Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.
This addon is a rework of Dead Air's armor and armor upgrade system, aimed at fixing balancing issues and increasing variety. Updated as of May 25, 2022.
UPDATE MAY 25 2022:
New game required as some parts of the addon have been completely rebuilt. Move the gamedata folder in "standalone" into your Dead Air game directory after installing the official bugfixes and english translation. The gamedata folder in daoo_addon adds reworked/rebalanced gear from DAOO into the game, install this last if desired. Bugs/feedback can be posted in the comments section.
NEW CHANGES:
- PS-5M (Duty suit) upgrade tree from CoP restored, also used by CS-2 outfit.
- Reworked stats across all outfits/helmets. Outfits of the same category should specialize in one or two different types of protection.
- Cost of upgrades for light/medium outfits decreased slightly to incentivize their use.
- Weight of upgrades reduced since they heavily devalued weight decrease upgrades.
- CS-3B and Wastelander upgrade trees changed, now features special artifact based upgrades that can only be installed by Cardan/Novikov.
- Suit integrity upgrades replace durability upgrades in certain places to prevent suit immunity values from becoming negative. Durability upgrades decrease durability loss from physical damage, Integrity upgrades decrease durability loss from anomaly damage.
- DAOO outfits have recieved upgrade tree overhauls to make them stronger choices in the mid-late game.
- Added and reworked more gear from DAOO.
- CCRM and air tank needs to be worn with headgear for protection in contaminated areas.
- Crashes should no longer occur when wearing backpacks in thermal fields.
DAOO INTEGRATION:
Mercenary tactical suit (NEW): Available from mercenaries after giving one document. Has a unique upgrade that equips the suit with an integrated breathing module, allowing for passage through contaminated areas without the need for a full sized air tank or CCRM.
NBC Suit "Drought" (NEW): Sunrise variant that has been reworked as a full NBC kit, comes with an integrated gas mask and air tank. Sold by the military trader without any prerequisites, or from barkeep after giving Sidorovich one document.
C50 gas mask (NEW): Armored gas mask with improved chemical protection sold by the mercenaries after one document has been given. Shares the same upgrade tree as the PMK mask.
Mercenary assault pack (NEW): Backpack with a low carry weight, but has increased durability and offers armor/explosion resistance. Available from mercenaries after one document has been given.
CCRM (NEW): Mostly unchanged from DAOO, but now gives 10% extra protection against thermal and electric damage as a bonus. Purchased from ecologists after one document has been given to Sakharov, and has a chance of appearing in barkeep's inventory after giving Sidorovich two documents.
Voyager outfit: Available from barkeep after reaching 400 reputation with loners or after giving Sidorovich one document. Provides some extra carry weight and basic protection against anomalies, but has less protection against physical damage.
Voyager backpack: Backpack with medium carry capacity and greatly increased resistance to anomalies. Available from barkeep after reaching 400 reputation with loners or one document has been given to Sidorovich. Also available from Clear Sky and Freedom traders once a document has been given to their leaders.
Patchwork SEVA: Cheap SEVA variant that sometimes appears in the bandit trader's inventory, offering decent protection against anomalies and a CCRM in the early game. After reaching 400 reputation with Bandits, this suit will always be available for purchase.
PSZ-7p "Shell" armor: Inexpensive medium body armor available from Duty after one document has been given. Upgrade tree focuses on increasing armor and utility.
"Nomad" Ghillie: Lightweight ghillie suit offering good mobility and better protection against both physical and psychic mutant attacks compared to all sunrise suit variants. Available from Freedom after giving their leader one document.
Mercenary "ACE" SEVA: Hybrid between heavy body armors and the SEVA. Upgrade tree is a combination of standard SEVA upgrades paired with "reverse-engineered" upgrades taken from Duty/military armors. Available from Mercenaries after reaching 600 reputation and two documents have been given to Dushman.
Wastelander: General purpose armor with a good balance between combat/anomaly protection and utility. Available from Beard after disabling the Brain scorcher and two documents have been given to Sidorovich. Similarly to the tactical suit, it can be upgraded with closed cycle breathing capabilities.
PPM-88: Durable gas mask with slightly lower stamina penalty. Available from Barkeep after reaching 400 reputation with loners or giving one document to Sidorovich.
M10 "Spartan" helmet: Inexpensive combat helmet available from Duty after one document has been given.
ACH-7: Lightweight tactical helmet available from Freedom and Mercenaries after giving one document.
New upgrade trees have been created for most of these gear items.
GENERAL CHANGES:
Medium utility outfits (Sunrise variants) have had their stats boosted to make them better picks in the early-mid game. This change was made due to the ease of obtaining a CS-1 and ignoring this category completely in favor of purchasing a Bulat, SEVA, or TB-1 after giving a trader two lab documents.
Medium combat armor has received a significant overhaul. The Berill has received slight stat increases to make it a more competitive choice, and currently has the best combat resistances in this category. The CS-3A and Freedom guard have had their anomaly resistances improved and their upgrade trees from Call of Pripyat fully restored.
Heavy combat armors, specifically the Duty PSZ-9d and Clear Sky CS-3B, are now unique rather than copies of the Bulat and CS-3A respectively. The CS-3B has been changed into proper heavy armor with stats to match, and has its own unique upgrade tree. The PSZ-9d trades anomaly resistance for increased physical protection, and its upgrade tree from Call of Pripyat has been restored.
