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Compiles your favorite tweaks, fixes and updates in one convenient addon. Drag & drop, set and forget.

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CoTZ Community Update 3
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Mahzra Author
Mahzra - - 586 comments

Entries that have been confirmed for inclusion in the next update are listed here.

Nothing here yet for CU4! :D

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Mahzra Author
Mahzra - - 586 comments

Entries that are being considered for inclusion are listed here.
Last updated: November 15th 2023

> Trader adjustments
Thinking about expanding trader inventories and personalising some of the traders. As an example, Sid would not have a tiered inventory but would always have random items for sale, and he would buy broken items, but his prices for both would be suitably terrible regardless of relations or goodwill. Because you know, he's Sid.

> Optional addon pack
Minimap remover Mediafire.com
OpenAL drivers Moddb.com - quick download here, copy the bin folder in this archive to your CoTZ folder; NOT the gamedata folder. Mediafire.com

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SteamMod
SteamMod - - 156 comments

Check out the minimal mini-map in the ManGun fix:
(you probably already added the fix itself in an earlier version)

NEW in Version 1.2 added Mangun Mugged MiniMap,
added adjustments to Mugger Adjustment (can steal artifacts/detectors but no other gear)

--Mangun's Mugged MiniMap
In the game if you activate the minimap or ANY minimap mod at this time, and if you are mugged or other wise have your inventory taken by the game, the non leaderfriendlies, dead body spots and counter disappear. The team leader and quest spots are otherwise unaffected.
ManGun got tired of this and so HIS minimap no longer shows those spots to begin with. The quest marks and the team leaders still appear as usual.

FYI
MoN0L!ghtMoN0L!ght noticed the sound/visibility detectors stay locked under certain conditions, do not detect properly and removed them as well (probably just erased away the graphic for them) so a consideration for CommunityUpdate; a minimal gear swipe as well as a minimal minimap useful to keep track of the time and orientation

Moddb.com

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Mahzra Author
Mahzra - - 586 comments

I will add the minimal minimap to the consideration list. Muggings are currently disabled by default, but that storyline task can still take your inventory and break those NPC indicators. Doc's main issue was that players just stare at the top-left corner, but I suspect that's mostly because of the corpse indicators. I can remove the visibility and sound detectors through the xml, so that's not a problem for existing addons that modify the texture the minimap lives on.

Since the current CU has muggings entirely disabled as default, would you mind reuploading your mugging tweaks as a Mangun's Mugging Mechanic Enabler addon or something? That way players can go get that if they like the mugging mechanic.

(get it, mugging mechanic? MANGUN? yeaaah, that's the good stuff)

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SteamMod
SteamMod - - 156 comments

>>reuploading your mugging tweaks as a Mangun's Mugging Mechanic Enabler addon [LoL] <<
OK I can do that (though there is a choice of several separate mugger addons in the Mangun Fix archive, but that may not be well understood)

Oh, the soundbar in the minimap, it may actually be effective in some circumstances, I do notice if that enemy bar moves, then Im about to be jumped by something almost without fail if I do nothing...

-------
Edit, uploaded ManGun's Mugginng Mechanic Enabler, just have to wait for the machine to approve it.

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Mahzra Author
Mahzra - - 586 comments

If you got saved because you were somehow able to see sound, I'm not sure if I should keep the sound bar. ;)

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Russy25
Russy25 - - 92 comments

Hey mahzra, if you ever include the TZND and HD Mutant Models (which is both good and essential in CotZ in my honest opinion) it should be in a seperate addon page/linked in CU's description so it's more faster to update. some players might have slow internet connection and they'll just want the features, nothin else. or maybe for some reason just prefers the vanilla texture :D

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Mahzra Author
Mahzra - - 586 comments

Yeah, good point. I'll leave cosmetics out of the CU.

EDIT: I'll add the mutant meshes to TZND in a future update. I have bad experiences with relying on links to external sources, because those sources may be updated and have compatibility issues in the future. I'd rather include those models to make sure they stay available.

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Mahzra Author
Mahzra - - 586 comments

Add-on creators, if you agree with this approach please archive your add-on and put "Included in Community Update" in the summary. Thank you.

