The Ghost who walks, and sometimes drives,
and sometimes parties
with the desert creatures
Yes. The installer will do some checks and warn you if it isn't installed in the correct location.
Out of curiosity, though, does that mean that killing him instead of interrogating him breaks the game?
Could you possibly upload your save game files so I can test that mission? They should be inside C:\Users\[Your Account Name]\Saved Games\Sniper Ghost Warrior 3 inside a folder called SaveGames. Just put that folder inside a rar or zip file and upload them using any service of your choice. Even Google Drive or something like that would be fine.
It's mentioned in the readme, but don't holster the weapon and then change the weapon. Hold the holster button again to unholster. Otherwise it causes problems.
I'm afraid I have no idea why your gun would fire when you aim. I do recall some CryEngine games having a weird issue where guns randomly fire, but it only happens on certain hardware and I don't know the details.
I don't know anything about this keycard issue. Could you explain the problem in a bit more detail? I can't remember how that particular NPC works. (It's possibly a regression caused by the mod, but I'm not sure.) Has it happened repeatedly?
That sounds reassuring. I'm totally fine with a bit tougher than vanilla STALKER just so long as it doesn't feel masochistic. Looking forward to playing.
I'm looking forward to trying out the mod. Big download. As a suggestion, when you release the next big patch you should roll all the previous patches into it so people can just download 1.0 and then install the patch on top of it.
It's pretty neat that you've added a gender option. Being able to play as a woman is something that GSC wanted to do in STALKER 2, IIRC, but the game got canned. That's the kind of attention to detail that makes me think your mod goes a bit above and beyond (although obviously I reserve judgement until I've played it).
Lightweight narrative is what made the world of STALKER feel interesting to explore. Many mods abandon that aspect to their detriment. I love how you've put a focus on story in the mod.
I'm just wondering, though, and I'd appreciate feedback from other players here -- how hardcore is this mod? In my experience a lot of STALKER mods tend to go a bit overboard and instead of being a tough but mostly fair experience like the original STALKER they end up being more frustrating than anything else. As though they were designed by STALKER fans who've played the games multiple times on the hardest difficulty and find even that too easy. I really liked some of the ideas in Dead Air, for example, but it was absurdly difficult, IMO.
That's caused by the Toyota being part of a layer other than the global one. Thanks for reporting. I'll fix that in the next update.
>You have removed the Luring Stone!??? "It Doesn't Actually Work" What!?
These changes were reverted. There are some issues with the luring stone, but I'll look into them later.
>You have removed Aiming toggle Key binding ability because it breaks leaning!?
Exactly what it says. SGW3 was not designed for toggle aiming. It was added in a patch. The game's leaning system doesn't work properly with toggle aim. I've considered removing it from the Unofficial Patch as well.
>You have removed Drone movement keybindings
There's no reason to have duplicate keybindings. Unless you can think of a reason why you'd have different movement keys for character movement and drone movement? SGW3 has hard coded stuff that interferes with certain key rebinding combinations so I had to get creative and I also reduced duplication as much as possible to make rebinding more straightforward. For instance, it doesn't make sense to have two different key rebinds for "Deploy Drone" and "Undeploy Drone".
>You have removed Fast Travel out side of base or sign posts
It appears this was the original intended behavior for the game, although it's possible it was originally intended for higher difficulties.
>You have removed Skills from an already joke of a skill tree
I've considered removing the entire skill tree because skill trees are a bad idea in open world FPS games. Part of why STALKER remains the definitive open world game is because there is no character progression. I resorted to removing the skills that undermine the core gameplay.
>You have increased Sway leaving weapons that Do Not Have a Bipod useless
Sway is heavily affected by stance. The purpose of the change is to force the player to think about positioning and also prevent them sniping enemies without preparation.
>You havn't increased ammo carrying cap for all weapons only a few
Almost all of them should be changed by now. I'm still working on changes.
>You have removed the ability to Buy Ammo when scrounging doesn't even do the trick
It's relatively easy to scrounge the main ammo types from bodies and dropped weapons. I have reduced the drop rates in recent updates because I want to balance the player finding dropped ammo and having to craft ammo using resources they've gathered.
>This is honestly very upsetting as just having enemies not despawn after 230meters was all I really wanted in the game seeing as things like ammo and suppressor junk got dealt with using cheatengine.
The Unofficial Patch exists for people who mainly want bug fixes. Almost all of the gameplay changes are absent from that version, with the exception of some key rebinding changes as part of the overhaul.
>Can you please make an executable installer that will let users pick and choose which changes they would like to make? Because honestly theres alot of other things this mod does that is great, a laser sight that actually works for instance, removing suppressor degrading, being able to holster weapons are all great changes.
An installer is a long term plan, yes. But it's extremely complicated to implement so it'll likely happen when the mod is complete because there are so many changes spread across so many shared files. Even maintaining two versions of the mod (Unofficial Patch and Improvement Project) is somewhat complex.
