Thanks
Is the dead bodies not showing on mini maps an intended feature on 1.5.0? And can this be changed somehow? In 1.4.0 they were just minimized to 0 pixels and could easily be returned by editing the ltx, but in 1.5.0 that doesn't do the trick anymore.
Anyone know how to make dead bodies and stalkers visible after enabling the mini map?
It makes enemies appear on minimap and PDA map in addition to friendlies/neutrals when using the military GPS device.
It's tested on the vanilla base game with AO 3.1 added. If you get a crash, it likely means you have some other mod or mods installed that conflict with the files in this mod.
Also make sure you downloaded the correct version of the mod for your version of the game. There is a version for both 1.4.22 and 1.5R6.
I didn't make it, it's just a port from a weapon pack. It was an easy one to port because it used the same animations as the M16A2 in AO and has a fixed scope so there was no need to zero iron sights for the weapon model.
I think the FAMAS and Tavor might be in STCoP, you might wanna try that.
It does not replace any other guns.
Update 2:
- Changed misfire start condition to be in line with other guns in AO
- Reduced the condition deterioration to be in line with other guns in AO
- Increased bullet hit impulse to be in line with other .308 guns in AO
- Increased bullet hit power to be in line with other .308 guns in AO
To update, re-download mod and overwrite.
Update 1:
- Changed misfire start condition to be in line with other guns in AO
- Reduced the condition deterioration to be in line with other guns in AO
- Increased bullet hit impulse to be in line with other .308 guns in AO
- Increased bullet hit power to be in line with other .308 guns in AO
To update, re-download mod and overwrite.
This mod does not come with AO, it just requires AO. If you install this mod, it should simply add the SR-25.
Port to 1.4.22 now available here: Moddb.com
If you find any bugs/problems on the 1.4.22 port, please comment on that mod.
If it's not available in the STCoP pack for 1.4.22, I can look into porting it from STCoM later.
Update 1:
- Improved item description
- Fixes to item position in inventory by PYP (thank you!)
- Firing sound changed (suppressed firing sound remains the same)
Thanks so much for correctly positioning them! I also like the other firing sound more. I'll update the main file.
Ecologist traders have a chance of selling them after gaining 1500 favor with ecologists. They can also be found in stashes and of course, spawned with the spawn menu.
It's the base game and affects every version of the rad suit.
Found this interesting artefact in X18 called "Gimlet" and the description says it can teleport me anywhere. Is this just a zone legend or does it actually have this functionality?
Alright, PDAs and faction patches are now among the loot. Thanks!
Edit: There is a slight problem caused by the newest version if you use OWR; the item icons in inventory are stretched. It was a problem with the 1.5 OWR that had a fix provided for it, but that fix cannot be used without removing the new artefact inventory icons from this mod.
Seems to be caused by the ui_icon_equipment.dds file being 2049x2048 pixels instead of 2048x2048 pixels
Further edit: Solved by taking above file from the earlier version of mod, 1.5.7 and replacing the file from 1.5.8
Thanks, I will try it now
I haven't seen a single PDA either in 9 hours of gameplay
Thanks a lot! That was fast :)
Returning any artefact to professor Hermann on the mission "Scientific Progress" crashes to desktop immediately with this:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...5 r6\gamedata\scripts\xr_effects.script:510: bad argument #1 to 'random' (number expected, got nil)
stack trace:
0023:00B7269C xrCore.dll, xrDebug::fatal()
0023:68B8266D lua51.dll
0023:68BA2FCA lua51.dll, lua_sethook()
0023:68B8266D lua51.dll
0023:68B87246 lua51.dll, lua_pcall()
0023:0BA2C28D xrGame.dll, CDialogHolder::operator=()
0023:0BAC303D xrGame.dll, CDialogHolder::operator=()
0023:00411191 xrEngine.exe, CLoadScreenRenderer::OnRender()
0023:00410C79 xrEngine.exe, CRenderDevice::FrameMove()
0023:0041098A xrEngine.exe, CRenderDevice::message_loop()
0023:00410AB1 xrEngine.exe, CRenderDevice::Run()
0023:00465ADD xrEngine.exe, InitSound2()
0023:00466263 xrEngine.exe, InitSound2()
0023:00466366 xrEngine.exe, InitSound2()
0023:00471F4B xrEngine.exe, CApplication::load_draw_internal()
0023:76C98744 KERNEL32.DLL, BaseThreadInitThunk()
0023:76F0582D ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:76F057FD ntdll.dll, RtlGetAppContainerNamedObjectPath()
These are really great. I especially like the OGSE 0693 theme.
If you have the time, could you add the OGSE 0692 theme called "There are no god"? I liked it a lot when I played through OGSE. It's on the official soundtrack here Moddb.com
I really like these but can they be downloaded anywhere without the geiger counter sounds?
SPOILER You can fly helicopters during emissions, because they have emission protection systems. The choppers dropped down because of the moving anomalies in the air. SPOILER
Anyone looking for more realistic weapon damage, try this:
Everything from drug effect times to mission event timing is tied to the 10x clock, so if you change it to say 1x, drug high will last 10 times longer, and missions will progress quite slowly.
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