Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.
This addon introduces a wide variety of new outfits, supporting different kinds of playstyles. The outfits were based on different variations of existing suits worn by NPC Stalkers.
The addon introduces a great variety of new gear (currently 47 new outfits, 15 new helmets, and 5 backpacks - including 3 separated closed-cycle respiratory module variants), split between Loners, Mercenaries, and Duty factions (more factions will be included in future). Most of the gear is based on NPC skins from Dead Air, MISERY and some other mods. Even the ones ported from to Dead Air can be seen on NPCs.
------------------------------VERSION 1.1EXTup5 is LIVE!------------------------------
This is the last version before the next full-scale update, that will come shortly after Dead Air 1.0 is released.
It contains a single, but arguably the most important fix of all to date:
* fixed: spawn bug that allows end-game outfits to appear in random stashes. To work it requires a new game, as all loot is determined while starting a new playthrough.
* update: repair fix from earlier update is now implemented into the full version, and not just as a separate patch.
Good hunting Stalkers!
------------------------------UPDATE - I'M BACK!------------------------------
Hello everyone, it's been a while since the last time I was active here. First things first, I wan to say sorry for my abscence and lack of communication with you, and also I want to greatly thank all of you for staying and helping each other while I was gone.
As to what happened - shortly after the release of last version of DAOO a series of, let's just call them, unfortunate events struck me and turned my life upside down for a few months. This mostly consisted of problems with the job, money, and I also ended up moving house in the process. Having my PC breaking down twice didn't help either, as I lost all resources and progress related to next version of DAOO and one other addon that I was working on at the time.
But now I have fully recovered and am back on my feet, ready to catch up and get the content flowing again. For last few days I've been quietly active here, read all the comments and put down notes on what to do next. I also created another addon - related to artefacts, this time - that has a scope similar to DAOO, and is a direct successor to my first ever addon, De Facto Artefacto. However, during my final testing I found that this project is plagued by the same issue as DAOO, where end-game items spawn randomly in stashes in early game areas.
I am now doing my research on why this is the case, and as soon as I find the culprit I'll start working on a solution for both these projects.
As for today's update - it contains a temporary fix suggested by Blak-Dragon (thank you very much!) that allows you to repair DAOO-added backpacks and CCRM's. Full version of this feature will be implemented with the next large DAOO update.
When will it come? As soon as I fix the spawn glitch and Dead Air 1.0 releases. I have no information on when the latter will happen, but I want to ensure DAOO will be compatible with the newest version, especially that next large update for this addon WILL REQUIRE A NEW SAVE.
My goals for the next version are to get rid of the spawn bug, introduce a new trade system for all outfits (for example - for Merc outfits you will not only need to hand over the documents, but also have high reputation with Mercs and, in some cases, other factions as well), introduce Monolith suits (possibly Freedom in the same update, too) and ensure compatibility with my upcoming artefact-related addon, as both it and DAOO modify some files that overwrite each other.
Once again, thank you for staying here and remaining active. I really appreciate that, and again, am very sorry for going radio silent for this whole time. Good hunting Stalkers!
------------------------------THANKS------------------------------
This week I won't have too nearly as much time to work on DAOO as before (real life things), but any time that I can spend on it will be spent on fixing the bugs. To be honest I'm slowly running out of ideas for a potential fix for the backpack bug, but all is not lost and I am still searching through the files.
IMPORTANT:
This addon was made on Dead Air 0.98a, but so far any incompatibility issues with 0.98b have been fixed. It works well with both versions, but if you happen upon any bugs, I'll be grateful if you report them either here or via a PM - a fix will be uploaded as soon as I find the solution.
V1.1EXT introduces a number of changes aimed to improve the comfort of the player, as well as some balance changes. All the changes are listed below.
As for some changes on the addon page - the changelog was converted to a text file and will be available in DAOO's archive file from now on. Only most recent update notes will be displayed here, so that there is not so much text on the site :).