If I can figure out a better solution I will. I'll see what can be done.
This is an intentional change necessary to allow the other vehicles to be driveable. Vehicles now have 90 degree headlook in either direction instead of 60 degrees to help navigation.
An oversight, I think. I'll look into it.
There were a few reasons, such as experimenting to see whether I could solve some other issues with the gadget slots. But I've decided to revert the change.
>Liking it so far, one small glitch ai found...on challenge difficulty if you have weapon icon off the gadget icon seems to be permanently hidden as well...so needs to be on in order to view gadgets icon.
All the stuff around the gadget UI is extremely buggy and can't really be fixed, unfortunately. There's a far worse issue with the gadget icon remaining onscreen after death even though you don't actually have a gadget equipped.
>Also when sprinting the gun holsters automatically, I don't think this is a good thing...
This is an unintentional side effect. I forgot that some players don't have toggle sprint enabled. Holstering and then unholstering without pressing the proper unholster button has side effects. I'll have to move holster to HOLD START to fix that.
>Lastly any way to turn fast travel back on? I like the other overhauls like hunting wildlife for health because we can't purchase anymore...but I really don't have the time in my day to drive everywherever.
You can fast travel from any fast travel point. Were you aware of that?
I've been informed of a crash bug in the 0.42.x versions of the Unofficial Patch. A fixed version will be uploaded in the next day or so. I'm also working to fix a problem with the time of day randomization trigger after death.
I'm currently working on an overhaul of the game's resource system. Basically, I want the crafting system to be actually useful instead of completely redundant. I want players to actually care about how many bullets they have left. I want players to feel motivation to explore and scrounge for resources. I want players to hunt animals to craft medical equipment. SGW3 features these things, but the player never has a reason to do them because pressing F to refill all your equipment using the obscene amounts of money the game throws at you is so much easier.
It's nice to see you're still working on the mod.
The lure stone doesn't seem to generate noise properly (in some cases hitting people in the head with it elicits no reaction) and it takes up an inventory space.
I don't like the smart bullets gameplay-wise, but the technology to make them does exist.
As for your other point, that's an oversight and I'll fix it.
I've reverted some changes in the Unofficial Patch version so that you can hide those various HUD elements if you want to. As for your other point, my long-term plan is to make an installer that gives more control over the mod. The problem is that splitting up the various changes is really, really complicated.
Out of curiosity, why not post the torrent here?
Originally I removed those options because I moved extra options into all difficulties and the menu was starting to get really cluttered with stuff that is basically HUD options and not difficulty options. I am aware that some people like those options so I may add them back.
Unfortunately the armour icon disappearing and the gadget icon being present after death even though you don't actually have a gadget selected are hardcoded somewhere in the game's exe. Assembly hacking is beyond my skills, I'm afraid.
Thank you. I'll look into that.
>As a feature request: I would prefer if there was ability to turn off the tagging at all, including map and drone, because it spoils position of the enemies. Is it possible?
Unsure. Part of the problem is that the prologue features tagging as a mechanic. I'll see what can be done.
When you do think the mod will be released?
That should be fixed now.
I was testing the game the other day with a controller and had no issues picking up weapons with X. I'll take a look over the next day or so and release a hotfix update.
I've noticed a small issue with gamepad controls. Removing the wheel delay on PC also affected D-Pad functionality for turning flashlights on and off, for instance. This is fixable, however.
Still working on it. A few things haven't worked out, such as being able to toggle silencers -- it causes some iffy behavior.
I'm currently reworking, or trying to rework, some other aspects of the game's design. For instance, I think the vanilla game doesn't let you carry enough pistol ammo, and it also doesn't give you a way to resupply your ammo. You pick up the 1911 (called 1984 in the game) and you can only carry three magazines. That's 8x3 bullets. You shoot a few people, and then you're out of ammo. And the kicker? Nobody in the game carries .45 bullets. So you very quickly run out of bullets and are left with a useless, empty pistol. Your only recourse is to run back to the safe house to refill. Another thing -- almost all the enemies carry AK47s. So... good luck if you're using an assault rifle that doesn't use 7.62 rounds. And if you're using a shotgun? A tiny handful of enemies use shotguns and carry shotgun ammo. I'm exploring ways to rectify this. Firstly, by giving all enemies a chance of giving you all the ammo types when you search them. Secondly, by taking a look at the NPC archetypes and seeing whether I can diversify their weaponry a bit. But the latter is easier said than done. Ultimately, though, you should be able to resupply by searching dead bodies. Running back to the safe house constantly is bad game design.
I'm also nerfing shotguns a bit, and I've made sniper rifles sway a fair bit more -- I'm still tuning this. The basic idea is that in the vanilla game, the tripod is completely useless. You can shoot people at ridiculous distances by simply holding your breath while standing. By making the gun sway quite a bit more, you're forced to actually crouch or even go prone to ensure a steady shot. And using the tripod is actually meaningful.