I did writing, mission design, level design, modding and general busy-work for Wormwood as well as some art and modelling.
Now I lurk the comments section of other, more successful mods.
I haven't tried the mod but you deserve some sort of award for the amount of documentation you've put up there in the description
Do you think you could give a slightly more helpful answer?
Nothing in either of those.
Modwise I've got latest patch, AO3, Ukrainian Voices, Smaller Fetch Quests, and a custom NPC models mod...
Got a crash. Not sure if reproducible.
Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
Function : CPatrolPathManager::select_point
File : patrol_path_manager.cpp
Line : 173
Description : patrol path[gar_smart_terrain_6_3_camper_1_walk], point on path [name00],object [sim_default_freedom_020910]
0023:005670CA xrCore.dll, xrDebug::fail()
0023:04EE3777 xrGame.dll, CDialogHolder::IgnorePause()
0023:04ED0E85 xrGame.dll, CDialogHolder::IgnorePause()
0023:50407246 lua51.dll, lua_pcall()
Was wondering around the bar south checkpoint with a companion. Let me know if you need any more info.
Playing as an Ecologist, I've taken the Diplomat mission from Beard and tracked the marked military commander down to the great swamps. I don't seem to have any mission specific dialogue options. Any thoughts?
They're very nice cards, but it does come off as a bit mercenary to use the anniversary of a natural disaster to sell playing cards. Have you thought about pledging a certain amount of money made to an appropriate charity?
I'm not quite sure Beac does everything by himself...
Would be, but it's not really realistic for Agent Degtyarev to join his faction's biggest enemy.
We have added an SoC-style PDA encyclopaedia, and we're populating it with articles on factions, anomalies, equipment, and whatever else we can think of (I really like writing things).
However, it's worth noting that the in-game articles will be written by the Military, and thus will probably contain a fair amount of errors, mistakes, and intentional misinformation (i.e lies).
Obviously, any feedback, suggestions, or picking up on my grammar/tone/spelling mistakes is much appreciated!
Tunnels under Jupiter plant are definitely something we've got planned, but we're focusing on existing geometry first.
Congratulations on your official release!
We don't know when we'll be releasing the mod yet, but we'll be sure to let you know when we do.
They're on our to-do list, especially for Freedom and Mercs.
That is a very pretty gun.
My information might well be of use to you, Stalker.
There are over 100 rooms in this apartment block alone, and 7 or so of this type dotted across Pripyat. Much as we'd love to model every room, realistically the engine wouldn't be able to handle it. We'll be picking and choosing rooms as best we can to give every level loads of new content without crashing X-Ray every time you load the level.
TLDR: Every building, yes. Every room, no.
Wormwood uses Open XRay, which lets you change FoV easily from the console.
We've already given the Skadovsk the same treatment - you can see the main entrance barricades here Moddb.com ; and there are also a few shacks on the deck for the patrolling guards.
We really liked the CS Loner base, and it was a big inspiration for how we've laid out Yanov and the Freedom base at the Sawmill in Zaton.
Nope, in Wormwood you're still Agent Degtyarev, investigating the failure of Operation Fairway. You're also doing a lot of new stuff not in the vanilla game, too.
You can work with or against some of the merc units dotted across the Zone, but they don't generally recruit members on the spot.
Don't worry, there'll be plenty of content for CS fans (although not as much as for Duty and Freedom).
No ETA yet, but thanks for the kind words!
IIRC in vanilla NPCs just walk straight through anomalies without triggering them. It's a bit of an issue with dynamic anomalies, a bit of an immersion-breaker, but presumably fixable with the source code since it wasn't a problem in SoC.
That's a really interesting concept there. How do NPCs/Mutants interact with it?
The standard blue chest stashes in Yanov Station, the Laundromat, and the Skadovsk have been removed, but we've added more than enough new stashes to replace them (if you can find them!)
Upgrades in Redux were cut for balancing purposes, I'm afraid.
Sounds very exciting. The Vepr-3V - is that one of those AK variants with a hunting stock? Similar to the Saiga range of rifles?