But first, I wanted to thank some people:
Soda_Machine, who pointed me to a mod which contained 80 models and textures made for ShoC. Even grater thanks for them for assembling and sending me their own model and texture compilation, from which I made the Jackal and Coyote merc suits, the Voin suit and Nomad suit, as well as C50, mTR-20 and PPMz-88 masks - even more stuff will be added in the future. Sadly, I didn't manage to make any models from the ShoC pack to work due to skeleton animation issues, but I am really thankful for your contribution to helping this addon grow, especially that almost all models from the second pack will be used at some point. Credits to all the creators of used models and textures can be found in a text file included in DAOO's archive.
IDAVOLL, for sending me some mods to take suit pickup models and hand models from. I did not have enough time to look through them now, but that's one of priorities for next update.
The anonymous guest, who pointed me to the CoP Variation Mod - from there I ported textures for Merc Hunter and Sunset suits, as well as camo patterns for Sunrise Predator and Autumn suits; more textures from there will be coming with next updates.
Blak-Dragon, for suggesting a temporary backpack repair fix included in the last update.
Thank you all so much!
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VERSION 1.1 EXTENDED: CHANGELOG
NEW CONTENT:
- 8 Loner suits (3 new ones - one of them in 4 versions + 2 new TB-1 variations), 2 Mercenary suits (two versions of one suit), 1 Duty suit
- 3 Loner gas masks, 1 Mercenary gas mask, 1 Duty gas mask
- 1 Loner backpack, 1 Mercenary backpack
- Variations of CCRM for 3 already covered factions (more coming in future)
- Gear List:
--- Voyager suit: armor class I suit for Loners. Great carrying capacity, good comfort and durability, but weak physical defences (pretty strong radiation prot). Uses the Wind of Freedom upgrade path.
--- Voyage backpack: made for all players who like to carry tons of stuff all the way to Barkeep. 47 kilograms of capacity, but very fragile.
--- PPMz-88 gas mask: last part of the Voyager set. Wide field of view, more physical prot than M40 (PMK) but less stamina regen and environmental prot - except for thermal, which is better. Has a NVD.
--- ACG-R "Nomad" suit: lightweight suit with nice dry leaf camo. Good stamina regen, nice carry weight, and dependable wound + radiation protection. Custom, exclusive upgrade path, focusing on environmental protection and utility.
--- Sunrise suit variations: there is 4 of them, they use new "advanced suit" upgrade path based mostly on original Sunrise, with additions from Berill and SEVA. They are more durable than base Sunrise and have no stat penalties.
* Sunrise suit "Drought": significantly higher radiation and wound protection, camo pattern of grey and brown spots.
* Sunrise suit "Predator": higher wound and impact defenses, almost plain olive color and dark green vest.
* Sunrise suit "Autumn": enhanced chemical protection and slightly better energy regeneration. Camo pattern of mixed brown, green and yellowish spots.
* Sunrise suit "Vineleaf": significantly higher energy regeneration, lower energy usage and quicker camera movement, as well as more wound protection. Camo pattern resembles vine or ivy leaves.
--- GP-5: good old GP-5. Decent radiation and chemical protection for early-mid game, but has very low energy recovery and the M12 hud; also next to none physical protection, but it's cheap.
--- TB-1 (Earth Digital Camo): more thermal and radiation protection, as well as physical protections at cost of chemical, electrical and psy protection. Camo pattern of brown, grey and black pixels.
--- TB-1 (Vineleaf Camo): lighter TB-1 with more movement control and lesser energy penalties, as well as with increased chemical protection. Highly saturated, dark green camo.
--- Mercenary ST-L "Jackal": light tactical suit with a modern look. Very energy-friendly and designed to be an upgraded version of the regular Merc suit; suitable even for late game. Upgrade path designed in mind with mobility, offers good protection and great bleeding stopping capabilities.
--- Mercenary ST-M "Coyote": similar to "Jackal", but puts additional protection over energy regen - also has more carry weight and an extra belt slot. Same upgrade path as Jackal.