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Russy25
Russy25 - - 92 comments

Thanks for maintaining this masterpiece (Doc's baby) and to everyone whose still releasing addons. Looking forward for more updates in community and also Mahzra's Pack, been playing for a while with your final release and having a great time. when you announced that you'd release 2.0 that integrates rhons' static pack (i frickin love that pack too, just switching vanilla, mahzra and rhons' from time to time) that made me happy. you two are such a blessing in CoTZ :)

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Mahzra Author
Mahzra - - 586 comments

Thanks for the kind words, that's the stuff that keeps me going and I think I can speak for Rhons when I say we really appreciate it.

Also, I love the comment and avatar combo. That's so endearing! :D

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Russy25
Russy25 - - 92 comments

You're welcome! Keep going, we'll always be here to support and playtest if need be. I'm pretty sure there's some people who appreciate your efforts but for some reason doesn't comment. maybe because of being shy or something haha. anyways i'll try suggesting some entries that might work for this update.

- The geiger clicks can be literally unbearable at times, it's so loud even when having lil' amount of rads. this solved it for me. it's from CoC but luckily it's compatible on the get go. it also includes muffled pda for more "MUH IMMERSION" but it can always be removed, but I personally use it.

Moddb.com

There's also this pack from cotz addon page but completely silent the geiger clicks, might be too much though.

Moddb.com

Some people like having fast travel from PDA cause it's available from Anomaly or they always include it in their addon setup in CoC. i think it's not that bad as long as the visited_only settings is the one enabled, fully compatible in cotz too luckily. again, it might be too much and not in doc's vision.. but it's really good for the sake of convenience and accessibility. i don't know but maybe one of these days a popular youtuber/streamer just decided to showcase CoTZ and people flocks to download this masterpiece. Also saw that someone is integrating cotz quests in anomaly maybe that'll attract potential players (Dark Signal). When that day comes they'll be here to also use this community update that'll tremendously improve their experience.

Oh here's the link got carried away by wishful thinking. It's compatible with cotz too i guess using it for awhile.
Moddb.com

I highly agree about adding the better headlamp, eatmedkitscheme and doc's memorial too! Lootmoney might be good but i can understand if it's not included, the loot amount can be configured in it's included cfg (I personally use it but tweaked the lootmoney to be fair) but with the many quest of cotz i doubt it's necessary.

Would be awesome to have Community Update Vanilla+ Edition too in the future, the particular mod that i have in mind with that is the full weapons reanimation haha. that gunpack is vanilla-friendly and so satisfying. ^_^

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Mahzra Author
Mahzra - - 586 comments

I may do a Vanilla+ Edition someday, and yes I would use FWR. But no promises and no ETA. When the picture in my head is complete enough that I get the itch to make it real. There are a few packs like that already though, aren't there? Like Raven's?

The main problem I have with lootmoney (and to be honest also with stashes from corpses and PDAs on corpses) is that NPCs can't loot it. So a dead body is just there in the street, empty. Dead for days. NPCs have looted it, there's nothing on it. But if I just look at it (not even wanting to take anything per se) I could get free cash, the location of a stash, and if the corpse has one, possibly a PDA for more money and perhaps another stash. I was not involved in this death. I earned none of it. I don't want it.

I agree with you on the fast travel thing, in principle. Thanks for letting me know that CoC version is compatible. I won't put it in the update, because the update is essentially just supposed to be an update of the base game. But I do much prefer having to unlock destinations and traveling there for free over paying to get somewhere I haven't been yet like the Immersive Fast Travel mod does. Question though, the destinations, are they safe or is there a chance you could get absolutely destroyed as soon as you spawn? Because traveling places with the Immersive Travel Revamped addon is kind of like playing Russian Roulette. My favorite is still the time I PAID for a GUIDE to bring me somewhere, and the BASTARD walked me right into a military execution squad standing around some poor stalker who was on his knees with his hands behind his head. I spawned right next to him. :D It did not end well.

As for things like minimap, geiger noises, PDA beeps, anomaly detector beeps, all those things: I'm thinking about doing a "Training Wheels" addon. Use all of them until you feel comfortable enough to take off the training wheels. Since most or all of these options would only require a .ltx change to disable, you wouldn't even need to start a new game.

EDIT: don't let me shooting down suggestions stop you from giving more suggestions. You gave me this fast travel suggestion, and that will probably be used in Mahzra's Package as an alternative for Immersive Fast Travel, because you know what? It just plays better.

It's my role in this bit to protect what I think Doc's intentions were when he created the game, and vanilla CoTZ offers very few shortcuts.

