Sorry, I did not mean to either offend you or underestimate your efforts in any way possible. The mod is great.
Sorry, I did not mean to either offend you or underestimate your efforts in any way possible. The mod is great.
I wished you introduce some kind of a blur (the one you have in your description picture) or some kind of "blacking out" to the periphery of the scope texture. Also, you might make it optional.
Overall this description scope picture with a blur looks super dope. Seems to me like an optimal alternative to both time-investing 3D scopes and unoptimized Dual-rendered scopes.
Shovelled Rather not. It is not polished yet and looks like a bunch of raw ideas. I would suggest starting with vanilla dead air. It has a lot of things to do. + machine translation is always a thing. Combination of machine and human translation (vanilla DA) + some new custom addons might ruin the first impression.
Thank you for the comprehensive response, really appreciate it! It is not like I really want to yell at forums and ask devs to do what I want. I just want to see a logical and refined system which might not be even "realistic". For example, the vanilla COP damage/armor settings of the damages.ltx file was pretty fine for me. Yeah, it might be hard for one dev team to polish everything and DIY approach is definitely a thing for such projects. Good to know that Anomaly has such big team that they care about so many aspects. Gonna check that link!
Probably, my comment will be lost but I wished devs reworked the armor/damage model in a way which makes high-class armor matters but also makes SMG and pistols viable against unarmored guys. A closer comparison is the Armor Class system from Tarkov. Every "realistic damage" single mod I play makes everyone oneshot everyone. Default damage system with k_ap, hit_fraction_npc, etc sucks and is pretty old. No one tries to rework it.
Do you load ammo instantly or bullet by bullet now? Could someone suggest how to switch to the slower reload?
Other thing is that Devs added tactical reloads to all the weapons, rechambering is manual for pump shotguns and bolt-action rifles now. Therefore StCOP will be smoothed (had inconsistency in animations too) now. Also, they already added PPS 43 (maybe gonna add smth new.
The bottom line is that it looks like they wanted to polish gunplay and all the animations a bit. Applying it to all the weapons in TAZ would take a lot of work.
I have question about the armor class. How do you scale the damage if the bullet does not penetrate the armor of the NPC?
While it is always painful to start a new game, all the changes are really important and worth a try. Perhaps, I will start to play survival mode on the new patch and and hope that it will be enough to cure stalker blindness stuff with m_stalker file.
you can enable legs instead which gives much better immersion for me at least. Perhaps, this is the reason why the shadow was turned off
Recently Dead Air came out and introduced a lot of new gameplay, visual features and overall great performance (at least on my mediocre PC). However, I think that it is still quite rough on the edges. Though, I find the hardcore gameplay consistent and balanced (monsters, radiation, stamina, prices etc.), the skirmishes with the human NPCs is quite an issue for me. Particularly, the AI perceptiveness, bleeding and damage system. While the first two definitely need a proper fix, they also can be somehow tuned even by non-devs using a m_stalker.ltx file(but it will probably harm the awesome stealth system). The damage system is also fine for mutants but it can be much better for stalkers. Sparse-n-deadly ammo definitely makes sense but I don't like the thing that Misery Armor Class system is underestimated. I think that now it is too easy to kill even heavily armored stalkers even with submachines and pistols. Therefore, It could be fixed by decreasing the taken damage when the bullet doesn't penetrate the armor. For example after these fixes it wouldn't be so easy to kill a target with 2-3 armor levels by shooting in the torso with pistol calibers only making the gunplay more complex, diverse and interesting if you compare it to other generic stalker mods. Eventually it would be all about picking a proper gun and ammo for a mission because stopping power itself will be diminished by a vest. A prototype of analogous armor-based system (Stalker A.R.E.A mod) could be find by the link below.https://www.youtube.com/watch?v=dZmXhEPhwV0&t=89s
Buy a detector and find some artefacts near the garbage area. To get to the Truck Cemetery form bar you should jump over the fence from the cross (to the left from the main gate to the truck cemetery). Though cemetery is not flooded with artefacts. The best option overall would be earn some money on artefacts/mutant parts/ quests buy a permit for military and become friends with them.
You should remove the radiation before going to sleep. To measure the radiation you should find the dosimeter. Before you have one just drink 1-2 bottles of vodka before going to bed
How can I get Open scopes adaptation alone?
Do you know how to turn down the NPC bleeding effect. Many of those cannot bandage themselves?
Hi, could you tell if you will know about any new AI tweaks for DEAD AIR? Thanks!
Does somebody know how to change the damage dealt when the armor class is higher than the bullet penetration?
Hi! Zealot_K. I've read your comment before about AI before. I also think that this mod is balanced pretty well except for AI. I also had the same issues with the AI mid-long range stupidity. I ve also made a small video to show an example. Could share the tweak you used. It would be super useful cause now human opponents are to kill because they seem to be blind and stupid at mid-long.
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