--- Mercenary tactical backpack: made for both new suits, it provides 27 kg of carrying capacity, and is much more durable, so you don't have to repair it as often as regular backpacks. Expensive, tho.
--- C50 gas mask: straight upgrade from M40 (former PMK). More everything, but more expensive, too.
--- PSZ-3v Voin: Duty combat suit, alternative for their Berill. Still has good protection, but its more balanced between environmental and physical, also providing more energy regeneration. Uses a custom "advanced - combat" upgrade path, which it will share with new outfits in the future. The path focuses almost entirely on combat performance, providing good protective qualities, durability and passive healing.
--- mTR-20 "Ranger" gas mask: most durable and physically resistant gas mask in game, but also the heaviest. Good radiation protection, but lower energy regeneration when compared to C50 or M40.
--- CCRM: variants for Loners, Mercenaries and Duty included. CCRM (Closed-Cycle Respiratory Module) uses the backpack slot and allows you to survive in areas like Wild Territory. It almost doesn't suffer from condition loss, but is VERY expensive and can only be bought after disabling the Brainscorcher
REWORKED CONTENT: MERCENARY ARSENAL
- Statistics slightly re-balanced, but nothing game-changing- Upgrade path for STS-W "Wolven" has lower chemical and radiation protection values
- Former Mercenary SEVA and STS-UC Mk 2 are not available anymore. They were replaced with Mercenary armored SEVA bodysuit and ACCRMCS "Ace". Old versions are still in files to keep the game stability and prevent save corruption, and their value in rubles was doubled so that you can easily sell them and buy the newer ones if you wish so. The old suits are still fully functional and will stay in your inventory. They will be removed in the future, but not any time soon.
- Mercenary armored SEVA bodysuit has stats slightly inferior to old STS-UC Mk 2, but better than its own predecessor. It now uses the SEVA upgrade path.
- ACCRMCS "Ace" is an upgraded STS-UC Mk 2, with its own custom upgrade path. It's the most expensive suit in game. Its upgrades focus around combat performance, and many of them are health, bleeding and energy type. When fully upgraded, the outfit will stop any bleeding and is the only suit which provides two health regen upgrades.
BALANCE CHANGES
- Radiation protection
--- all SEVA-type suits recived +20% radiation protection - now they can reach 100% after upgrading
--- all TB-1 suits (and Nosorog) recived -10% nerf to radiation protection, to make them less versatile and more combat focused
--- GP-5MvC Antirad suit recived +10% radiation protection (to get it slightly closer to SEVAs)
- Energy recovery
--- Leather Jacket, Bandit Jacket and Trench Coat now have energy regeneration penalties of -2%/-2%/-3% instead of shared -7%
--- all original outfits from Dead Air with "high" comfort rating now have -5% energy recovery instead of former -7%. Affected: Mercenary suit, Wind of Freedom, Banditmerc suit and CS-1 suit
--- Cloth Mask now has -1% energy recovery penalty (previously it had no penalty) - almost all DAOO suits had their energy recovery/usage values re-balanced (changes are not significant for the most part... but remember to bring energy drinks if you want to get anywhere with the Nosorog)
- Energy usage/control_inertion_factor: most suits were slightly tweaked. The control_inertion_factor is the penalty applied to turning speed of your character when wearing an outfit. The changes are there, but are not game-breaking
AESTHETIC CHANGES
- New textures, icons and pictures for LTS "Sunset", CTS "Hunter", STS-N "Nighthunter", STS-W "Wolven", Mercenary armored SEVA bodysuit and ACCRMCS "Ace"
- Darker texture for STS-N "Nighthunter" (both player model and NPCs)
- All icons are around 30% sharper
- New icon for PMK (M40) gas mask (yeah, again). Now it has been made darker to fit with Merc outfits better
- Slightly changed icon for GP-5 gas mask (comparing to the version that was in game files, but was not used). It appears less bulky, its width was lowered and it was scaled down on top of that. Also I made it a bit darker and less saturated to fit more with the theme of other icons
- Sphere M12 now actually has a Sphere M12 icon, which for some weird reason was not even in game files. The one I used comes from MISERY, it is exactly the same, pretty much copy-pasted
UI CHANGES
- New statistics are now displayed in the outfit descriptions:
--- additional weight: the amount of additional weight, in grams, that you can carry when wearing the suit --- perceptible weight: the inventory weight of an outfit when it is worn