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Russy25
Russy25 - - 92 comments

Holy sh- why I haven't heard about Raven's pack!? checked the two different pack from raven and it's totally right up my alley. On the other hand I'm still 100% interested in your take in Mahzra's Vanilla+. ;) take your time no pressure!

In lootmoney, i'm definitely sure that the npc can loot the corpse that would also remove the chance of having stash coordinates when they looted it don't know about the pda though, i tested it and it works.. here's the line from the cfg.

lootmoney_npc_collect = true ; should npcs be able to collet money from dead stalkers? you wont be able to collect from this bodies anymore.

i think the main problem of the lootmoney from cotz addon page is that the cfg is not tweaked and it definitely ruins the playthrough because of this line. it should be set at false. too much money from just looting stalker, you get like 15k-18k wtf. what i like about lootmoney is that the money from different rank can be adjusted. as long as getstalkermoney is disabled.
lootmoney_getstalkerm ; instead of a random money value, you get the ammount of money that the dead npc had.

about the fast travel, it's safe so far. i think my lowered alife switch distance (lowered it to liked 250, i'm just getting tired of entering the map then immediately the bounty fails coz of the stalker is nearby my target) helps and the online exclusion radius. but then again i never fast travel directly to the quest marker or to warzone area so haven't encountered like the death squads you said. the player is still responsible for their actions if they feel cheaty and want to ruin their experience. the visited_all settings just limits that cheaty feels.

heyy that training wheels addon sounds cool! looking forward for what you'll do with it. and don't worry about me stopping. as long as there's a feature that I think will fit, i won't stop suggesting. really hope you'll be with us for a long time.

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Mahzra Author
Mahzra - - 586 comments

I just spent some time with the muffled pda and geiger addon, and my ears thank you. Particularly with headphones it is much nicer.

You done good, son.

EDIT: except for the beepbeepbeeeeepbeepboop contact sound. That will not be included. Because goddamn. Have not missed those.

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Russy25
Russy25 - - 92 comments

niceee! glad that you included it. you know that's funny, i actually also deleted those contact sound that you mentioned after playing for awhile xd headphones users rejoice! no more drilling geiger through the ears.

now talking about fast travel, will you include any form of fast travel in this community update? i'm referring specifically to the immersive fast travel. the old one not the revamped one where every travel has a risk of death squad waiting to fu- or mug you up haha. if you don't include one, it's very understandable though since doc considers it a cheat (i think he's referring to the fast travel anywhere in pda, but i think from that time of comment, the Immersive one is not yet released), evidenced by this forum link.

Moddb.com

anyways! kinda off-topic but.. will you be including the latest january patch from rhons' repeatable quest and npc variant in mahzra's pack 2.0? i noticed that ravens pack is using old version of that two so i just deleted it and came back to rhons' static pack, which i think is also not updated in january patch but has all the updated quest (more quest for my clear sky enthusiast self just satisfies me so much, makes roleplaying more enjoyable tbh) i'm just holding for a very committed non-ironman playthrough until there's like a update in rhons' static or your 2.0. but for now i'll just stick as usual in the legendary three (Vanilla, Mahzra's Pack, Rhons' Static)

EDIT: Just a heads up! if you're planning to integrate the more fast travel (the one from pda) in your modpack, I think it has it's quirk. when entering a map, all the green house location is shown, but only on the specific map where you're in, you still can't fast travel anywhere if desired in settings. that's about the only quirk i found. all features like no travel while overburderned/irradiated/emission work so far.

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Mahzra Author
Mahzra - - 586 comments

There will be no fast travel options in the update, but I may provide it as an option in my pack.

Right now I'm testing a pre-release build of v2.0 of my package, built on Rhons' static pack. I've not updated Rhons' other addons on top of the pack, because those came out after I started merging.

And I'm not going to start merging those updates in now, because I just KNOW the moment I release that, the next version of Rhons' pack comes out. :D NOT THIS TIME, RHONS.

This version of the pack still has the blind faith travel addon installed though. It's not so bad once you know you have to be at full health, low weight and MAXIMUM EFFORT when you spawn. Cough.

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Russy25
Russy25 - - 92 comments

Alrighty! Thanks for the info mahmen. Wish you the best of luck :D

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Linstead
Linstead - - 3 comments

Can I use this with Rhon's Repack?

