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Very nice, sound quality is great. Do think some of the unsupressed firing sounds could stand to be a bit louder though.
When you get this issue open your console. if you see a wall of text repeating something about occlusion queries, punch vid_restart into the console and it should clear the issue for you.
not sure if it'd be the case for you, as I've been playing with the extended pack, but there should be a supernova artifact buried behind some crates along the wall in the same room you find the engraved gun in.
I thought those npcs were intentionally made invulnerable until after they leave the cordon as of 1.4005 to prevent such an exploit, or maybe I'm thinking of the extended pack. Not certain.
I believe you can get in there if you jump on top of the well and low crouch. Not sure if its still the case with 1.4005, but I've done it before in 1.4002. Don't expect to be able to get back out though.
I've had the armory door open on one very specific occasion, pure dumb luck I suppose. After making the bandit base hostile, the guard immediately tried to open said door, just in time for me to plug him in the head with an akm. the door stayed open.
certainly understand that, and I like the mechanic as it stands, but it isn't impossible to abuse the mechanic by piling on enough artifacts that you can run around with a knife thusly making reloading all but unnecessary. it was just a thought, one id find preferable to a CoP balance on artifacts.
I'm of the same opinion as well. if the idea is to limit the effectiveness of artifacts maybe implementing artifact containers would be a better approach, subsequently limiting how many can be equipped at a time.
My thoughts exactly. That would be greatly appreciated. I had suggested a 1:5 ratio with velocity, so 15% velocity = 3% damage. Don't know if that would be excessive? Probably have to set the VSS back to your initial balance and force the player to do the legwork to turn it into the monster of a weapon they expect it to be. Id personally be fine with that seeing as how I'm handed one through main questline progression.
Sounds promising. This has easily been my favorite stalker mod to date. My only personal gripe is the choice not to have velocity upgrades on weapons effect damage at all, but I digress. Thank you for your continued hard work.
I'm honestly more curious as to why a good portion of the soldiers are spawned inside the monolith compound. more particularly at least 10 are spawned in the back corner of the room directly beneath where the player acquires the documents.
Out of curiosity, do your remain in first person when the cutscene starts? I ask cause I've had this happen a couple of times, and when the cutscene ends I do not regain control of my character either.
Yes. Clean install of 1.3, and started a new game. I was also curious how the autosave mod was handled. I typically use hard saves, and the autosaves an an in case of emergency, but they tend to be buggy.
I would assume so. Observation more than a complaint really. Haven't been able to recreate the thing with repair kits in a while though, so not entirely sure what was causing it.
Out of curiosity, anyone else notice that occasionally repair kits get uses back when in the trunk of a vehicle, and for that matter, thay fuel cans can be used twice when refueling a vehicle?
I've noticed in general the autosaves have a tendency to do some funny things. not being able to interact with doors, leaving me locked in the scientist base in yantar, (strangely the doors would swing freely if stabbed or shot at them) or the autosave after first talking to Ghost replaced one of my weapons with the VSS. Subsequently that weapon completely disappeared.
I for one agree, some of the enemies are a bit on the side if bullet spongy, especially dogs and boars. As far as human npcs, use AP rounds and you should find things go much smoother.
opening the console and entering vid_restart should clear the issue without the necessity to restart the program
pretty sure this is a bug from the base game, and it effects all ammo spawns in yantar.
Appreciate the insight. Was curious if it was something I might have brought about on my own, but I guess I can chock it up to another anomaly of the zone.
I keep running into this strange graphical issue where in certain specific areas objects wont render on the other side of open doorways or windows. Any ideas?
Cheeky little bathrobe wearing midgets aren't they.
Had this happen with the naked burers in the forest, as well as the ones in darkspace.
That's just my opinion though. Perhaps give the player a reason to seriously consider whether or not to choose a muzzle velocity upgrade over say recoil, or accuracy. Something very slight, like on a 5 to 1 ratio with the velocity upgrade. Most weapons would get say 5% to 10% increase with all velocity upgrades installed.
Interesting. Haven't run into that. Anytime I hear their distinctive call I usually have maybe 3 seconds to get out of whatever vehicle I may be driving before it is telekinetically thrown hundreds of feet into the air with me inside of it.
Amazing, by chance, will this also effect the burers ability to throw vehicles into orbit?
Thanks for the info. I'll be sure to avoid those from now on as they don't really serve a purpose for anything other than the VSS.
Had a lingering suspicion that might have been the case, but it doesn't show in any way in the ui.
This is just a thought, wondering if it would be possible to have upgrades to muzzle velocity also slightly increase the damage output of the weapon?
I was seeing the same issue, removing the mod file that retooled dynamic wet surfaces seemed to fix it.