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.
Some of my personal changes to Dead Air Tweaks mod. I really enjoyed the original mod, however, i didn't like author's view on the game's balance, and wanted to make it closer to the hardcore of the origingal Dead Air.
-changed the icons of green and orange eco suits, now their headset look like seva's
-fixed the bug with bandit trader on garbage selling weapons and armor from the start of the game
-replaced "oxygen tank" with the "rebreather"
-changed item's icon
-increased price from 14000 to 16000
-now boosts carrier's weight by 14.3
bandits are now hostile to the mercenaries.
i was planning to add this to the 0.4 version, but changed my mind, because i was unsure how it would work out with dead air's a-life system and also have considered other solutions of the problem stated below
this patch makes mercenaries hostile to bandits. the reason for this is that the dead air has a script, which turns npcs, that were neutral to actor, hostile to him, if there is an npc that is hostile to the player, but neutral to them.
for example, if a player encounters a group of ecologists, that are neutral to him, accompanied by a mercenary, who is hostile to him, the ecologists will become hostile to the actor.
the problem with that script is that it completely ruined the purpose of changes, made in patches 0.4 and 0.3
by bringing various changes to traders and reputation system, i intended to force player to choose sides at the start of a game. since all traders only sell weapons and armor after player reaches 200 reputation with their faction, the player needs to get reputation with factions asap. this can be done by either completing lots of quests with a very limited access to traders' assortment if a player chooses to be neutral with all factions, or by either befriending with bandits by completing various quests of theirs, or wiping them out of car station and becoming enemies with them.
the problem with the first option were the mercs, who were always hanging out near the bandits' camps on garbage and in the dark valley, making bandits hostile to the player, which made it impossible to play on bandits' side
i was thinking about either changing that script or changing smart terrains so mercs wouldn't spawn near bandit camps anymore, but i don't have much free time now, so i decided to go with this temporary solution.
if you don't find this particular patch fitting, just don't install it. it's free for you to choose if you want to play with it or without it.
if this results in any problems with a-life system, please, report the issues in the comments below.
-removed all changes made to weapons' recoil and sway
-restored malfunctions system
the reason i did all of this was because the changes made to weapons completely killed the game's balance. as i noticed after playing the mod for a couple of hours, the weapon's condition almost doesn't affect your weapon at all. the rate of jamming, fire spread and everything else fully depend on this malfunction system. so basically, ANY weapon you found was as good as new
notice, that this is only a temporary solution. the weapons in vanilla dead air are much less broken than in dead air tweaks mod of course, but are still broken as fuck, and i'm thinking of what to do with it.
added new "hunter's pack" perk, contains a hunter's kit, and a tourist's knife, costs 20
changed "assault weapon set": removed ammo and replaced ak-74 with an ak-74u , now provides ak-74u and two grenades, cost reduced from 50 to 40 (completely forgot about this one)
"artifact hunter's kit": replaced bear detector with the default one, same cost (it had to be changed. better this than increasing the cost making this perk completely useless.(even more than it already is)
-added tourist's backpack to military,freedom and mercs' traders.
yeah, my bad. i wanted this backpack to be more rare by removing it from barkeep's stash, but ended up accidently removing it from the game. this should fix the problem.
-after player achieves 400 reputation with loners, starts selling sunset outfit and oxygen ballons
-no longer sells sunset outfit, oxygen ballons and gas mask
-now sells eo-10 pfb and m40 gas masks and an oxygen ballons, after player achieves 200 reputation with duty faction
-now also sells eo-19 pfb and m40 and oxygen ballons after player achieves 200 reputation with bandits
-duty, military and ecologists' no longer share reputation (credits to diehard2222)
ALL traders (exceptions: ecologists' (always sell ecologist suits), owl (always sell weapons and armor, since there are no other traders on zaton), and hawaiian (requires 400 loners' reputation) ) won't sell any weapons, ammo or armor suits unless actor's reputation with their faction is 200 or more (or unless actor either gives faction's leader any documents from labs, or meet other conditions, like disabling brain scorcher for hawaiian.)
-no longer sells repair kits
-no longer sells eo-19 pfb gas mask
-now buys weapons and armor of any condition
-now only buys items with condition of 50% and higher
-now sells following items after actor achieves 200 reputation with loners:
-repair and tool kits (instead of sidorovich)
-eo-19 pfb and m40 gas masks
-various melee weapons
-some ranged weapons and ammo for them
-assortment reduced a bit
-doesn't change assortment after you give clear sky's leader 2 or more documents anymore
-cigarettes and other tobacco-based items are now much less effective against radiation. averall, they all restore half from the previous amount. (i changed this because they were way too strong, sometimes even more effective than alcohol. since cigarettes are pretty cheap and common in the game, this completely removed the challenge of radiation damage from the mid and late game)
-"clear sky survivor" pack: cost increased from 40 to 50
-"mindfullness" perk cost reduced from 30 to 20
-removed a mosin rifle from stash, addead a TT-33 instead ( mosin was too expensive for player to buy in the beginning of a game, so i replaced it with tt-33. it costs around 6-7 thousands roubles, so after you complete some basic quests, you can cross the bridge and get yourself a decent weapon for the start of the game)
-replaced "silent assassin" pack with the "mercenary weapon pack":
old - PB gun, silencer, some ammo and a knife, costs 20
new - PB gun, card deck and a cigarettes, same cost
-replaced "sniper pack" with "grandpa's rifle":
old - mosin rifle, PU scope, ammo rounds, costs 40
new - mosin rifle and a cleaning kit, costs 30
-changed "Military surplus":
old - specops outfit, costs 50
new - specops outfit, old boots, broken flashlight and a survival guide, same cost.
