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

Title speaks for itself. Compatible with Dead Air 0.98b. DAOO compatible version included.

Preview
Full upgradable weapons and outfits
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Fenekelek
Fenekelek

Thanks just what i have been waiting for

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TaoTheNyan Author
TaoTheNyan

You're welcome :3

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SilentEagle
SilentEagle

This basically unrestricts the upgrade paths on firearms and armor?
I've been trying to fix the full-auto mod for the Armsel Striker/Protecta shotgun but I have no idea how, it doesn't work in Dead Air but did in Last Day. Figured it'd be an easy fix. Full auto for the Beretta doesn't work either. It should it'd make the Beretta preferable over the Stechkin APS

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TaoTheNyan Author
TaoTheNyan

It makes upgrades of the same stage available simultaneously. For example, you have the upgrade line like 1-22-33. In vanilla you can install only one upgrade of the second and third stage. In this mod you can install both.
As a side effect it also makes upgrades of the third and second stage available BEFORE you install the first one. It's too much work to rewrite the whole prerequisite part, but I don't think this issue is too much of a problem, since upgrades of the higher stages are also more costly.
About the fire modes - yes, it is broken for shotguns and pistols (I've seen it is on saiga and fnx too, at least). It is not a problem of upgrade or weapon files, as I can see. Maybe it has something to do with animations or wrong variables in general files for weapons.

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Sheldon_Lee
Sheldon_Lee

Thank you very much sir, I've waited for something like this <3

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TaoTheNyan Author
TaoTheNyan

No problem, hope you'll like it :3

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Sorincrow
Sorincrow

Looks nice (:
is it compatible with DEAD AIR OUTFIT OVERHAUL - DAOO V1.1 EXTENDED ?
if not can u make it compatible ?

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Sheldon_Lee
Sheldon_Lee

I was thinking about this as well :/
Is it?

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Sorincrow
Sorincrow

they are incompatible (same outfit files)

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TaoTheNyan Author
TaoTheNyan

Yep, it isn't. DDAO adds some new outfits, so if you install my mod on top of DDAO - this outfits will disappear (best case scenario) or game will crash on start (most likely, also the worst case scenario. I'm almost sure this outfits are listed in trade files for example, and links from this files will lead to an empty string in outfit file). I can make a compatible version, but maybe later. I don't have time for it right now.

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Sorincrow
Sorincrow

thanks :)

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Sheldon_Lee
Sheldon_Lee

Thank you very much <3 <3

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Sheldon_Lee
Sheldon_Lee

Also i have a question, does this need new game?

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TaoTheNyan Author
TaoTheNyan

Nope, it doesn't. But if you'll uninstall this mod, you will need to start a new game. Or load a save from before you installed it.

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Sheldon_Lee
Sheldon_Lee

Thanks for answer :>

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Some1LOL
Some1LOL

To everyone trying to use addon for correct ammo for Scar with this addon, they're incompatible and will crash your game.

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Sheldon_Lee
Sheldon_Lee

Wow, i check this addon few times a day to see if is DAOO compatibility made, i really need to rethink my life lmao

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Sheldon_Lee
Sheldon_Lee

Send help

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TaoTheNyan Author
TaoTheNyan

Please take it easy. I will make it next week. Neither me or my tester never used DAOO, so I was focusing first on mods that we can both test and release in working state. At least I need to go through the DAOO files first to see the difference between them and vanilla files. Then I'll make a compatible version and it'll be up to you to test it :3

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Sheldon_Lee
Sheldon_Lee

Thanks! thank you! i now can be less paranoid, thanks <3

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mita968
mita968

Yo i have to ask did you manually change the config file of every weapon and outfit or did you run some script. Cause i remember trying to change them all manually it was a pain in the ***

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TaoTheNyan Author
TaoTheNyan

I changed them manually. And yes, it definitely was a pain in the *** ^~^
It becomes easier when you just make a dummy for upgrade parts, copy-paste it in every file and delete parts that are not existent in each individual file. And then run this notepad++ replacement tool (I'm not sure how it is called in english) to swap dummy weapon/outfit names with a real ones.