--- comfort subsections:
* agility: this stat represents the control_inertion_factor value. The lower the value, the slower your character will turn when the outfit is worn
* energy usage: amount of additional energy required to perform actions like jumping, sprinting, walking etc. The higher the value, the more energy each action will consume
* energy regeneration: penalty to energy regeneration speed when wearing the outfit. The closer the value is to 0, the quicker the energy will recover
--- condition loss modifier (only backpack slot items): the % modifier for condition loss speed when wearing the item. Base is 100% - lower than that means slower degradation, and more than that - quicker degradation
--- misc: some additional flavor text was added to backpack descriptions; now it is also shown when the backpack provides closed-cycle respiratory module effect
- Some corrections to the descriptions in general - deleted excessive spaces and some other minor fixes (like wrongly colored letters or signs)
- General statistic layout is now more user friendly (at least in my opinion). The new order of statistics is:
* outfit type
* modification potential
* belt slots (max belt slots)
* additional carry weight
* comfort (agility, energy usage, energy recovery)
* perceptible weight
* repair part value
- Some new "tiers" of both comfort and modification potential statistics are being introduced:
--- comfort value will now depend on ratio between all statistics, but is based mostly on energy regeneration; if an outfit is just slightly better in this department than others in its range, it will be easier to see without checking all specific numbers
--- modification potential value mostly depends on the number of available upgrades (especially based on how many rows there are). Some outfits added by DAOO have the same number of rows as originally existing outfits, but offer more versatility and allow the player to modify the suit to fit their preferable playstyle. For example, Pantsir has the same number of upgrades as Bulat suit, but it can be customized either for extreme durability, very high carry weight, pure combat performance or it can be made versatile. Outfits like this will have increased modification potential value; the same applies for suits with high-tech upgrades, such as those present in Ace's upgrade path.
--- all new "tiers" (from best to worst)
* exceptional
* great
* very high
* high
* above average
* average
* below average
* low
* very low
* critically low
* none (for outfits/helmets with no upgrades, such as Cloth Mask)
--- not all of these tiers are in game yet - I will add more in the future, as well as modify the values for present outfits (actual statistic numbers will not change, just the "comfort" value). I will also work on adding some more colors, so that we are not stuck with just one shade green, orange and red.
- Fixed some weird bugs in item descriptions (random "T" letters near "Clear Sky" words in CS outfits, for example)
GAMEPLAY & OTHER CHANGES
- Additional NPC spawns were added to make new outfits more probable to be seen on NPCs
- NPCs wearing suits from DAOO now have the same pictures as the player when wearing the suit (applies to all suits that have custom portraits)
- PMK gas mask changes: - it is now called M40 gas mask (as it is called in files) - new description fit for its new "identity" - it can only be purchased from Dushman; neutral traders recieved GP-5 in its place
- All gas masks with night vision now recieved almost a kilogram of additional weight (realism reasons; in original Sphere M12's description the NVD is said to weight around 1 kg)
- All elite suits (Wastelander, Ace and Nosorog) can be bought ONLY after unlocking all tiers of supplies for one of the factions (reputation or delivering documents) AND shutting down the Brainscorcher. The Wastelander still can be obtained only from Beard
- Now military equipment (Sphere 08, Sphere M12, as well as Berill and Bulat suits) can be only bought from the military
- Barkeep now sells loner TB-1 variants when the Brainscorcher is down and the player has more than 800 Loner reputation
- A "readme" style section has been added to outfit.LTX, outfit_helmet.LTX and items_attachments.LTX. They will guide you through the files if you wanted to either see or edit outfit values. There are also full lists of all the gear added by DAOO, one for each .LTX. The lists contain the code name (ID) of each piece of gear, its name displayed in game, and the requirements that have to be met to unock the gear in game. Additionally, I included a simple guide on how to "delete" outfits you don't want to see in game, without the risk of save file corruption.
