A modpack with focus on survival elements. No more faction traders. Living off the land in the zone.
Artefact changes.
See changelog at bottom.
Originated from a challenge idea, what would it be like to play without being able to buy stuff from the faction traders.
With this modpack I want to remove the cheesy factor (there is still alot) from the game and add more struggle for survival.
Expect high difficulty in the beginning and moderate difficulty for the rest of the game.
Features:
1. All in one modpack
As a base for this modpack I took different favourite mods that I really enjoy. With this I also want to give credit to the resprective mod authors and thank you guys for your work. The following mods are used in this modpack.
2. Scarcity
- No more endless supply of top tier ammunition and food. All trader only sell the helmets and armor (this is just a temporary solution).
- Making enemies seems more appealing now for those who preferred to play peacefully, but you wont be able to trade with the opposing factions anymore, the choice is yours.
- Every bullet counts, you can only get ammo by looting or trading with stalkers. Maintaining arms for different calibers will make your life easier.
- Prices(Armors/Helmets) have been adjusted to be times 5 of the original, this change is necessary because its just way to easy to get money early on. This furhermore has an impact on repair cost and will have impact on the playstyle/choices you make. Repairing stuff yourself is way cheaper now, which leads me to the next point. (Prices when trading with stalkers are unchanged)
3. Trading/Crafting
- With the traders supply gone, crafting, trading with fellow stalkers becomes more important. In my vanilla Dead Air playtrough trading and crafting was barely a necessity, now it is the key to survival. Food and vodka will be the first problem, to address the hp damage on food intake the character now regenerates a small amount of hp over time.
4. Artefacts
- In this mod I make use of the artefact randomizer from "DE FACTO ARTEFACTO" and spread the ranges even more.
- As an effect it is now very difficult to obtain actual useful artefacts. Some/most of them will have alot harmful properties.
- On the flipside, its now possible to get some exceptional artefacts, that have only useful properties. This makes artefact hunting more interesting.
- To address the high amount of crafting mats the player has to carry(I am looking at you jerrycan) , the Ingot artefact has been changed to grant more carryweight.
Installation:
- Download and install Dead Air 0.98b
- Extract and drop contents of the modpack into you DA Folder.
Additional notes:
- A clean install of Dead Air is highly recommended.
- Not included but highly recommended mod . It makes the zone feel more alive and gives away some very useful information about other factions and local squads. Perfect for ambushes.
- Set Monster/Stalker population factor to 1 for best experiance.
- Play with Campfire saves on if you dare, I do.
- Everything is WIP and I will make adjustments as I go with my own playtroughs.
Starting tips:
- Get the "Experienced stalker kit" perk as the Surinse suit provides with alot of radiation protection.
- Get Basic Tools (from rostock CP) asap, craft cooking sets with jerrycans and cutlery.
- Craft clothmask, camelbak and camping backpack asap.
- Do missions in Great Swamps to get food.
Changelog:
1.0.4 (2019.05.11):
- Price changes: after testing I decided to reduce gear prices, they are now times 5 instead of times 10. This should speed up the mid game progression quite alot. I never intended to make obtaining gear that grindy but currently its the best solution. I will leave all 3 price setups (original/x5/x10) in the optional folder.
- Price for airtanks adjusted.
1.0.3 (2019.05.07):
- missing trader files added
1.0.1 (2019.05.07):
- Health restoration for the character is reduced by about 40 %. It was too OP.
- Added binoculars to Sidor and Spore traders (might need stock refresh). Just wait if it does not appear.
- Added optional files for the original prices. While I dont like this, I think people should have the option to revert those changes I made.
Does this fix the weight issue? (or is it fixed already? i haven't touched this mod in a while...)
Dont know what issue you are talking about, please clarify.
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?
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.
Cheers. It took me a while to respond because you didn't reply to my comment, but it's fine :)
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 :)
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 ;)
So I was wrong and thought about Anomaly then xD If so I think that everything is fine then :)
You really don't need water, water gives energy recovery boost, but it's still nice to have some even for "true roleplaying"
I totally agree with you :D
My respects. There are many addons aimed to lower the difficulty of the mod, we need more addons like this one!
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
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
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.
Can you make a mod where Dog Packs attack each other when they encounter on the map?
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?)
At rostock CP, there is a guaranteed spawn of Basic Tools.
It's in Garbage north, go through that door: Imgur.com
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?
Never had issues with medkits, I just found them on dead stalkers.
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?
sorry, but can you add a russian translation?
Compatible with daoo?
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.
The only predictable issue with this mod is anti-radiation supplies, since alcohol is also used in various missions (ex: military).