Casual cheeki breeker. I'm not a professional modder, but I've always liked tinkering with stalker game files to balance the factions.

Comment History
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

I downloaded that mod and checked it's files just now, it looks like it's compatible. I wouldn't overwrite \gamedata\configs\gameplay\Profiles from my own mod though. (because the ranking system in Dux's is made is made slightly differently and balances all faction ranks rather than only bandits).
This won't affect the weapons they spawn with though, the npc_loadout_bandit file should still be perfectly compatible.

I can add a small patch that makes it completely compatible with Dux's to simplify things later on.

Good karma+2 votes
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

I'm not familiar with that mod but I could have a look and make compatibility later on if not. Can you provide me a link for it?

Good karma+2 votes
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

Maybe for now. I'm looking into the BaS addon (Boomsticks and Sharpsticks if I'm not mistaken?) and I'm experimenting. Once I get a feel of the weapons and try them out, I'll see about making a version that's BaS compatible.

EDIT: I uploaded a version that supports BaS if you're still intersted

Good karma+2 votes
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

Hi,

Honestly I'm not quite sure; the way I did this is that I checked loadouts from other faction, copied a few weapons from there and put them in the Bandits loadout. I did it this way to be 100% my modifications wouldn't cause any bugs. So if the other factions spawned with BaS weapons, chances are some Bandits will too.

In case you're curious, I gave novice and experienced Bandits more smgs. Gave expert and master Bandits more assault rifles and better quality shotguns like gallils, P90, more variations of the AK, M4, groza and val, spas12 and such etc.. But nothing crazy like a gauss rifle or fn2000 etc... But of course you can compare my npc_loadout_bandit with the vanilla one to see it in full detail.

This is to make the Bandits seem like a more established considerable faction, yet not as overwhelming as the other large ones.

Good karma+1 vote
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

Is efp a translation mod? Because if it only impacts the language, it doesn't seem like there'll be any conflict with the files

Good karma+1 vote
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

I've taken a look and looks like it should work, though their ranks might need to be rebalanced a bit to match that mod's own ranking modifications.
It doesn't seem like there would be issues with them spawning with better weapons though.

Good karma+3 votes
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

Hi,

I've taken a look into that mod files, this is definitely compatible from a technical standpoint. However, seeing how the ranking system is changed there, the ranks of Bandits from this mod are severely underpowered in comparison with all the other factions from that mod; they would need a rank buff that matches that ranking system. And I can do that if needed.

Absolutely no issues with the wider variety of weapons they spawn with though.

EDIT: I added a version that supports Improved Ranks Revisited V1.0.7 if you're still interested

Good karma+3 votes
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

Thank you my unofficial brother of the north, all hail the Monolith

Good karma+4 votes
OnlyHammers
OnlyHammers - - 12 comments @ Stronger Bandits

Awesome! Hopefully they'll be at least somewhat challenging with this buff rather than a joke. Go get em!!

Good karma+5 votes
OnlyHammers
OnlyHammers - - 12 comments @ Sky Reclamation Project (SRP) v1.1.3

I added a bunch of those new squads on the map and fixed up my files accordingly so it's natural it won't work on your computer I suppose.

I've reinstalled the game on a different drive having only your modifications on it but still the same exact issue.

I think this may be happening because my game is patched from 1.5.0.4 to 1.5.1.0, meaning that the engine are up to date but the scripts aren't, I'll try installing it from steam, decompile the files and then add your modifications and I'll update you about it soon.

Update: YESSSSS I was right! Despite my game being patched, the scripts were still from V1.5.0.4, and so when I took the files directly from the steam 1.5.1.0 version, and THEN add your mod, it works flawlessly, even including my own modifications!
Can't wait to try it out and see how it is, thank you again!

Good karma+3 votes
OnlyHammers
OnlyHammers - - 12 comments @ Sky Reclamation Project (SRP) v1.1.3

The save file I've attached is literally from the very start of the game (you may notice faction strengths are different because I made my own modifications (buffs and nerfs, game relation changes and initial squad spawn point changes etc) to make the game more interesting and action packed. But all those changes have always worked 100%, I never touch Swamp (marsh) scripts though so I'm confused what may have happened because even when I bring back my default swamp scripts the game still doesn't progress (even when I start a brand new game altogether), maybe something in gamedata\scripts is conflicting since I didn't back up those (and never touch them either)?.
Either way I've uploaded the save file and here's the link:

Easyupload.io

I can record my experience and post a video of it on youtube if it helps by the way.

I hope we're able to work it out, I'm excited to try out your mod.
Thank you!

Good karma+1 vote
OnlyHammers
OnlyHammers - - 12 comments @ Sky Reclamation Project (SRP) v1.1.3

I've unpacked the mod into my game and began a fresh start, but I'm having a big problem; for some reason the game won't progress beyond the very beginning (Where you climb the tower for the distress signal and kill the boars), Lebedev says that there are anomalies ahead but his next voice lines don't come up and the events don't even happen, I reach the tower but the quest is not progressing, I'm sure it must be a script error but I can't figure out which since the game isn't crashing. Has this happened to anyone using this Mod? What can I do? I made sure my game was V1.5.1.0

Update: I think the problem is coming from the script file mar_space_restrictor_tutorial.ltx (found in Configs/scripts/marsh) from the vanilla game, I think mine is not compatible with the new files from the mod, how can I fix this? Can I attach the file here to show further details?

Good karma+1 vote