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.

Description

A modpack with focus on survival elements. No more faction traders. Living off the land in the zone. Artefact changes.

Preview
Dead Air Solo Self Found 1.0.4 (2019.05.11)
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Menumorut
Menumorut - - 580 comments

Does this fix the weight issue? (or is it fixed already? i haven't touched this mod in a while...)

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wuut Author
wuut - - 286 comments

Dont know what issue you are talking about, please clarify.

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Menumorut
Menumorut - - 580 comments

If I recall correctly, you can't really carry a lot in Dead Air, unlike in Misery, where you have to carry more than 200KG to be stuck in place. In Dead Air i think you can barely go over the 'limit' and you are overburdened. Is this still the case?

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wuut Author
wuut - - 286 comments

Yes this is still the case, but for exactly that reason I gave artefacts that increase carry weight a wider range. Ingot artefacts will easily give you 10+ kilo each. Later on you can also grab the exo from prypiat which gives 90 kilo if I recall correctly. You can use the spawner menu to check the values.

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Menumorut
Menumorut - - 580 comments

Cheers. It took me a while to respond because you didn't reply to my comment, but it's fine :)

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Fenishi
Fenishi - - 99 comments

Haven't played Dead Air for a long time and if I recall correctly you need water too. Food you can get from hunting, but what about water which is needed for survive? You can't hunt water from mutants :) Anyway very promising and interesting mod, will give it a try :)

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wuut Author
wuut - - 286 comments

I wish there was a need for water in Dead Air but strangely there is none. You need rather vodka to get rid of the rads. But I think it does fine without the water mircomanagement layer. Thx for reminding me tho, gonna think about it for a while, maybe I get some ideas. Cheers ;)

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Fenishi
Fenishi - - 99 comments

So I was wrong and thought about Anomaly then xD If so I think that everything is fine then :)

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Sheldon_Lee
Sheldon_Lee - - 45 comments

You really don't need water, water gives energy recovery boost, but it's still nice to have some even for "true roleplaying"

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Fenishi
Fenishi - - 99 comments

I totally agree with you :D

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Shovelled
Shovelled - - 51 comments

My respects. There are many addons aimed to lower the difficulty of the mod, we need more addons like this one!

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lilchungito
lilchungito - - 13 comments

1. So, if I recall correctly, to get a good gun in vanilla Dead Air you had to buy a pass to go to the mercenary shop and get a gun from them, right? (I haven't played Dead Air in a while so I could be wrong)
2. With this addon, is there still a sense of progression? like do you have to buy a pass to get higher grade armor from the Mercenaries?
3. Also, how easy is it to repair a weapon you find on someone, like repairing with items and paying for repair? Because I hope it isn't cheaper to just repair something, then it is to just buy a working gun.

Anyway, mod sounds great, thanks for your work bud

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lilchungito
lilchungito - - 13 comments

Sorry, last question (probably lol) have you tested this addon with Slunks Drug Crafting overhaul? I think it sounds like a really good fit with this playstyle, n u should consider adding it

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Dhatri
Dhatri - - 584 comments

1. The mod doesn't change distribution of weapons, so yes, to buy a western assault-rifle you will still need to buy a permit for the mercs from Snitch. If you are feeling adventurous you can try skipping the mercs and go straight to Limansk/Red Forest. Those areas have a high chance of mercs and monolith roaming the area and these guys carry exactly the goods you want.

2. Prices on helmets/armor are increased if I read the changelog correctly but yes you will still need a permit to trade witth the mercs as long as you don't have achieved a neutral standing with them. I think the point of the mod is to flatten the progression-curve hence making the game harder.

3. The repairsystem itself isn't touched by this mod. I read that repairing a gun for money is way more expensive here.

To see whether Slunk's Drug Crafting would work with this mod just check which files both mods would add to your gamedata folder. If the mods both touch the same file then there will have to be a little handywork in merging the respective files.

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seularts
seularts - - 31 comments

Can you make a mod where Dog Packs attack each other when they encounter on the map?

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lilchungito
lilchungito - - 13 comments

What is the rostok CP? Mod is great, i just find it p hard when I can't find a Basic Tool Kit OR Drug Crafting Kit... (Without drug kit how am I supposed to get med kits?)

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wuut Author
wuut - - 286 comments

At rostock CP, there is a guaranteed spawn of Basic Tools.
It's in Garbage north, go through that door: Imgur.com

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lilchungito
lilchungito - - 13 comments

Thanks mate, btw love the mod so far really gives you more of a zone feel having to barter with fellow stalkers and makes hunting a lot more useful. Only thing I'm slightly strugglin with is medkits, how do you recommend the best way is gettin them with this mod since u cant buy from traders/doctors?

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wuut Author
wuut - - 286 comments

Never had issues with medkits, I just found them on dead stalkers.

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Dhatri
Dhatri - - 584 comments

Hmm, lucky you, I seldomly find medkits on dead bodies. Maybe 1 out of 20 has a medkit for me and seeing you don't get to kill very many other NPCs in DA early healthmanagemnet could be an issue. You are not playing with increased rewards/lootdrops or are you?

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gospacerr2005
gospacerr2005 - - 1 comments

sorry, but can you add a russian translation?

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jpbernardo81
jpbernardo81 - - 118 comments

Compatible with daoo?

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Dhatri
Dhatri - - 584 comments

Most likely no. You can paste DAOO over last and it *should* still work as intended. You will loose the scarcity aspect of things on the traders.

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seularts
seularts - - 31 comments

The only predictable issue with this mod is anti-radiation supplies, since alcohol is also used in various missions (ex: military).

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