You do not need it, use the latest version
You do not need it, use the latest version
You must edit healing_timer() function.
Change it from health = clamp(health + 0.1, 0, 1) to something like health + 0.8 or maybe 0.03 if you want longer injury time.
I'll give this a try. Looks better than the mod I made for improved condition drops, well done
I think this mod is great. Better faction identity, less items and bloat, more noticeable increases in strength.
Keep up the great work. I will say though, it is a shame npc weapons no longer jam. It feels like armour protects NPCs way more than me, I went to rostok in fully upgraded monolith exoskeleton, killed like 15 duty, and then 1 ecologist killed me easily ha.
I also think enemy accuracy is very deadly.
Overall I'm enjoying it a lot, I tweaked some settings in the gameplay difficulty menu to tone down their accuracy and make myself do more damage, and now I'm very happy.
I have the blue PSO scope, don't know about the others.
It now uses MCM by default (so you can set the keybind from your menu), and if you don't use MCM there is a default keybind in the script (which you could edit if you want, by opening the script and writing in another key).
Hi, new version of the mod uploaded now.
Hi, the way you access (and teleport) objects depends on whether you're using the online or offline object (basically whether the object is local, or just being simulated as part of the A-life in another part of the zone).
I'll try to see if I can check for the online object and if it's not there, then to get the offline one, but can't promise I'll be successful in figuring that out.
Hi, I haven't played in a while. I'll take a look at making it work with MCM this weekend
Hi to you, and everyone else. Thanks for your support, I was surprised to see this mod in the top 5 pages of all time anomaly mods still! I will look at making it work with MCM, probably I'll take a look at the weekend.
I'll give this a go, sounds interesting!
I'm going to try this, looks good from the model screenshots!
This is great. I'm using the one for stat bars comparing against in-game threats. really cool
This is great
Sometimes in difficult terrains they won't tp to you, but if you move more, then the key should work. I have the issue sometimes too. I've not looked at stalker in some months, if I find a solution I'll let you know
I edited the description to show Russian version, you think it looks ok?
What edits did you make to the script?
Not sure why this is happening, the latest version of the mod adds in a nil check to stop most issues, but I have never tried BAS. Maybe worth checking if the scope for your weapon is in addons_table, as I don't know how or where BAS puts the scopes for its weapons
yes the latest version added a nil check, that's what fixed the annoying bug of having to save/reload. I added elseif (scopename ~= nil) then..., I think his problem is maybe if BAS doesn't add the scopes to the addons_table, but I never used that mod so I'm not sure
Companion healing over time is controlled by scripts/axr_companions.script in the healing_timer function. You can change the line health = clamp(health + 0.1, 0, 1), to something like health + 0.05 instead.
Other mods just made the companions unable to take damage, I made it so they get critically wounded if they take too much damage, and if they get shot in the head, they immediately get critically wounded. Companion healing over time is controlled by scripts/axr_companions.script in the healing_timer function.
Yes, I am making a small mod soon for creating your own "essential NPCs" which will have the same protection as this mod. Btw this mod will also protect Hip, if she is your companion currently. But if she isn't your companion yet it won't. My next mod will fix that
Hi, are you sure you didn't shoot her accidentally? I tested this with 2 companions vs like 5 alpha monolith squads fighting for like 10 minutes and they didn't die. Only the player should be able to kill the companion still, not any npc or mutant
Hi, to do this you have to edit scripts/axr_companions.script, look for the function called "healing_timer", because the auto-healing isn't done by my mod but by this default file. You can change the clamp(health + 0.1, 0, 1) to something like health+ 0.05 or something.
I am currently working on a small mod to make other NPCs have the same protection as companions if you add their names to a list. I will make a compatibility patch with this mod, so you can either use both or just use that one, I'll release it soon i think
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