- I included an upgrade file "adv_envir". It is not used in any of the outfits currently used, but it will be used in upcoming outfits and now serves only as a WiP resource
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COMPATIBILITY:
Incompatible with any addons that modify or add new outfits, or change icons. I included a patch for Dead Air Tweaks, which makes you able to buy the outfits from traders. Instal the addon first, and then paste the compatibility patch - overwrite everything.
If you don't see the outfits in trader's inventory right away, wait some time for their supplies to replenish. Remember, that you also have to complete some of the requirements first - for example, to buy TB-1's from Dushman, you have to bring him two sets of important documents first.
If you experience any other issues, crashes or bugs, please inform me - I will try to find the reason and release a patch.
Also, very important - be sure to make a backup save. This addon adds new items to the game, and when installed, it makes the save file depend on it. This means that when you play with this addon for, say, 10 hours and then decide to uninstall it, your currently used save file WILL NOT WORK AND WILL CRASH YOUR GAME. To fix it, you will either have to reinstall the addon or start a new game. All save files which have not been overwritten wile the addon was installed will still work, even when you uninstall the addon.
FUTURE PLANS:
- more outfits for other factions (Freedom, Bandits and Clear Sky).
- Monolith outfits for users of Dead Air Faction Selection addon (I think they will come next, as I don't have any good ideas of Freedom just now)
- camouflage system from MISERY. I have no idea how difficult it will be to port into Dead Air, I haven't checked it yet. If I'm able to do it, I will - but I can't promise.
- porting the addon to large mods other than Dead Air. This will be done when Dead Air version is done and no other changes or bugfixes are needed.
That's it. Thank you and enjoy :)
Average
9.738 votes submitted.
Interesting addon- any chance you could separate the suits into separate folders so players can pick and choose which they want in their game?
You can do it youreself if you want - open the outfit.LTX, find the outfit you don't like and delete the entire section for it. This will remove it from the game entirely, without the need to also delete the models and textures. Or you can delete it from trader's files, this way it will be still in game, but you won't see it anywhere, and you could enable it any time you want. This would also be best for the safety of save files, as no items would actually be deleted, just the way of obtaining them.
Ah nice, thank you for the tip. What factions do you plan on adding suits for?
Freedom and Duty for sure, probably also Clear Sky and Bandits. There is not much that could be added for Ecologists and Military, and you can't be friends with Monolith in Dead Air so it wouldn't make much sense to make anything for them.
Well, using the Faction Selection addon, you could play as Monolith. It'd be nice to have extra suits for a Monolith playthrough so you're not just stuck with the Monolith Suit the entire playthrough.
Ah yeah, you're right xD ok, then I'll make sure to add some for Monolith as well. Not sure how long it will take though, next ones I'll be working on are the ones for Duty, then probably for Freedom.
That's good to hear, the more suits, gear and weapons you can add the better, honestly. It doesn't feel like Dead Air has as much suit variety as Anomaly does right now. And I think a lot of people are using the faction select addon, so it's a good call to make your mod as though someone's using it.
