? That doesn't make any sense.
Sure as hell takes at least 2 shots to the head to kill them.
It's happening to just about everyone. It's either horrid optimization or simply a bug. Maybe even both.
You can't cook meat. That was simply false advertisement.
I'll do that. Thanks! I hope lowering Draw distance a tad and turning off AA will help the horrid stutter.
I did not have that problem with the sun quality options changing. I do use D3DOverrider and my game also crashes if I set sun toe max quality though. I'm starting to think it might be a script bug or something unrelated to graphics, I've never had any other graphical mod cause this much stutter.
Like I said, it happened in misery 1.0 and even base stalker. BUT this is 10x more often. I can barely walk 10 meters without a freeze up. I've died multiple times because it chugs in the middle of combat.
Is there a way to fix the constant stuttering? I easily get 60fps, but randomly the game will chug for a few frames. I remember this happening at certain areas in Misery 1.0, but this is happening so often it makes playing a real pain.
So headshots don't kill people in this mod? I shot a guy directly in the head at point blank with the PB and he didn't die. Also I'm getting a lot of random crashes.
Wouldn't grenades going off at these ranges from the player kill him? At 0:38 he shoots the wall directly in front of him. That would surely be fatal.
You should. CoP is more open and exploration oriented than SoC, but it still has the same core gameplay. With misery mod, the gameplay should be sufficiently hardcore for modded SoC players.
STALKER Shadow of Chernobyl\Gamedata\config\Outfits
You can change the Cost for each outfit separately from the files in that folder. (Forgot to log in >.<)
I neglected to log in. >_<
It's a glitch; If you follow Yar it alerts the Zombies. You can go far right away from the zombies and enter the building from the rear. You'll have to wait a minute or so for Yar to make it but it should allow you to continue the mission.
You mean Left 4 dead?
Woah, it's almost like I'm already using this in Fallout: NV. Oh wait, I am!
Great job Millenia. *Thumbs up*
I've tried magazine mods(Many merged with larger mods); all of them were glitchy at best, some even caused your gun to stop functioning all together. It would be amazing to have an honest mag system that didn't constantly break, but I doubt that's possible in STALKER.
Well, after seeing some ingame, Hobgoblins don't fit in at all. I can't see anything mutating into a REALLY small green person. (They're just too damn small)
The outcast fits in just fine; it looks like the cut zombies from STALKER. I could see the Witcher fitting in if they were part of Monolith and wasn't described as "Former wizards, forecasters, psychics." The Hobgoblin might fit if you de-saturate them a bit, change their name, and put them in swampy areas.
This demo is scarier than most modern commercial FPS Horror games. *High Five* Great Demo.