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Coming back to this after having played with it for a significant period of time, and I have to say it could still use some work.
tl;dr: Doing a VERY long ironman run, managed to save up for an exo.
I still got gunned down in less than half a second and maybe 2 or 3 shots by a bandit with a ****** AK at around 100 meters.
I'd love to tweak this myself, but I honestly don't know how and I'm probably too busy to do so. Any ideas on where to start?
I have an odd bug using CoC 1.4.22 with this concerning the Groza grenade launcher.
If I have the launcher loaded, and either attach or detach a PSO scope, it despawns/removes/deletes the grenade. Doesn't go back into my inventory, it's just lost. Disappears.
This means I either have to run the gun with no optics if I want to be loaded and ready, or unload the GL every time I attach/detach a scope.
Keep in mind I'm using a cocktail of other mods, which may be the issue.
Thanks for making this.
I was nearly about to make something like this for myself, due to armour being worthless in CoC AO+OA+WARFIGHTER. After some testing using the debug console vs NPCs, I'd say you nailed it. Both from a balance and realism standpoint.
Wearing a leather jacket means 1-2 shots from anything is fatal, as it would be in real life.
Wearing an exo allows you to tank dozens of pistol rounds, can take a few intermediate rifle rounds (ie: 5.45), but can only take maybe 1-2 higher caliber rounds (ie: 9x39 or 7.62). This is about the capability of real life high end military body armor.
I haven't played with it much yet, but I have a feeling I'll like it a lot.
The artifacts that add armor don't seem to work. Whenever I equip them, the wound, bullet, explosion resistances don't get added to the stats bar on your inventory screen.
To make sure it wasn't just a visual bug with the stat bar, I loaded up the debug console and gave myself a few of the +armor artifacts, and then got NPCs to shoot at me. With either the artifact equipped or not, I die just as fast. I tried it with several different artifacts (ie: fountain, monolith, etc), nothing made a difference.
I first guessed there was something wrong because the little icons representing armor, explosion, wound, etc are all slightly too big for the interface, compared to the radiation icon for example.
I removed ALL other mods except AO and OA, then used this mod w/ the right compatibility patch. Using CoC 1.4.22.
I have a feeling this is just a bug with the Xray engine or something, but does anyone know anything about this? It's not like there's any error message to go on so idk what to do.
Turns out I just failed to check the option to turn on the overlay in the options menu.
Figured it out, I'm an idiot. I just failed to check the "dynamic hud" option in the game's options menu.
Hi everyone, I doubt I'll get an answer, but can't hurt to try.
I'm fairly confident that I've installed everything correctly, but for whatever reason the NBC suit (clear sky flavour, specifically) mask hud overlay doesn't show up.
I have absolutely no idea what files I'd need to edit to fix this, so if anyone knows, let me know please.
I'm having the same issue with OA and AO. NBC mask overlay doesn't show up. Did you ever find out how to fix it?
So I used JSGME and installed this mod as one of the last, just before all the other docx mods, and it seems to be working so far. As soon as one quest is done, they thank me, reward if applicable, then send me on the next one.
Hi all. I'm running a very large list of mods, and I'm sure that's the problem but...
My first job as Clear Sky was to go talk to Xenotech in the Cordon. I got there, clicked the dialogue option akin to "Hi I'm here to see you" etc, and his response was "sorry I've got nothing", and then the task was "completed". No followup no reward no nothing. So it basically broke.
Is this a common problem or is what's supposed to happen?
I did a ton of digging, but I figured it out.
What you need to do is:
1. Download and use the AXRToolset utility to extract the database files under your CoC directory/database/config
2. After extraction, navigate to configs/misc/items.ltx (open it with a text editor)
3. inside items.ltx, you can see all the food items and the sounds they make (ie: bread, the first food, has "use_sound = interface\inv_food".
4. Change that line to whatever sound file you want from the dynamic hud (located in "CoC Dynamic Hud\Install Files - Copy ALL the content into CoC dir\gamedata\sounds\interface").
5. Save the items.ltx file.
6. Finally, take items.ltx and preserve the file structure from the database in your "gamedata" folder. In this case, put it in "gamedata/configs/misc"
7. If you did it right, your new sounds should work just fine.
I spent literally all day trying to figure this out, piecing the methodology together from several threads on moddb. Hope this helps someone.
Question, if anyone knows.
Using AO and OA with CoC 1.4.22, and for reasons I cannot understand, the sounds for eating seem to be messed up. Yes, using the compatibility patch, and yes I've tried this using only CoC, OA, and AO.
For example, when taking out bread or sausage and eating it, both will make the sound of a drink can opening.
I've been digging around in the files trying to figure out why this is, or is this intentional? I can't imagine it is, as there are clearly sounds in the gamedata that are meant to be the different eating sounds.
Thanks, if anyone knows.