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Sheldon_Lee
Sheldon_Lee

Bruh

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BrightRaven210
BrightRaven210

Ugh I know the pain too well. I'm actually very hesitant about replacing my weapon files with the ones in the addon, as I'm using an addon that significantly buffed weapon damage among other things regarding the weapons.

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TaoTheNyan Author
TaoTheNyan

Well, you do not need to modify every weapon file to buff damage. You can modify weapons.ltx file to increase ammo damage instead, results will be very similar (since damage formula is roughly wpndamage*ammodamage, if I recall correctly). Parameter k_hit is the one you need to modify.

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fg094
fg094

Don't suppose it would be possible to make something like this for anomaly, would it?

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TaoTheNyan Author
TaoTheNyan

It is definitely possible, but if you meant "will you make it" - no, I will not. You can use my mod as a reference to make your own Anomaly version though. It isn't very hard, it's just lots of work.

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fg094
fg094

I can't quite manage to figure it out, could I get a brief explanation of how it works?

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TaoTheNyan Author
TaoTheNyan

First you need to list every upgrade individually in the upgrade file. For example, you have upgrades listed like this at the end of the vanilla "w_abakan_up.ltx" ("Game Folder"/gamedata/configs/weapons/upgrades):
"[up_gr_firstab_abakan]
elements=up_firsta_abakan
[up_gr_firstcd_abakan]
elements=up_firstc_abakan
[up_gr_firstef_abakan]
elements=up_firste_abakan, up_firstf_abakan"

You need to split every upgrade and make an individual reference for it, then add it after (not instead, I remember having difficulties with engine not having vanilla strings in files, maybe they're referenced somewhere else) vanilla ones like this:
"[up_gr_firsta_abakan]
elements=up_firsta_abakan
[up_gr_firstc_abakan]
elements=up_firstc_abakan
[up_gr_firste_abakan]
elements=up_firste_abakan
[up_gr_firstf_abakan]
elements=up_firstf_abakan"

We don't need "b" and "d" strings, they're not existent in this particular weapon file, obviously.

Then you need to replace upgrade path in the "upgrades" string inside the "w_abakan.ltx" ("Game Folder"/gamedata/configs/weapons). Vanilla string looks like:
upgrades = up_gr_firstab_abakan, up_gr_seconab_abakan, up_gr_thirdab_abakan

You basically need to copy your whole custom upgrade path here like:
upgrades = up_gr_firsta_abakan, up_gr_firstc_abakan, up_gr_firste_abakan, up_gr_firstf_abakan
Etc. Rinse and repeat with every file. As I've mentioned earlier, you can make a dummy for upgrades and then replace a dummy names with real ones through a notepad++ tool.

You can open a vanilla file and a modified one in notepad++ and run a "Compare" plugin, it'll highlight all differences between them.

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j_freeman23
j_freeman23

oof, i appreciate your dedication, stalker

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EdgePleb
EdgePleb

Is this compatible with the restore outfit addon
Moddb.com ?

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20002000dima2000
20002000dima2000

Sorry, but what exactly does this addon do?

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Dhatri
Dhatri

This addon enables for all upgrades to be purchased for a piece of equipment. No more pick and choose of upgrades you can just slam all provided upgrades onto weapon/armor.

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uzies
uzies

the nomad suit with the DAOO patch does not show all the upgrades available and once upgraded, it still locks out the upgrade that branches off. dunno why this is a problem since I dunno how to mod it where all of the upgrades are available.

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Dhatri
Dhatri

Is this only happening on the nomad suit? I'm assuming you do have a full set of tools (basic/advanced/expert) delivered to your mechanic of choice?

