This member has provided no bio about themself...
Can download it from anomaly's VK site, just google it, gotta download release candidate 15 then patch it incrementally up to v19
Its not game play, so don't care
This is a great mod, thank you
Phew~ Mercenary and Military Factions loadouts should be working, and myself and attackzone974 have done a bunch of other little things here and there, including attackzone974 addressing bmblbx176's request for more food.
I actually have not changed the rates for food off of vanilla, but I think this is a good suggestion, and I think attackzone974 would probably agree that we could modify the rates for food so you atleast know that it will appear on a consistent basis.
Got a new version, this ones got Mercs, Freedom and Clear Sky Faction loadouts, and some fixes and improvements in other areas.
-edit, updated the download link, i think things were not spawning properly in the previous version
-edit,edit, link updated again, includes fixes and improvements courtesy of attackzone974
This is a new version of the Themed Inventories I was going for earlier, but now I have expanded the scope to include themed starting gear and themed AI stalker loadouts. For now the only factions with AI load outs so far are the bandits, as for the starter loadouts, all factions are modified (except the ecologist). Apart from themed weapons, the stalkers recieve an weapon toolkit, the bandits in addition to there sidearm receive a sawn off, and the mercenaries receive a 9mm suppressor. Please give me your feedback and suggestions for how this concept could be improved, thank you
edit- known problem, theres an additional entry for the bm16 (toz66) in the player loadout section for bandits, causes sometimes the bandit to get access only to sawn off, and not both sawn off and sidearm, will be addressed for next update
Themed Trader Inventories
This version adds a themed inventory for the Monolith, a whole bunch of additional optics for the different factions, mercs and csky now have access to 338 lapua, all factions have access to the appropriate launcher grenades and a fix by attackzone974 for a crash related to "heavy pockets".
The idea behind the monolith inventory was for there inventory to reflect the lore behind how there members could be populated by former members of any other faction, so for that reason they have access to all other factions gear at a low chance. They have still have a consistent inventory for ammunition.
I have not added it to any of the trader inventories (hadn't even considered it) I'll add it to my list of stuff to add. There are some items I don't actually know how to add yet, that I need to figure and that is going to be one of them. I need to figure out how to add the sniper optics, and the 338 lapua as well if anyone can figure that out. Thanks~
Minor updates to all available factions (limited available ammunition pools, fixed up available weapon and ammo types), added an themed inventory for the stalkers. Stalkers have a consistent pool of low to mid tier gear and ammo, but always have detectors and repair kits to hopefully make looting and scavenging more consistently profitable. I have not set up an independent inventory for each loner trader yet, just couldn't be bothered this week to be honest. Also still got monolith to complete. Enjoy :)
For any body interested, here's a project I have been working on for AO3.1. It's themed trader inventories, each trader now has a selection of equipment that is, for the most part, faction specific.
I would appreciate any feedback you might feel like providing.
The inventories are not finished yet, nor the rates. Monolith and Loner factions have not yet been added (only a temporary inventory for Sidorovich). For Loner I intend to have each of the stalker traders in order of appearance provide sequentially superior gear. So at the cordon the available equipment will appear quite limited compared to what Owl and Barman will be stocking. For the rates, bandit are the only faction I tried my hand at determining rates for, I'm thinking in the long term about having most available low to mid tier equipment available 100% of the time, and only rotating in high tier stuff on occasion for all traders, so look forward to that.
Thanks again <3
Thank you so much, do you mind telling me what tool it is you use to unpack the .db, i would like to try experimenting with it as well.
Hey, would it be possible to get an mod for this to increase the amount and availability of ammunition available at the traders?
No crashes to desktop, and they look fantastic, thank you!
Yes i had THAP for COTZ installed into gamedata folder, and your STCoC compat patch as well. I think now It is working, is there anyway I could verify that's working as intended? (I've not used thap before)
I still cant get the game to load with AO3 and THAP, as soon as the games finished loading a new game it crashes to desktop. Can anybody provide a more comprehensive guide for how to get this to work?
You are an absolute machine!
Is it possible you could patch this to run with THAP CoZ?
Yeah I've tried running it without AO and it runs perfectly fine, as soon as I installed AO it stopped working, and If i run AO without THAP it works fine
This is the version of AO3.1 I'm using "AO3.1_For_CoTZ_1.1_v0.3"
Yeah it uses database files
I must be doing something wrong, I can't get it to work with ao at all.
Hey Doc, its occurred to me that while playing this in iron man mode, and trying to progress as far I can through the story before dying, this plays and feels very similar to a rogue lite.
Is this compatible with Hdoom?
Ahhh ok, I've been using your mod with an enemy replacer (left 4 doom game play mod Forum.zdoom.org) so that's why I thought It may have been a mistake. I can just spawn a pistol on start anyway using the console so all good, thanks
Pretty close to the mark for being similar to NMRiH. Could use the ability to unload no longer wanted weapons though. Seems a little too easy to hit and run with the melee weapons as well but I cant remember if NMRiH was like that or not
It seems like no matter what option I choose when I starting a new game, I either spawn bare handed or with the default BD pistol
I really like your work, but could you provide a means to allow all your custom weapons to spawn naturally alongside your "vietdoom weapons mod"?
This is a great mod, any chance you could get the 1911 working with pistol spawns?