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Mahzra Author
Mahzra - - 586 comments

Yes. Most of these files are already in Rhons' pack, and if they would cause conflicts they get overwritten by that pack's gamedata files. Let me know if you run into any issues, but I don't expect any.

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mnemonick
mnemonick - - 208 comments

Thanks for this! Happy to hear someone's doing a bugfix / QoL compilation; this'll make it easier to recruit new stalkers to CotZ. :) You should definitely include Doc's memorial menu!

Addon suggestions, since they're all pretty popular: "Lootmoney for CotZ" Moddb.com and "Traders Buy Damaged Weapons" Moddb.com (maybe tweaked a bit to raise the minimum condition / reduce selling price); also the "Important NPCs Teleport on Spawn" mod Moddb.com so you don't have to wait for Barkeep to wander his way behind the bar at 100 Rads? :D

Edit: two more (and they're both yours :D): "Better Vanilla Headlamp" Moddb.com and "Faster Tooltips for CotZ": Moddb.com :D

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Mahzra Author
Mahzra - - 586 comments

Yeah, the memorial is top of the priority list for an update, but it'll be a while before I release an update to this.

Faster tooltips is in EFT, so I might as well not bother with mine. Actually I should archive mine now that's in this. Buuuuut I will consider using the one I have in Black Bevels GUI that's wider.

I wanted to include the Better Vanilla Headlamp, but is it vanilla enough? :D I'll put it in the to be considered list.

Important NPCs Teleport on Spawn is very good, and it does what it says on the tin ... but I love Dushman's fancy slide move (whooOOOP) so much and since I use ActionAI I don't have to wait that long for them anyway, so I don't know. Mangun takes his sweet *** time coming up from the bar though, I'll give you that. I'll put it on the list and see what people say.

Lootmoney and broken weapon traders, no. They're too much. VETO.

Your comment is exactly how I hoped people would react. Thanks :D

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mnemonick
mnemonick - - 208 comments

Thanks for the reply! I assumed that if muggings were out, then *maybe* I could get some Rubles from the dead and sell Sid their half-broken shotguns, too. :D
I Didn't know the tooltip tweak was in Bastian's EFT - and I USE it, lol!
Your headlamp is about as good as the default CoP lamp iirc so I am fine with it as-is, but if you wanted to nerf it just a bit that's fine!
The NPC spawn tweak is just because I often save in a camp or base and I get "le tired" of waiting for Hawaiian etc. to amble over to their locations. I guess it's not a fix as such, though...
Maybe I'll try using ActionAI since I haven't yet. And you're welcome! :)

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Mahzra Author
Mahzra - - 586 comments

Haha, I really dislike selling stuff to Sid because I know he screws me over. Sometimes I have to, because I just need a few Ru more for something, and he says like "That's the way to go! You made my day!" and I always tell him "Sorry Sid, that was definitely not my intention. >:("

We'll see if people speak up for the headlamp. I made it because the default was just not powerful enough for me, but I much preferred the old torch look of the light over the super white LED light of the Stronger Headlamp addon. Your comment made me realize I could have just copied CoP's default. That would have been much faster and more efficient than remaking a headlamp and testing over and over. SO THANKS. :D

The thing with the NPCs is just that it was so funny for so long, right? One of my other favorites is the army technician who runs to the center of a room, stops and turns around and then flies straight up through the ceiling to his spot on the floor above. I want players to experience that. That is prime Stalker material. And if I include the NPC Teleport tweak I take that away from them, because nobody would make an addon to restore that. Let them laugh at the silly NPCs. And eventually it will stop being funny (apparently), and then they can install that addon if they want. I may never install it. :D

ActionAI is one of my favorite addons ever and is one of the cornerstones of Mahzra's Package. Another one is Wepl's hit effects. Absolutely essential.

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Jerem1eh
Jerem1eh - - 49 comments

So hyped! thank you so much for the work you've put into this mod!

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Mahzra Author
Mahzra - - 586 comments

You're welcome!

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Mahzra Author
Mahzra - - 586 comments

Something I posted in response to the Fixed Random Start location addon:

Randomization in general appears to be an issue in CoTZ. Random stashes often contain the same loot, so do reward stashes and reward stashes appear in pretty much the same places over and over, and the same probably goes for guitar players playing the same songs, joke lines, harmonica players, jobs offered, etc.

