A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours.
Screenshots from my latest testing playthrough. We've identified a few bugs to fix, and some things we'd like to tweak. To answer your questions across all screenshots, YES - all of the weapons shown will be available in the Swamps - if you know how to get them.
Interestingly enough on the VSS screenshot, the rifle was always in the original game in the Swamps, too. We have also added stock ammo on Scar when he wakes up - as he WAS carrying a VSS when the game began. So now, finding that badly damaged VSS might actually be a good idea.
hawt
Looks like the SKS.. love that rifle.
My only gripe is that it looks a little too much like it's glowing, a little too bright. I've seen the rifle with the lighter wood though, really looking forward to this mod.
There are two different SKS rifle models
I dislike this model, primarily because I hate its reload animation, its just terrible, and doesn't even look realistic. And the texture. Looks too clean for such an old weapon.
The reload animation on the second one is much better, but doesn't look proper under certain circumstances (like the m1891), and has a much more fitting texture IMO, but lacks a bayonet. This is the one I prefer. There was a video showing off the two different models.
As far as I remember, both of them are included, although Separation | Anxiety might have removed the second one.
But in the end, this is just my opinion, and this is Separation | Anxiety's mod, so what he decides to put in is his decision.
I am seriously debating keeping both in-game. I think the newer-looking one here has a hard-coded single-shot reload animation which we can't change; we don't have any animators who can redo it. That means this single-shot variant (shown) will likely end up with a lower price tag, slower firing rates, and characteristics more like an un-scoped sniper rifle.
The second model Fluffy refers to is a stripper-clip fed model, and I BELIEVE I had it working at one point here. I will have to toy around with it, but I just loved the wood furniture on the first model - and that is why you see it already implemented. The second model will likely be slightly more expensive, but may have a higher rate of fire to offset it's quicker reload and higher price tag.
Options, options, options!
You can't give it automatic fire, not without modifing/adding new weapon classes to the engine, or screwing up the reload animation even more.
The second model probably can be given an automatic fire mode, most likely via upgrade once its weapon class is changed in the configs. I'll have to check on my end.
That ******* bayonet, is it usable? I mean, if I can stab people with it, there's going to be a lot one eyed stalkers and mutants in the zone.
Not without a lot of engine hacking and feature adding, which is as illegal as hell (Which, by the way, has not stopped the community one bit)
As much as I would love to use it, it's simply not possible with gratuitous re-engineering, as Fluffy said. Sadly, that is not something I am in to.
Keeping the engine stable while injecting 3+GB of new content is bad enough already without rewiring the fragile framework allowing it all to run. :D
Actually, there is a small script that would emulate a bayonet. Its still a WIP thing, and we'll need an animator to make a stab animation for it.
But apparently it works. Haven't tried it myself.
i like the texture, but too me, is to brigh. i think the weapond must see worn, or old, used. but good job anyway.!!