-changed "Experienced stalker kit" cost from 50 to 60, removed gas mask
- "Clear Sky survivor": "Light Clear Sky armor suit, "The Beak" beverage, a bottle of Beard's tea and a pair of boots in a no-use condition.", costs 40
- "Bandit pack": "Trench coat, two bottles of bear, cigarettes and a gas lighter.", costs 30
Returned the mercenary vest pack : now contains mercenary suit, gas lighter, cigarettes, coffeine pills and a 9mm silencer, costs 50.
-changed "Inventor" cost from 20 to 30
-no longer sells weapons
-no longer sells ammo of any kind
-no longer sells armor, except for the leather jacket.
-no longer sells melee weapons (except the homemade knife)
-now buys weapons and armor with a condition of 30% and higher, instead of 50%
-added a mosin rifle to nimble's inventory, can be traded.
-weapon assortment has been significantly reduced
-no longer sells high end gear like heavy armor and rare weapon mods
-no longer sells military armor and heavy armor suit.
-no longer sells SEVA suit
-weapon assortment has been significantly reduced (now mostly sells old weapons)
-now buys weapons and armor with a condition of 15% and higher instead of 50%
-reduced weapon assortment a bit, now sells less high-end weapons
-no longer sells an exo suit after 2 docs were given
-no longer sells weapons
-no longer sells ammo of any kind
-no longer sells tourist's backpack and hunting kit
-armor assortment has been reduced
-now buys weapons and armor with a condition of 75% and more instead of 50%
-no major changes, removed exo suit and some high-end weapons like rg-6, rpg-7 and vsk rifle.
-no longer sells green ecologists' suit
-rg-6,saiga,rpg-7 and vsk are now only avaiable after deactivating the brain scorcher
-slightly reduced weapons and armor assortment
-no major changes
-added some cigarettes and alcohol to stash
-now sells rg-6,rpg-7, vsk, ak-12 and saiga after 2 docs were given to mercs.
-no longer sells saiga,rpg-7, ak-12, SEVA and exosuit
Average
4.511 votes submitted.
I like the idea of more perks and loadouts, but everything else seems like it kind of makes stuff more useless. Not my cup of tea, but more addons are good!
well, that kinda was the idea
i didn't like PassiveAgressive's view on game's balance, and wanted to make it more like it was in the original game, where decent equipment, especially weapons, was a very rare thing at the beginning of a game.
i also wanted to force players to pick some equipment perks on the start, so that's why i added two more armor perks and removed armor from traders' stash on the first location.
what are the files for the weapon recoil and malfunction system?
they are located in gamedata\configs\weapons
all the w_(weapon name).ltx files.
I just installed your latest update from today, but I get a crash everytime I try to start a new game (after I picked my skills etc.) I use the latest 98b and a vanilla install, apart from the english patch.
The log gives me this:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'ammo_knife'. Please attach [*.ini_log] file to your bug report
I'm not that good with this stuff, so maybe you can help me out. If you need any additional info, let me know.
TIA
i just checked out the startup with the same mods as you (vanilla, english translation and my mod) , and everything works fine
it's probably something on your end
also, it would be nice, if you told me what perks/loadouts causes the crash at the start, so i could check them out
Yeah it was my fault lol. still new to this whole modding thing. I got it working though. Thank you
no problem
¿I did something wrong when installing Twearks rebalanced, neutral mercs, mask wipe sound, open scopes, gus sound mod, outfin overhaul, and iluminating granades? I get an error and it says
---------------------------
Fatal Error
---------------------------
Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 520
Description : fatal error
Arguments : Can't open section 'grenade_light'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:00563DCC xrCore.dll, xrDebug::fatal()
Press OK to abort execution
i think it's some conflict with illuminating grenades mod, i'll check this out when i have time.
also notice the following:
- dead air outfit overhaul won't work correctly with this mod, since it alters trade configs. it was patched for the original dead air tweaks , but not for my mod.
- neutral mercs doesn't work properly with diehard2222's mod that disables shared reputation between ecologists and duty/military. only the mod that you installed last will work.
Can you bring back orginal addon's recoil? Because dead air's default recoil is horrible.
is it save compatible ?
it is compatible with dead air tweaks saves.
should also be compatible with the vanilla ones, but i'm not 100% sure about that.
Good tweaks, everything works. I'm actually thankful for restoring weapon damage because it really destroyed the balance.
Does anybody know where can I change audio levels? Especially for guns? They are way too quiet for me and I don't see any option in the menu.
thanks :3
you can change sound and music levels in the options menu
if you want louder and more realistic gun sounds, i suggest you check out "gus' sounds mod"
link - Moddb.com
I have gus sounds mod, these are pretty good but still quiet to me. I guess I've been spoiled after playing squad, escape from tarkov and visiting the range a couple times. Even .22 sounds more powerful than rifle rounds in dead air. Ok, I'll quit complaining now, thanks for the tweeks.
I have a problem with malfunctions. I'm only getting broken fire selector malfunction, and not any other. Even in 20% or less guns.
did you install it over original dead air tweaks?
if so, delete the original version and install my mod only, the tweaks mod itself is included.
Yes I did, I'll try that. Thanks
Thanks for those awesome tweaks, really enjoying them. Any chance to have a compatibility patch for the outfit overhaul addon or is it too much to ask?
Anyway thanks a lot for your job :)
thanks!
sorry, but i probably won't be releasing any updates in the near future.
as you could've noticed, i've dropped the work at the mod after november or so, because i'm too busy studying and working part time and i just don't feel like spending the little time i have now to work on stuff like that
maybe i'll do something after the new version of DA itself comes out, i've had some plans before i dropped the mod, we'll see
anyway, it isn't like i did much, i just tweaked the original mod because i didn't like some stuff and then i felt like sharing it
if you don't want to wait you can just make some changes that suit you in the game files, it's very simple, really.