This member has provided no bio about themself...
Thank you so much for making this fixed version of the mod! Using artifacts to create anomalies is a really fun feature that makes the less powerful artifacts have a use other than selling them.
When I discovered coldsnake's mod that made artifacts have proper 1st person model I was delighted, until I discovered that fireball artifacts crashed the game, so thank you for solving that problem!
Ah, brilliant! I look forward to it. :)
Hi, it's me! Our original discussions were what got this whole Vanilla+ idea started. :) Sorry for being absent for such a long time, but I am delighted to see that you're still working on Vanilla+! :D
Did you get to implement any of the ideas we talked about, like ability get gauss ammo before the nuclear plant?
I'm excited that you've managed to add lots of new artifacts to the game, have you also been able to put in artifact activation?
Perhaps the idea is that mercenaries tend to shoot everyone on sight, but loners don't. So if you are playing as mercenary, if really want to role-play you should be murdering those neutral loners!
Oh no! Stalkers wandering into anomalies and being torn to pieces of electrocuted is an essential part of the Zone. :( It was real shame how Call of Pripyat made it so anomalies were no danger to anyone but the player, I thought it was great that CoC brought back people getting killed in random anomalies. Will be sad if that feature is gone in the version. :(
Cats would probably be OK as they are essentially a reskin of the dogs, a weak low level enemy.
Burers and chimeras are formidable enemies though, if we introduce them then we will make the game tougher wherever we put them. And I wouldn't want to put them into any of the underground labs - they are wonderfully scary experiences for STALKER newbies and I wouldn't want to change the experience by adding new enemies to them.
I'm not necessarily ruling them out, though! Just saying that it would take careful thought to put them.
Personal opinion: I've never been a fan of burers. When I first encountered them in a mod I assumed that it was something modders had invented themselves. I later learnt they were cut enemies... and to me it made sense that GSC had cut them, because I found them to be silly, laughable-looking enemies. I was disappointed when Call of Pripyat implemented them and made them official canon. (Especially since they were supposedly created by government experiments on criminals... did they have a whole gang of criminal dwarfs?)
Perhaps one burer in the game might be OK, as a one-off mini-boss. I can believe in the existence of a psychic dwarf. But not a gang of them.
This mod isn't intended for STALKER veterans that want a harsh, bleak experience. This mod is for newbies that want to experience the original story and gameplay, but also want the benefit of improved graphics and bug fixes.
Forums are full of newbies asking about STALKER Complete, and veterans tell them "Complete is crap, it makes the game easier and the bug fixes and graphics improvements are 5 years out of date."
So then the newbie asks what they should install instead... and they get given a long list of Zone Reclamation Project + Absolute Nature + Absolute Structures + some shader pack + a weather overhaul mod. A lot of time and hassle downloading and installing everything.
Assuming that the newbie manages to do all this correctly, the result does look and play better than the vanilla game. But then they see screenshots for Autumn Aurora 2, which has much better graphics... but which removes all the green colour from the zone, and changes gameplay mechanics to make the game harder.
And they learn about mods like OGSE and Oblivion Lost, which restore features like random blowouts and artifact activation, interesting features that were originally supposed to be in the game but got cut. (And random blowouts in mods were so popular that they ended up being implemented in Clear Sky and Call of Pripyat.) But those mods add hundreds of features and totally overhaul every aspect of the entire game, they aren't suitable for newbies.
Vanilla+ is a simple a simple click-and-install solution that lets newbies experience original story, style and atmosphere of Shadow of Chernobyl, while giving them the impressive 2014 graphics, every possible bug-fix, and a couple of the most popular features that are common to most big mods. There will never be a need for anyone to play original unmodded STALKER again. After they have experienced Vanilla+, then they can go onto playing more ambitious mods that add hundreds of features and overhaul the experience.
Hah, thanks for answering. Yeah at the time I asked the question I did not yet realise that there were anomaly detectors later in the game.
I am really enjoying the mod! :) The new beginning to the game was very interesting and well-done. Lots of extra dialogue with the STALKERS, having to do tasks to get them to trust you, new stories and jokes... very impressive.
But I am wondering, is there a way to make the anomalies more visible, like in the original game? I know they are almost invisible to make them more dangerous, but I really liked the distortion effects. STALKER just doesn't seem the same without those heat hazes and distortions.
I've removed the compass arrow at the top of the screen, not the map. You do still have a map when you are in the town of Isenstadt. You have to press a button to bring up your map, then you can see where you are, and where you need to go is marked on your map with a star. And if you are a mission, well they are mostly linear, there's not much choice where to go anyway.
The expansion of the crosshair is supposed to be representative of the spread of the weapon, I don't think there is a way to reduce crosshair expansion without reducing weapon spread. (Personally I usually play on the hardest "uber" difficulty setting, where there is no crosshair at all.)
I'm afraid that I was not able to find a way to remove the grenade indicator or the medallion.
That said, enemies like to throw grenades pretty frequently on the high difficulty settings, without the indicator I'm sure it would lead to lots of unexpected deaths, so I do not think it is too big a problem. Similarly, the Thule Medallion is a bit obtrusive on the HUD, but without it you would be unable to see how much energy you had (it would be nice if it was something smaller and less elaborate). Doesn't seem to be any way to change it though.
It is great to see that your Half Life Revisioned is going to include stuff for Sweet Half-Life, one of my all time favourite mods. Making the grey aliens look like the Martians from Mars Attacks is genius!
I've been thinking of replaying Sweet Half-Life, is there any chance you could send me just that Martian alien model, rather than waiting for the full release of Half Life Revisioned?
(Also, in case you didn't realise, Valve have updated Half-Life again, there is now a button in the options menu for enabling or disabling the HD pack, and another button for enabling and disabling custom content.)
Ah, looks like you named that folder "binares" intentionally, since it is the same in the dx10 version as well. :) Dx10 version worked fine first time, but second time it caused game to crash during the intro movies. I've gone back to using the first version of dx10 since that worked OK for me.
I previous used the first Dx10 version, that worked great. I then tried the Dx11 Beta, it worked fine once, but next time the game would crash on startup. Eventually I ended up resinstalling the game from the disc to fix it (I have retail version so at least I don't have to download it).
Then I saw you had released Dx11 Final version, tried that, discovered that the Binaries folder has been misspelt as "binares". I fixed that but the game crashes on startup immediately. I'm now reinstalling it from the disc again.
The bosses remain unchanged for the time being. In theory I might be able to increase the health of the Queen Geist (for the last part of the battle where she is on the ground), but the config files for the bosses are rather complicated and strange.
I've tested the boss fights and the changes I've made to the weapons and powers do not make the fights any easier or any tougher, due to the way that the boss fights are divided into stages, and they have some special rules regarding how much damage you can do to a boss in one-go.
Never mind - when looking left, randomly at some point a section of wall tore itself off. No idea why though, cause I was staring at all the walls for ages and nothing happened before. But it's done now.
I am also stuck at the bit where you are being attacked by manhacks and blocked from going forwards, when you have no weapons only telekinetic powers. Says "Keep looking makes arms" - erm, what the? If I stare at the combine walls, they start sparking, but they don't move or do anything. N_Neko said "Look right, use it. And follow the arrow." Erm, I'm looking right, but there is nothing there to use!