This adjusts butchering, cooking, radiation, and hunger.
- You will ALWAYS get meat/parts from dead animals. No more killing a 100 lb dog and the meat magically disappearing.
- The cooking kit that's used at the campfire is now unlimited. Seriously, how silly is it that you need to travel for miles to get a stick to cook a damn piece of meat?!
- There is now slight radiation decay.
- Radiation now only damages you are very high levels (around 1,000, but I have not tested extensively). This is how radiation actually works. You don't start to die after a few seconds of exposure unless you stick your head into a nuclear reactor.
- Hunger accumulation is a bit lower to make up for how quickly time passes in this game. Now you won't have to spend 50% of your time in the zone looking for food/cooking it/getting rid of radiation.
good ideas....i wonder if instead of adjusting hunger rate, can time passage rate of the game get slowed down somehow?
Possibly. Hard to say what else is tied to the figure. Could be things like character movement, etc... Big chance to screw something up.
and I think the cooking kit limited time usagers is just fine for me, you can purchase the . . . (i don't remember the name of the 2 others cooking items, they are heavier and unlimited time usagers) for 9000 rubs (I think) from CS base. And if you combine with the cooking mod, you can stack up meat, then use the one-time cooking kit to cook 5 slices of meat at one time like mine is an example. Make the unlimited cooking kit will probably make the other two become useless.
Well, the other two you can use anywhere, whereas the cooking kit (which is basically just a stick) you can only use at a fixed and burning campfire location. I just thought it was ridiculous to see some nearby loner cooking a rat on a stick and me having to think ahead, either traveling to CS base or buying up all of Sidor's limited cooking kits, to be able to do the same.
The Cooking Kit isn't just a stick that you put meat on it and burn it into actual chewable pieces of meat. In the description of the food types there is always something like: Salt, Pepper, Fat sticks wrapped in brown paper, Bacon thingies from the Flesh. But not that i agree with the one time usage that is ********.
well I tested the slower time passage method myself (x2 mean double rate than real life), it normalizes the time using the consumables, you will feel the affection shorter and the hunger feels extremely slow (I did not test this mod yet). Other thing work just fine if you want to be more realistic.
What parameter did you end up changing to reduce the time passage to real time? And does it continue to correlate with the time of day (day time or night)?
if you don't have that file in the game folder, just extract it from the database
there are two parameters you need to edit:
time_factor = 10;
normal_time_factor = 10;
The default setting in DA is 10 (10x speed than normal real life) and you can edit it from 1 - 396. There are other parameters in the file like date, year, ... Notice that changing these parameters will end up changing the whole game pace so you don't have to modifiers anything else.
Here is the link to edit time pace, others relate parameters can be found on other stalker communities.
Sounds interesting. Are you an experienced addon maker? I only started this week.
nah, I just join this community couple month ago. I like to edit some addons to fit with my play style so I wandering around in some communities to know what to do UwU
I always wanted to make a mod like AWR that produces weapon parts for the particular weapon you broke apart based on its damaged parts and undamaged parts. For instance, if you break apart an M16 that has damage/dirt in all parts except the barrel, you would only get the item "M16 barrel" which can ONLY be used on another M16 and would, upon being used, disappear and remove all barrel-related condition from that M16. The first stumbling block I ran into was I don't know if any weapon can get any weapon "condition." I know that double barreled shotguns can get the nonsensical spring conditions (or some other condition for a part such a gun could never have IRL), but I don't know if a handgun, for example, can have a condition with a nonexistent part (like something an M16 would have). I also can't use the existing repair system because it only fixes one condition-per-item regardless of the part affected (so I'd be using a perfect condition barrel to get a barrel to only lose one malfunction instead of all of them as you would expect).
I'd also need to create about 10-15 parts for every.single.gun! Though that's just a quantity/time issue.
A lot of things are tied to the" time factor". Spawn, using boosters, medicine, example: if you reduce the time the first aid kit will heal a lot longer, making it imbalanced.
I don't know but the first aid kit and many other things have the exact time in the description in my case. Medkit in 60 sec will exactly end after 60 sec. The only thing annoys me is yes, the antirad consumables is have less affect overtime.
Edit: I set both factor to 2 so it might the case
If radiation kills slowly, then need to edit and rad-away. So that it also removes radiation slowly. Otherwise, the radiation will cease to be gameplay something dangerous.
Hello, I have no idea where to put this comment but I feel like it has some potential to be written here...is there any possibility you or anybody can port the thirst system from Last day? Or is it included in the game I just did not find the appropriate option?
I really haven't looked into the thirst system. I always thought it was a bit frivolous.
Hmm interesting point of view. I think it is really imersive I mean, you can't live without pure water right? And where would it be hard to get some fresh water if not in the zone?:) I accept your opinion though. I still hope it will catch someone's attention :) Merry Christmas!
Hey can you tell me which files relate to the Mutants having to drop meat each time?
I was hoping to pinpoint it so that I dont replace files that I need for existing addon in my build. but I would love to add that aspect to my game :)
if I use the cooking set not around the fire, the set is duplicated. I tried to fix it myself but I failed. This is associated with the "remove_after_use = false" line in the "items_cooking.ltx" file. If you write "true", the cooking kit will disappear after use, as usual.
I think this is because the cooking kit is related to the location of the fire; Without an addon, the use of a set outside the fire causes it to "disappear" and add a new one to your inventory.
Also, some nonsense is written in some recipes in the file "ui_itm_craft.script" (see repair kits)
As far as i like radiation decay and unlimited cooking kit usage, i have to say that possibility of getting all of the mutant parts makes the game broke. You either have to curb your urge to get all of the parts, or get all of them (couple of knives needed) and make yourself super rich in no time, because you always get all of them, even the expensive ones (20x cat claw etc).
The mechanic of not getting all of them makes sense, because when you spit bullets, it's easy to damage the meat, parts etc. Makes hunting more interesting and exciting also, because you never know, what you gonna get. Just my opinion tho.
Author idea would make sense, if parts were cheaper and knives more durable. But then, we would have to spend a lot of time just cutting meat.
Hello i was wondering if this mod worked with you cleaning weapons mod? because it overwrites the files by the way i love the weapons mod makes it much easier to repair weapons, Thanks.
No, unfortunately any time files are overwritten, functionality is lost.
An easy way to merge mods like that, specially if they only modify a couple .ltx and/or .script files is using the Compare plugin on Notepad++. Get Notepad++, go to Plugins > Plugins Admin, look for the Compare plugin and install it.
Then open the files you want to merge and use the plugin to see the differences between the two [ez mode: have them both be the last 2 files open and press Ctrl+Alt+C].
There a way to stop mutants from dropping all mutant parts?
Yup, open items_manager.ltx on gamedata>config>plugins and look for the parts names, first number is how many they have, second is the drop chance.
now my radiation level is getting constantly decreased :/
Im harvesting animals parts one by one, is the intended? It kinda made me rich in no time
Edit: I changed the drop chance to balance the game
Here is my file
Guys how to edit the radiation level? I kinda liked dying not knowing why when I first played the mod.
I found this variable in actor.ltx
radiation immunity = 0.0001
and I sat it to 0.05 (not sure what that means)
What else should I change to bring back the thrill of suffocating?
Here is my file for a balanced drop chance and radiation to keep the spirit of the original mod
thx man you should honestly upload this fix cause i dont like eating food every 2 seconds but i dident ask for the rad "fix"