I second this question!
Sorry about that. Guess something about those rats having mass was meaningful after all. Try removing creature files from Gamedata one by one to troubleshoot which one is causing this.
Alas, OGSR actually makes performance WORSE. So the line "improved performance and stability" is misleading. During Agroprom fight I'm getting solid 57-60 fps on my GTX 1070 in OGSE, however after I switch to OGSR I'm getting dips to 20-30 fps. THis concerns newer OGSR mod (OGSE on OGSR 64-bit engine)
Crashes randomly due to NPC grenade script. Apparently xrs_grenade.script is glitching and I had 4 crashes in couple hours. Thus, it's unplayable, unfortunately.
Hi ZikShadow, did you manage to fix the UI? Walter and Colt icons are still broken... thanks for your mod!
Yeah, I'm also interested. Since the last ZRP is 1.07 RC5 from 2018, will this break it?
add -steam to launch parameters (in shortcut). This is so stupid. I actually spent 5 hours trying to get the game to run and it turned out, "out of memory" error was misleading. GOG and Steam versions apparently need this switch to run OGSR. Stupid, stupid, stupid.
yeah, at first I thought it was intended, but it seems Garbage is absolutely broken! The deafening sound makes it impossible to play.
My god, 24 antivirus engines detect this file as malware. I know you'll say it's a false positive, but wouldn't it be better not to use malware-related packers for executables? As of now lots of people just wouldn't risk using it.
No it isn't... Dead Air still uses 32-bit X-ray engine, which means it is limited to 3.5-4 GB of RAM. It can't use more than that, hence the stability problems. I have 18 GB RAM and it still crashes. Anomaly is the first (and AFAIK the only) Stalker mod that uses 64-bit engine.
With all due respect to Misery, Dead Air is even more complex and engaging game. For example, in Misery you have unlimited ammo available at the traders, the only requirement is money. As long as you have money, you can buy all 5.46 ammo (for example), save& reload (or come back later), and the trader will have full stack of 5.45 ammo AGAIN. Not so in Dead Air. Until 3-5 days pass, the trader inventory stays the same. Bought and expended all buckshot rounds? Tough luck, you'll have to switch to pistols. This may sound like too much, but it is exactly what is missing in Misery. Also, when you repair your first Fort-12 pistol and you got yourself about 30 ammo, the feeling of joy is simply undescribable. Some design decisions are bad, IMO (like lowering the weapon that you mentioned), but they are easily fixed with community addons.
Used to work, now doesn't work anymore. Mouse not working in main menu, and if I press enter, game loads but crashes immediately. Hugely disappointed, because liked the mod.
Guys, thanks for you mod but please fix the font sizes... they are WAAAAAY too small. For visually impaired people like me it's really hard. I had to install third-party fonts and that made a lot of difference, but they are overlapping stuff.. not very good.
ok, I suspected that much. I guess dogs should have AOM after all, but their hitboxes should be tweaked because they're very hard to hit when they are biting. I'll revert changes and reupload.
I may look into tweaking hitboxes in the future, but for now I have disabled the "attack on move" for dogs, feel free to test it out and let me know how it goes.
This is "attack on move" parameter. I disabled it now for dogs, check the newest version of the mod and let me know how it goes. This change might actually make them more deadly, who knows. Wouldn't want dogs to be too weak though.
You're welcome. Could you give me an example of a mutant dealing damage from far away? I haven't noticed this yet.
Oblivion Lost and Oblivion lost remake are different mods.
I guess it could help them against dogs in online mode (while you're on the same map). I have a suspicion that offline battles (those occurring while you're at another location) are resolved using different (simpler) algorithms, so angular speed and morale might not be taken into account. But if it isn't true, I'd be glad.
ha ha, nice point I returned the AOM to all bloodsuckers and reuploaded.
will do that after I actually encounter a Controller. Haven't had a chance to see how op they are.
Hope you'll update it for Lost Alpha DC. The currently supplied PRM weapon pack is horrible. I can't help but laugh when I see their RGD-5 grenade model, it looks like green tennis ball. And their Colt 1911 model looks like twig or branch hastily clutched in hand.
I wonder, is it possible to remove new weapons form the Weapon pack, i.e. have the upgrades, and other benefits of the weapons pack WITHOUT the new weapons? They look terribly unbalanced to me (Saiga and Vepr type weapons are too OP and they tend to drop from bandits at the Bar).
флешка открывает один из апгрейдов у техника, поэтому она копируется в ПДА автоматически и пропадает.
Trying this on LA DC.
Expression : fatal error
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 516
Description : <no expression>
Arguments : Can't open section 'default_weapon_params'
Human opponents in arena just stand still in most cases, they don't aggro until they spot me. Is this a known bug?
Thanks for your great addon! Is it compatible with version 0.98b?
Several observations:
I really like the Stalkers and Duty models.
Military - not so much. Vanilla models were more like military grunts Soviet-era style, while new models have them wearing balaclavas for this death-squad look. I actually felt pity shooting vanilla soldiers, because half of them looked like green conscripts to me, only doing their job. Now I feel I'm shooting... well, death squads.
Also I believe author completely missed it with the bandit models.
Original vanilla bandits wore blue pants with stripes (Adidas pants) and black leather jackets, it was a sort of easter egg to every person born in or near Russia before 2000s - Adidas pants with stripes were a disctinctive wear of thugs and lowlife gangsters in post-SOviet Russia.
Updated models turn bandits into a 'generic' ninja-style characters, not much different from stalkers in appearance. Believe me, it's not the same for us Russians. Vanilla bandits are *real* bandits for us.
Some characters with unique faces have also became generic - for example, Mole now wears a gas mask, while he was using an unique face in vanilla.
This is just a feedback, it's not meant as a personal attack, I really like *some* of these models.
it might be a notorious bug related to reloading after dying in the emission. The rainy weather is now baked into your savegame file, unfortunately. Fortunately it can be fixed: Try "cfg_reset_weather" console command, and save/reload afterwards. I'm not sure I remember the command correctly, but it should be something similar to what I wrote. Try it and you'll probably see the correct command autosuggested.
CheekySp
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