UPDATE:
After a long pause, this mod is currently being tested and refined within some big mod. I'll keep you informed.


The initial version simply was a merge of two well-known blowout mods:
- Dexxx Blowout Mod (from OGSM)
- Dezowave Psyzone (from Priboi Story)

The initial goal was to have primarily the blowout system from Priboi Story, and incorporate the NPC hiding scheme from OGSM (i.e. computer players hide in shelters during blowouts).

The new goal is to provide extended features, such as different, customizable types of blowout with
- different indications (during pre-blow phase)
- different surge effects (radiation, psy/brain damage, thermal waves, shock waves, explosions etc.)
- different effects on environment, the player, NPCs, and mutants.

CREDITS and THANKS To:
- Dexxx for his great OGSM Blowout Mod
- Dezowave Team (Dezodor et al.) for their great Priboi Story Blowout Mod
- CrommCruac for this awesome AtmosFear mods whose Skies we are using partially
- HugePanda for raising the idea of merging two great mods, and for adding various improvements
- LoboTheMan for providing additional coordinates for hideplaces and spawn positions
- ERForman for doing some tests on my initial version
- All members of the MODDB and GSC forums who provided help and useful hints for doing this mod.

Further details will follow with proceeding development :-)

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Dexxx Blowout & Dezowave Psyzone Merge (1.0)

Dexxx Blowout & Dezowave Psyzone Merge (1.0)

Full Version

This is the initial version, just a merge without any additions.

Comments  (0 - 10 of 22)
Jsaac4000
Jsaac4000

So does this work with CoC 1.4.12 ? If yes that would be awesome.

If the game there would be more blowouts, then there should be more artifacts spawning, right ? I am asking because I am not sure how it works in CoC.

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Meltac Creator
Meltac

Have it never tested, sorry.

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Guest
Guest

HI and sorry for necroposting.. but is this mod work on 1.006 and is there a way to fast test is mod in correclty applied or is only necessary to wait for blowout??

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war1ox
war1ox

I wish they would try to fix the radiation storms

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Bambacha
Bambacha

Whenever I have a blowout the timer is only 5 seconds instead of 1:30 and the blowout lasts about 20 seconds.
Somewhere in the files it is suggested that the above criteria (short timer and short blowout phase) are ON when the debug mode is on.

So how do I disable the debug mode and have the mod work normally?

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Meltac Creator
Meltac

In file gamedata/scripts/blowout.script change line

local debug_mode = true

to

local debug_mode = false

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Dignitias
Dignitias

I wish to know, does this work with Stalker complete?

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The_Scout
The_Scout

No most mods are mutually exclusive also don't play complete its bad.

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Meltac Creator
Meltac

It will work but requires manual mod merging.

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Kumelowski
Kumelowski

Hey, I don't wanna necro or something, but can anyone tell me if there's some quick way to check that this is working? All i've done so far is change the value of that one .ltx file to true, and then dumped the gamedata folder into my SSoC folder. Does that seem correct?

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Kumelowski
Kumelowski

Update: I've finally had a blowout...for whatever reason I could temporarily see all stash locations around me. Additionally, I didn't run into any zombies immediately afterwards. Is this normal? I'm in Cordon, just started a fresh game.

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Meltac Creator
Meltac

Those location markers that you see are hideouts, not stashes - locations where you can find shelter during the blowout.

Zombies and/or mutants should be spawned nearby during every blowout otherwise something would have been gone wrong. You could configure what creates will be spawned and in what numbers, you probably should check that.

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