Could it be that Doc made a mistake applying randomization everywhere?

If so, a fix for this would be a definite entry into the Community Update. There are 126 guitar tracks in the game and I'm sure I haven't even heard 10% of those. Just that would be worth fixing.

Anyone feel like checking it out?

EDIT: Put the gamedata\sounds\music\guitar_#.ogg tracks into a VLC playlist, shuffle, play. Many of these are awesome. Now wonder why you never heard them before.

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mnemonick
mnemonick - - 208 comments

Definitely worth looking into imo. I believe most "random" events / item spawns are based on a "percent chance" basis so not truly random.

They can be amusing though - I once got the same assassination task at one time from two different Loners in the 100 Rads bar (this guy must have been *really* unpopular, LOL 😁). Whoohoo - double the pay! The target was even just down the road at the northern Garbage barrier...

...and of course he got himself killed by zombies during the level transition and no amount of reloading would give me a 'shot' at him. 😆

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Mahzra Author
Mahzra - - 586 comments

I've also had Nimble give me the weapon he himself wanted for another mission, things like that are so silly. Funny though!

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Guest
Guest - - 690,410 comments

Is this compatible with your pack? I see above that it is compatible ith Rhons but I thought I'd ask.

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Mahzra Author
Mahzra - - 586 comments

Yes, it is. It should be compatible with most anything really.

-- NOTE

It is NOT compatible (or rather, it won't do anything) with packs that use fully extracted database files. I think that's just CoTZ+, Mahzra's Package - E.A.P. Edition and E.A.P. itself, currently. Their unpacked gamedata folders override everything in database files.

My EAP Edition includes everything but the red dot (because the animated detectors in it are very pretty but they don't use the same dot texture, a headache I'm saving for another day) and the fixed randomized start location because I use an alternative start addon in which random is default.

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dazshaggen
dazshaggen - - 95 comments

Would I be able to install the other options in the Mangun fix along with this? I guess I am one of the few STALKERs that thinks the mugging option is a good feature to the game.

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Mahzra Author
Mahzra - - 586 comments

As always, the choice is yours. Yes you can do that.

My intention is only to make the feature opt-in instead of on by default. If we manage to unjank the system it'll go straight back in as on by default, because it is one of CoTZ' defining features and I do see its potential.

I'm a big fan of alternative death scenarios, I just don't like that the only thing that can happen after you black out is that confusing, illogical and plain unfair mugging scenario. My mates could drag me back to base to patch me up. I could wake up in the medic's office. I could wake up in a room in a hostile base, where they think I'm either dead or still out cold, and I'd have to fight my way out while finding my stuff. So many possible scenarios. Doc would have branched out from the black out scene eventually, and maybe only really put mugging in as a hint to us that stuff like that is possible.

ANYWAY YES, YES YOU CAN, GO FOR IT just answer the damn question Mahzra

**** it, comment's too long now anyway. I did do quite a bit of experimentation with the mugging system, like try to make it so that instead of dying, the player would always get mugged. Didn't quite work; it triggers at a certain HP threshold and dead is dead. I did manage to make it so the player would immediately black out and get mugged after taking the slightest bit of damage, like breaking a fingernail. It was kind of hilarious, actually.

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dazshaggen
dazshaggen - - 95 comments

Great response thank you. Bandits are thieves at heart and not murderers by default so mugging made sense to me. Personally I see mugging as a second chance way of playing. I keep stashes of basic weapons/ammo and armor just in case and then I only have to make it to that area to do a sort of new game plus.

I like your ideas for alternate death scenarios. DocX was taken from the zone far too early, I can only imagine what this mod would have evolved into. I thank people such as yourself for keeping it alive and fresh.

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Mahzra Author
Mahzra - - 586 comments

Yup, that's how I view muggings too, and I did the same thing with emergency stashes with basic supplies in case I needed them. That's the part I like about the system, because the alternative is what we have now: endlessly reloading saves without consequences and hoarding stuff we will never use but that's too useful to sell. We're preparing for some big conflict that may never happen. I have an idea for that too, but it's tricky to discuss that without spoiling it for everyone. It's quite the twist.

Thanks for the kind words. Doc left some intimidatingly large footwear to fill. We try.

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HelloKolla
HelloKolla - - 54 comments

The problem that most peeps have with the mugging is that since loading a previous save is an option, mugging becomes just a chore to get through otherwise.