Air tanks have had their weight reduced from 12 kg to 8kg. This should make them more usable when paired with the carry weight increase for light and medium utility armors.
The SSP-99 screen helmet has been readded to the game. It has its own upgrade tree and acts as a closed-cycle breathing system without occupying the backpack slot, but weighs 8kg and has a significant stamina penalty. Sold by Freedom, Ecologists, and Mercenaries after giving one document. If DAOO content is installed, it will no longer function as a CCRM and have its weight reduced.
The strength of chemical and thermal anomalies have been reduced to prevent armor from losing durability too quickly.
UPGRADE CHANGES:
Armor upgrades had to be completely rewritten due to errors and inconsistencies in the upgrade files.
Armor: Decreases incoming bullet damage, as well as the likelihood of bullets penetrating the armor and causing significant damage.
Impact: Decreases incoming strike damage (Burer attacks, gravity anomalies), rupture damage (mutant scratch/cut), and shrapnel damage (explosions).
Durability: Increases the durability of the armor against all types of combat damage.
Integrity: Increases the durability of the armor against all types of anomaly damage.
Weight decrease: Decreases the weight of the armor (obviously), and reduces the stamina consumption penalty of the armor by 5%. This was added because other upgrades add weight and equipped items have 70% weight reduction, making weight decrease near useless.
Ergonomic/Stamina recovery: Reduces the stamina regeneration penalty of the armor/helmet.
Thermal/Chemical/Electrical resistance: Increases protection against the specific anomaly, and can increase the durability of the armor against the specific anomaly type by a greater amount than a integrity upgrade.
The weight and cost of upgrades have been reduced, and bleed/health restore upgrade values have been normalized and are now represented as a whole number instead of a decimal.
Average
102 votes submitted.
I like this but thinking of the merging i will have to do it gives me a headache already.
Did you actually get around the "stuttering" movement? i think very much it is an intentional mechanic but not so well implemented since the stuttering feels kinda janky.
Also do I see an upgrade file for a helmet in the archive already? ^^
I just did some testing, the stutter is caused by max_start_power being set above 0 for thermal fields. Burner anomalies have it set to 1, and you might already be aware of your movement being slowed when you step into one. What I currently have is more of a band-aid fix but at some point I'll have to go through and adjust both anomaly strength and all suit immunity values to actually fix the problem.
The upgrade file for the steel helmet was just me messing around with one of the upgrades. If there's enough demand I will consider turning this into a complete overhaul and throw in some new gear.
are you talking about a re:work for DA:OO by any chance? not 100% sure whether your fixes should be applied there aswell but it has tons of new armor and helmets and edits pretty much the same files as you do. apart from the extra armors, helmets & bagpacks. ;D
It shouldn't be too difficult making this work with DA:OO after I get everything sorted out.
It would be pretty dang great if this could work with the DAOO stuff, i'd love to see your take on some of the stuff they have.
I gotta say this mod here is pretty great, the vanilla stuff doesn't really have much variety when it comes to armors so this is very much a welcome addition imo.
dang would love to see this working with daoo someday
******* sick
Will a later update to the compatibility include the rest of DAOO's Backpacks and Gear ? As they offered various alternatives to the Oxygen tank usage.
Full compatibility with DAOO isn't planned, but I'll be adding more outfits with new stats/upgrade trees as long as I can find a place for it.
The merc backpack and CCRM will probably be added whenever the next update rolls around, along with some possible changes to belt attachments.
There seems to be a problem with a script that causes CTD in wild territory (only place I've encountered the problem so far), help would be appreciated!
the crash log is as follows:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...ds\dead air\gamedata\scripts\artefact_degradation.script:271: attempt to perform arithmetic on a nil value
Are you running any other addons that might override this script? What backpack/items do you have equipped when the issue occurs?
I was wearing the clear sky light suit with a PKM and a heavy backpack, no other mods have changed the script.
Thanks for the response!
I found a fix for your issue and will update the addon later, but for now go to gamedata/scripts/artefact_degradation.script and at line 164 you should see:
[hit.light_burn] = "light_burn_immunity",
Now change it to
[hit.light_burn] = "burn_immunity",
That should fix your problem in the Wild Territory burning tunnel (As that is likely where you are getting the issue, correct me if I am wrong) and hopefully in other problematic anomaly fields as well.
Thanks for letting me know about this as I wasn't aware of the issue and there are some other people having this problem with DAOO as well.
Thank you so much! Have been putting off going into wild territory because of this!
Yes it's the burning tunnel that caused it, I've gotten a SEVA now but never got around to testing that anomaly out aigain. Other heat anomalies seemed to act like normal though.
Thank you again for the help! Cheers!
Hi there, I'm wanting to do a run of Dead Air and this mod looked really good. I have tried installing it as the instructions say and once I pick my perks and click start, the game crashes. I have tried fresh installs, even installing the DAOO_addon before installing as well. Installing with the standlone file first and then the DAOO file next or vice versa results in the same crash to desktop upon trying to load into the game world. Any ideas on how to fix? I know this might not be active any more. I can post the crash log that is in the Dead Air appdata folder, but I dont see any fatal errors indicated. I do see that it 'cannot open script file user.ltx' if that helps.
I hope you can respond soon, I'd really like to use this mod.
EDIT:
I reinstalled Dead Air just now with the bugfix and translation. This time, I installed the standalone, then launched the game and loaded in successfully, THEN I installed the DAOO_addon and was able to successfully load into the game again with the addon installed. I wanted to leave this here incase anyone else has this issue.