EDIT: I seem to be getting a crash now, whether I start a new game or try and load an existing one. Log says:
FATAL ERROR
[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitProgressBar
[error]File : ui\UIXmlInit.cpp
[error]Line : 528
[error]Description : XML node not found
[error]Argument 0 : progess_bar_backpack
[error]Argument 1 : ui\actor_menu_16.xml
stack trace:
0023:078ADB75 xrGame.dll, CDialogHolder::TopInputReceiver()
0023:07897824 xrGame.dll, CDialogHolder::TopInputReceiver()
0023:00934E5B xrCore.dll, xrMemory::mem_free()
0023:0754361D xrGame.dll, CDialogHolder::UseIndicators()
0023:078A0DA2 xrGame.dll, CDialogHolder::TopInputReceiver()
0023:078A0DA2 xrGame.dll, CDialogHolder::TopInputReceiver()
0023:0784F0A1 xrGame.dll, CDialogHolder::TopInputReceiver()
0023:078239A8 xrGame.dll, CDialogHolder::TopInputReceiver()
0023:64F84B42 MSVCR120.dll, vsnprintf_s()
0023:072F5FED xrXMLParser.dll, CXml::SearchForAttribute()
0023:0040F2DA xrEngine.exe, CRenderDevice::message_loop()
0023:0040F3F1 xrEngine.exe, CRenderDevice::Run()
0023:0045F24D xrEngine.exe, InitSound2()
0023:0045F9D3 xrEngine.exe, InitSound2()
0023:0045FAD6 xrEngine.exe, InitSound2()
0023:0046B673 xrEngine.exe, CApplication::load_draw_internal()
0023:75478484 KERNEL32.DLL, BaseThreadInitThunk()
0023:77C82FEA ntdll.dll, RtlValidSecurityDescriptor()
0023:77C82FBA ntdll.dll, RtlValidSecurityDescriptor()
I have some other addons on, including Dead Air Tweaks, but it seems to crash whether I use the DAT compatible files or not. I was able to locate the file that has the problem, but I'm not sure what I'd need to tweak from there to get it working.
Yeah, I got this error too.
So do I.
Okay, good to see it's not just me, might just be an issue with the newest version then.
You deleted these lines from the .xml
<progess_bar_backpack x="488" y="410" width="47" height="5" horz="1" min="0" max="1" pos="0">
<progress stretch="1">
<texture r="142" g="149" b="149">ui_inGame2_inventory_status_bar</texture>
</progress>
<min_color r="196" g="18" b="18"></min_color>
<middle_color r="255" g="255" b="118"></middle_color>
<max_color r="107" g="207" b="119"></max_color>
</progess_bar_backpack>
Just pop them lines back into actor_menu_16.xml and done.
I get this error as well, any chance you know the solution to this?
[error] Expression: pm-> m_animations.size ()
[error] Function: player_hud_motion_container :: load
[error] File: player_hud.cpp
[error] Line: 92
[error] Description: motion not found [aug_idle_aim]
stack trace:
0023: 006F3C11 xrCore.dll, xrDebug :: fail ()
0023: 05F666D8 xrGame.dll, CDialogHolder :: UseIndicators ()
0023: 6C60BD67 MSVCR120.dll, Concurrency :: details :: _ SpinWait <1> :: _ NumberOfSpins ()
0023: 6C60BD7E MSVCR120.dll, atoflt_l ()
0023: 6C60BD8C MSVCR120.dll, atoflt_l ()
0023: 6C5FBCAD MSVCR120.dll, finite ()
0023: 6C5FAD30 MSVCR120.dll, _ValidateRead ()
0023: 006F8E39 xrCore.dll, CInifile :: remove_line ( )
0023: 006F7760 xrCore.dll, CInifile :: line_exist ()
0023: 006F774B xrCore.dll, CInifile :: line_exist ()
0023: 05C075F1 xrGame.dll, CxIOFile :: Scanf ()
0023: 05C6D69A xrGame.dll, CDialogHolder :: operator = ()
To be honest I have no idea. I never even edited anything with .cpp, also never touched any animation files (I guess that's an error with missing AUG's animations). Did this error appear after installing this addon? If so, I honestly have no idea what's going on, sorry.
No, it only started happening after I downloaded the other outfit addon, and it only happens in Zaton and Red Forest. I was just asking so I could see if I could fix it instead of starting a new playthrough or even reinstalling my game.
I think I know what the issue may be. This mod was made for on version 0.98a, I guess you are using the new version. In the actor_menu I had to modify the value of grids for armor, because Wastelander suit takes two more than any other in the game. I forgot that the same file was modified in new version to display the backpack condition bar. I'll be back with the fix shortly.