A solution I would consider is having mugging be only limited to Ironman Mode, since saves aren't an option there.

And since you're considering adding more death alternatives (awesome to hear btw!) always remember that the player can just skip whatever you put alot of effort making if reloading a save looks like a better option. So make whatever you add be the better option, or make it active in Ironman Mode only.

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mnemonick
mnemonick - - 208 comments

If muggings were less frequent and limited to the Bandit faction I'd be OK with that.
As a Loner, I was more annoyed by the number of times I got mugged by Military squads in the Truck Cemetery for example.
I mean, I get that they're hostile to Loners but giving me a beatdown and stealing my sh!t seems unnecessarily harsh. 😆

Edit: almost forgot my main point: I really *do* like the idea of alternate outcomes for muggings! Especially if you have a companion or two who could hump your unconscious bulk back to the nearest friendly outpost.

Sounds like it would involve some fairly sophisticated scripting though... 🤔

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Mahzra Author
Mahzra - - 586 comments

Someday. There's so much stuff to look at, I take it one little thing at a time.

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Mahzra Author
Mahzra - - 586 comments

Saving is not the problem, it's the loading. On Ironman getting mugged may save your life, but you can still roll back to an earlier save since you didn't die and your save's still there.

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Guest
Guest - - 690,410 comments

I don't know if its the right tribune to do this but :

To Mahzra and all the other modders creating
quality content for this gem of a mod, a big thank you.

Great storylines, text addons and new quests and little details
are the main force of cotz.

For me, the key to a good game is stability,immersion,replay-ability
and a good community.

*Not 4k stuff bloating the game and empty maps with no interaction.

By maintaining and upgrading this community edition,
the mod itself will evolve and be successful i hope for a long time.

A wish from my part would be a nice Camera Reanimation mod
for a better feel in game. suggestion? :)

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Mahzra Author
Mahzra - - 586 comments

Thanks a ton, it feels so nice to hear that people "get it" as to why I uploaded this community update.

I'll look into camera reanimation and actor movement mods. Maybe AREA or Dead Air has something we could, uh, draw inspiration from, one might say.

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HelloKolla
HelloKolla - - 54 comments

Wink wink

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Guest
Guest - - 690,410 comments

I added this addon and it seems to be working great. I noticed though that there seems to be a 125 fps cap I can't overcome either through my drivers or in any files. Is this something DocX has from the engine or as this added from the addon?

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Mahzra Author
Mahzra - - 586 comments

I don't think anything in the addon would cause this, so it may be the engine. But I do have to ask, is 125 fps really not enough? Jeez back in my day blablablaoldmantalk KIDS THESE DAYS I TELL YA

EDIT: have you tried adding -nofpslock to the shortcut?

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Guest
Guest - - 690,410 comments

Haha! It seemed so strange seeing it, but I'll try that command. Thanks!

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Guest
Guest - - 690,410 comments

So the command doesn't work, must be something in the engine. Not a problem of course I just wanted to get to the bottom of it. Thanks for the info!

EDIT: The command works! Just had to get in game. Thanks again!

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Mahzra Author
Mahzra - - 586 comments

You're welcome! Enjoy your ridiculously smooth journey! :D

EDIT: For other players, the reason this fine gentleman wanted to unlock the framerate is probably because he uses a high refresh rate gaming monitor, like 144Hz or higher. The max 125 fps locked framerate would cause tearing in the image on such a screen. Unlocking the framerate allows the game to achieve 144+ fps, eliminating that tearing. If he enables v-sync, anyway. G-sync? I can't keep up.

Or maybe he just wanted to see the framerate counter go up to 500 fps. Who knows.

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mnemonick
mnemonick - - 208 comments

I've got a 144Hz HRR monitor too (but I limit it to 120Hz, lol!) :D

Hey Guest, you should turn up *all* the video settings - that solved my "over 125 FPS" problem *real* quick. ;D

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Mahzra Author
Mahzra - - 586 comments

Don't forget to max out all the video card specific settings in its drivers as well! Combined with max game settings, you should be able to make incredible screenshots of bullet tracers as they come flying towards you frame.by.frame.

EDIT:
and then he posts a glorious lushly reshaded 4K picture dominantly featuring a 144 in the top left corner

you have to really look for it though because it's so tiny

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strelok1111
strelok1111 - - 87 comments

Good! Keep the mod alive!!

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