I believe what the developers said was that the original presentation of the upgrades was massively inaccurate, and that they fixed it to accurately represent what the upgrades actually do.
I believe what the developers said was that the original presentation of the upgrades was massively inaccurate, and that they fixed it to accurately represent what the upgrades actually do.
It means that since this addon is being officially incorporated into CoC with the next update, this addon will be no longer necessary.
Have you checked out the Russian MLR mod? It does a great job at this, but could really use a translation (something I've been thinking about doing). Its been taken down from Ap-pro I believe, but I still have a copy.
Yes, I believe they are.
Are you using Dr.X Questlines? I think they're enabled outside of story mode there.
First install your weapon pack, then this mod, then the compatibility patches. Pretty much always.
Maybe add it as an optional folder? It is just one file, after all. And vodka curing radiation, I feel, is something that feels very S.T.A.L.K.E.R.
No, I'm actually trying to make the remaining English voices Russian. I really don't want the English Voiceover that remains in a couple places in the game, but want to keep the English localization.
Neither this mod, nor the COC installation are supposed to be in the cop folder. Call of Chernobyl should always be separately installed, and make sure that you have the latest patch.
I noticed that the Bandit Commander outfit is exceptionally resistant to damage, and uses actor_armor_duty_suit for bones_koeff_protection.
Is this an intentional choice?
Could any developer comment on exactly what files in the English localization have audio in English (for example, the duty megaphone). I use the Eng localization for mod compatibility and other reasons but would like all the voices to be in Russian.
And this is the source code that alundiou posted: Pastebin.com
Currently I have some contradictory infromation, but I'm hoping to get it all figured out.
Speaking of which, I noticed that you changed the second parameter in [actor_body_damage_absent]
bip01_pelvis = 1.0, -1
to 0. Can you shed a light on that?
I would love to work together with you on this mod.
For example, according to what I've found on a Russian site (will update if incorrect) it seems that the damage equation for a bullet fired at an npc where k_ap=0 is
hit_power * k_hit * hit_fraction * Sd * 100
sd being [stalker_damage] from m_stalker.ltx
Thank you so much for the reply
The above refers to damage done to the GG, right? What about NPCs?
I thought the damage equation if k_ap=0 was hit_power * k_hit * hit_fraction * Sd * 100. Is that incorrect?
Likewise, does the second parameter in, for example
[head_damage_2]
bip01_neck = 1.0, 0.2
Still refer to resistance to AP? Or is all my information way off base?
Why do you believe that the <hit_scale> values set in Actor.ltx for individual "bone_name"s can't be changed? Did you try and it just didn't work?
I know that's definitely what it is in actor.ltx, but at the very least in CoP (and the devs have confirmed that the model remains the same), what I've found shows that the parameter in question refers to the Armor-Piercing resistance of the body parts (hence why the default is mostly 0).
I'd like to translate and send you what I've found, should I do that here or on your page?
So, would you be interested in my research on the exact damage equations of the game?
Agreed. Besides, I don't think there are separate hitboxes for the fingers anyway.
Also, does the bug still exist wherein k_ap values of more than .75 do double damage, as was in CoP at one point?
Question for the developers or anyone else who knows: Have the algorithms that determine damage in CoC been changed since CoP? If they have, could someone please fully describe in what ways?
After further research, I've come to believe that (at least in CoP), the values changed in damages.ltx (the second parameter) refers only to the AP resistance of the NPC and armor. If you understand Russian, I can send you a link that explains what the values do exactly. Otherwise, I'll work on a translation when I have the time.
I'm going to do some more research, and figure out exactly what other values you might like to change to affect the changes I believe you're trying to make. I have a great interest in realistic values in this regard, but have a tough time figuring out exactly what to set the coefficients to for maximum realism and enjoyability for people like us.
Maybe this is something we could collaborate on? Starting with a realistic damage mod, and perhaps working from there on to other aspects like drug effects, resistances, armor values, and so on?
I absolutely love this mod and the idea behind it, and think that it should be further developed. Speaking of which, what do you think about changing the hit coefficient <hit_scale> for some of these? I've been thinking about doing something similar to this mod (though now I think I will use this mod as my base, with your permission and all credit due), changing <hit_scale> for many parts, but have yet to figure out exactly what values I would want to use.
I also noticed that in both your mod and the default config, the hit coefficient for the fingers in actor.ltx remains at 0. Have you thought about changing this?
May I ask, exactly what file was modified in this fix? (I'm using a Russian mod that includes the 1.21 version of this mod, and want to patch it myself)
It doesn't appear to me that OA has a coc_treasure_manager.script file. What version are you referring to?
That's odd. I only had the original HUD back after removing ui_actor_hint_wnd.dds.
I'll check again to make sure.
That's odd, I only got the original HUD back after disabling that .dds. I'll check again.
So, I finally got it working after removing ui_actor_hint_wnd.dds . I also removed everything from configs/ui except for ui_dyn_huds.xml, ui_heating.xml, and ui_slot_hud.xml, but nothing else I removed had the intended effect.
Edit: I tried reintroducing ui_actor_hint_wnd.xml without ui_actor_hint_wnd.dds, and the only effect it had was to disable the bleeding icon. Are there any files besides ui_dyn_huds.xml and ui_heating.xml that I might want to keep if I want the original HUD, but still have all the actual enhancements of the mod? Should I keep ui_font_hud_01.dds?
By the way, if you speak Russian, we can communicate in Russian.
Doesn't the same apply to OWR3? Would you want to use the original OWR3 hand model there too?
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Neither Anglo-Saxon, nor Protestant.