EDIT: I removed this file from the addon. Its only job was to provide more space for one of the icons - I just edited it so it takes the same number of grids as all the other outfits. This should make the mod compatible with newer versions (I will revert the changes when I install the new version of Dead Air xd). Very sorry for the trouble. Just delete both actor_menu files from previous download and it should work just fine.
Were those overwritten then, or can we just delete them and not have them at all and the game will work fine?
Just delete them - the game will use its original files and the error should be gone.
I tried using the -dbg menu to give documents to Dushman and slept for 10 days- I didn't notice any changes in his trader inventory. Am I doing something wrong, or is this a bug?
No idea how I did that but his resupply time was set to 50 times longer than it was supposed to. Uploading a fix right now.
Sorry to keep bothering you about bugs, but his trader inventory updated, and everything except the suits were there. Does it have to do with me removing suits from outfit.ltx?
Well, removing them from there removes them from the game entirely. So obviously he won't have them for sale. If you want to remove some specific ones, install this mod's files again, take a look at all of the outfits and delete the ones you don't like from trade_ files.
I kept the Merc SEVA and TB-1 - I only removed the extra Sunrises and SEVAs. He should've had them for sale, right?
I found the reason. As stupid as it may sound, outfit.LTX was in the wrong folder. My bad xD fix is being uploaded right now. If you don't want to download it again, just put it in gamedata/configs/misc folder.
Very sorry for such a stupid mistake, and thank you for your help hunting the bugs :)
Is the fix uploaded yet? Sorry Im so hype with mod I just want all to be perfect before making a new playthrough lol
Yup, it's up already, everything should work now.
Thanks comrade!
Can confirm this works, thanks! Haven't had a chance to see anything new in the inventories yet but I'll keep an eye out.
Turns out I put the outfit.LTX in a wrong folder - new version is up. You can just move outfit.LTX to gamedata/configs/misc folder and new suits should appear after some in-game hours.
Strange, I looked into the gamefiles and from the look of it there is a way to join monolitt as you can advance monolith traders by killing enough enemies of the monolith.
It is in the files, but a lot of those files are not used in Dead Air. They are just remains from Call of Chernobyl, which Dead Air was built upon. There is a way to enable those to work in game, I'm not skilled enough to do that, but some people are - check out Faction Selection addon, it does pretty much just that. I will be making Monolith outfits specifically for this addon soon after I'm done with Duty.
Thank you Kanye, very cool
Seriously, this is what I've been waiting for!
Happy to help :)
can you get these outfit through the debug menu ?
Nope. I will add this option when I figure out how to do that xd.
so where can i find the wastelander and the hunter outfit ?
Wastelander can only be bought from Breard, and only when you unlock the tier III supplies. Hunter can only be bought from Dushman, but no additional conditions have to be met. If you don't see the outfits still even though they should be there, check comments above - I made a stupid mistake with file placement, but all should be ok now.
thanks for the info and i love the mod
Thank you too :) enjoy
You need to add the outfits into config/plugins/debug_spawner.ltx.
thank for the info but after i click on the debug_spawner.ltx. .... lets just say i am still new in modding
There is a [debug_spawner_outfit] section inside the debug spawner. You need to add each of the new suits into that list. The names for the suits are in config/misc/outfit.ltx, e.g. exo_merc_urban_outfit, exo_merc_grass_outfit, and all the others that this addon has.
Superb work on the mod can't wait try out the new suits.
Thanks :) I hope you'll like them :)
Is this compatible with the Restore Outfit Addon v0.4? Or will there be any conflict?
It is not, most of the files conflict and the icons would overlap. Manual editing and merging would fix this, but it's a lot of work, especially with the icons.
What is a TB-1 suit? :)
It's a heavy armored suit, looks like the exoskeleton outfit from vanilla STALKER games, but without the exoskeleton itself :)
Oh, that one! It's just called Heavy Armor in the mods I play I believe. Did not know it had a real name.
Great mod! thank you! Thought there was a little lack of armor variety.
Now if there would be a weapon addon somewhere :D
Do you think you could port it to anomaly please ?