The files that would control the suit's config are "dead air/gamedata/configs/outfit.ltx" and "dead air/gamedata/configs/outfit_upgrades/o_wastelander_outfit_up.ltx".

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Dhatri
Dhatri

Edit: it's "dead air/gamedata/configs/outfit_upgrades/o_nomad_outfit.ltx".. don't know what tempted me to think otherwise.

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Dhatri
Dhatri

Found some time to double check the Nomad Suit's files and indeed the references for fully upgrading it are missing. Could be Tao missed a file.

With the tutorial he provided in the comments I managed to muddle through and get it working for the Nomad Suit.

Is tedious and eye-straining work though.
Thank you Tao for sifting through all those lines for us! :D

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Kolmak3
Kolmak3

Ничего не понял ,в общем ,но идея хорошая ,попроую пожалуй

Не работает на Dead Air Rerum

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FlashSaviorGordon
FlashSaviorGordon

I know this isn't a surprise, but I haven't seen anyone else mention it.
Doesn't work with TAZ, you can upgrade it but it will all just switch to one side. Could we please get a compatibility patch for TAZ?

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Dhatri
Dhatri

not saying it's totally unlikely but seeing every single weapon TAZ adds will have to be re-written in the upgrades part, i don't see it happening any time soon. if you want full upgrades for your weapons then i'd suggest doing it for yourself and only on the weapons you are currently using. that way the workload doesn't become overwhelming.

Tao posted a "How-to" in the comments.

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Blak-Dragon
Blak-Dragon

Been testing this out and not sure if it's the weapon upgrade files or something else, but the Technicians are repairing weapons not equal to the price they ask for, I took a partly broken smg which would cost 25,000 RU to fix which after having it taken away by them to get it fixed, I checked my inventory and they only took 500 RU or so. The outfits seem to match their cost, but not the weapons.

[Confirmed] Overwritten the files with the the original DAOO and the cost of weapon repairs are paid in full again.

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Dhatri
Dhatri

cost for the respective technicians is controlled in the file "\Dead Air\gamedata\configs\misc\upgrade_info.ltx" if you wanted to fine-tune any aspect of their different price levels for different stages of handing in the basic/adv/exp tools.

funnily enough neither DAOO nor the full weapon and armor upgrades mod do touch that file. so there must be something awry in the weapons config files.

"[Confirmed] Overwritten the files with the the original DAOO and the cost of weapon repairs are paid in full again."

which is most peculiar since DAOO does not add or change anything about the weapon definitons at all. you did use the DAOO compatability archive that is packed in the zip right?

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tazuma
tazuma

hi, i'm playing 0.98b (with the latest patch) and when i'm enabling "fullupoutfits" mod it crashes my game at a certain point.
it happens when i arrive from yantar to wild territory, under the bridge with the fire anomalies.
only disabling this mod solves the problem.

! [SCRIPT ERROR]: ...d air 0.98b\gamedata\scripts\artefact_degradation.script:257: attempt to perform arithmetic on a nil value

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...d air 0.98b\gamedata\scripts\artefact_degradation.script:257: attempt to perform arithmetic on a nil value

stack trace:

0023:00563DCC xrCore.dll, xrDebug::fatal()

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Dhatri
Dhatri

little information here. this mod here does not edit the artefact_degradation.script file neither the standard nor the files for DAOO compatability. another user had a similar problem before with backpacks crashing the game on taking condition damage.

when you say you are *enabling* "fullupoutfits" did you account for the different install packages there are inside the *.zip archive? the modmanager *might* get things wrong on install if the package isn't build to specs for MO.

considering your error drops on line 257 i'd say it has something to do with the backpacks since formula for their condition loss is defined there.

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Pituxd420
Pituxd420

I need your help to install the mods

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Dark_Destroff
Dark_Destroff

> Added version for exo/scientific suit with helmet/backpack slots available, if you want to ruin balance completely.

We are doing this just cause we want be happy..

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