Rain has a chance to be toxic ;] Toxic rain makes you receive radiation and degrades your equipment (MCM etc).
Description
Everything should be togglable/adjustable via MCM (Download MCM here if you haven't yet: > > > > MCM < < < < ).
Adding chance for rain to become toxic. Toxic rain makes you receive radiation and degrades your outfit+helmet if you are not indoors/underground. Radiation gain depends on outfit and helmet radiation protection. Degradation rate depends on outfit and helmet chemical burn protection.
There is no warning if rain is currently toxic or not, but it changes rain and sky color which is very easy to notice.
Default rain/sky colors are probably not to everyone's taste, so try to play with their configs in MCM.
Keep in mind that colors in MCM are not "base colors", they are addition to it:
For example if base RED color is 0.8, an MCM option of -0.2 will change base color to 0.6.
Changelog:
- v0.74:
- Tried to remove "Connection .." messages for toxic rain, update only if it really annoys you ;s Idk if it works properly all the time (seems to work for me). Don't even try to test it by calling emissions from debug and then report here.
- v0.73:
- Native compatibility with agony mode ;s
- v0.72:
- Patch for Agony mode that lets you save game during toxic rain. Separated patch for now, changing only one function is_emission_active ;[
- v0.7:
- NPCs are now trying to find a shelter during toxic rain. If you notice some weird behaviour you can still disable it in MCM.
- v0.61:
- Smol crash fix for artefacts, missed it somehow, sorry ;[
- v0.6:
- Added MCM option for geiger sounds under toxic rain (short ones, not to annoy you too much), need geiger in inventory.
- Replaced ltx protection check for object protection, means now it takes into account upgrades and other stuff.
- Left small console print for weather change to rain/storm. Lets you check for toxic rain proc chances. (Keep in mind that even if you see that toxic rain has started in console, it won't affect you till the actual rain starts.)
- v0.52:
- Artefacts with penalties are able to increase degradation even more if summary protection goes below zero (unlikely to happen with vanilla configs, but anyway).
- v0.51:
- Minor polishing,
hopefully final version.
- v0.5:
- (Optional) Degradation/radiation multiplier for locations. The further north, the stronger it is. (Example: cordon 0.15, CNPP 1.5)
- (Optional) Multiplier for rain density. With this option enabled light rains are more or less safe, whereas heavy rains are still dangerous.
- (Optional) Protection from artefacts (helpful, but not much, otherwise I'd need to lower reduction from outfit/helmet).
- Another rain density check to bypass xray's weather blendings (to prevent degradation/radiation when weather is "rain" but no visual rain yet).
- v0.4:
- Replaced emission's indoor check for ray cast. Now it's possible to hide from rain under trees, cars and anything that has roof.
Compatibility:
Should be compatible with everything.
Safe to install/uninstall whenever.
At last, Acid rain is back on stalker :)
but it's toxic ;]
Very good. Immersive and should make you invest more in environmental protection. Also, are artifacts on belt also accounted for?
Not yet. I don't really like how to get summary protection you need to manually calculate all sources, so I stopped on helmet+outfit only for now.
Would be nice to have this, of course, but it's still great
Do NPCs and mutants take damage from toxic rain?
No. Making them seek a shelter will be pain to write. Without it there will be only bodies everywhere.
i agree with it being a pain to write/implement. i do remember the NPCs in DA following a behaviour off searchibng for cover once toxic/radioactive fallout happens. maybe there would be an easy way to port their way of doing things?
Would be nice if someone can do it ;]
I'm not messing with ai schemes.
Alright I decided to try it xd
Seems to work, but idk.
I'm guessing it affects only player?
It would be more immersive if NPC's were trying to hide, like during a blowout.
Not shure how difficult it is to implement though.
Either way the idea is rather interesting.
Answer above ;]
I wouldn't touch AI behavior even for money.
Do it ya wus
Ok done ;[
Interesting mod !
Could it be possible to make the rain becoming more severe the closer you are from the CNPP ?
The southern part would require less chemical resistance compared to the northern part
Yeah, I can add it later as optional feature ;]
Thank you !
Спасибо! Давно хотел такой файл.
Sweet! I miss the radioactive and chemical fallouts from CoP AtmosFear. Apparently they had to be take out of CoC due to them causing errors, and so everything based on CoC ever since hasn't had them either.
thx
is it compatible with ARSZI'S DYNAMIC RADIATION ZONES AND RADIATION OVERHAUL?
No conflict.
Yep ;]
Good ****.
Deadly anomalies, dangerous mutants, anarchists and bandits...... and melting armor.
Duty will be very busy.
The perfect update, thank you
Hi, sorry for being late, but can you make the rain black or/and add a warning siren like in Atmosfear?
There are colors you can play with in MCM, try to put everything to -1, this should make it black. As for the siren, I don't think toxic rain is such a big deal to have a siren or any kind of warnings.
Would be cool if there was some incentive to go out in the toxic rain, because all it does is make you either stay inside till the rain is over or invest in gear that protects you from it and then you basically ignore the mechanic entirely.
Maybe certain types of artefacts can spawn during toxic rain, or it reduces mutant spawns or makes them passive, or reduces STALKER patrols?
Consider it as a small addition to game, not some global overhaul.
If you are playing without some OP outfit/artefact addons, the only outfit that have enough chem burn protection and receive minimum penalties is yellow space suit (not max, but very close). Similar to radiation, none of the outfits can mitigate it fully.
I acctually have an Labs and Watter radioactive addon. Arte thouse compatible?
Yes, water adds its own radiation and this addon doesn't touch labs, why would there be rain in labs xd
Is it green? can it be normal but still with side-effects?
Two lines before changelog clearly say how
is it possible to have the geiger counter emit a noise to indicate when the player is under the effects of radiation gain?
Yeah, I can add an MCM option for this, it's probably gonna be annoying to hear it all the time, but nevertheless a good suggestion ;]
UPD: Added, thanks.
Thank you for the response and for taking my suggestion into consideration, as well as updating the mod to include it so quickly. I look forward to playing with it and providing any feedback I can in the future. Thank you again for the mod.
you could add it as a option on the geiger counter itself, like the different modes that exist for it. that way you can switch from toxic rain mode seamlessly.
I believe it will need changes in game's geiger script (wherever it is), therefore patches etc.
After playing with the newly updated files installed, I've encountered an error.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: anomaly\gamedata\scripts\toxic_rain.script:208: attempt to index a nil value
Any attempt to load a save results in a CTD, however, everything else seems to be working perfectly.
Fixed and updated 4 hours ago, sorry.
No worries, I hadn't seen the update. Thank you.
I thought about making a meme the other day with me standing in the corner, avoiding collision with the toxic rain and a group of NPCs hanging around in front of me, saying "they don´t know the rain is toxic".
Would have aged poorly so I´m glad I was too lazy.
I like NPCs hiding during the toxic rain, but can you make it so the PDA stays on? I get the "Connection Lost" PDA notification like before an emission, and if I turn the NPC option off in MCM the "Connection Established" message pops up. Also prevents you from saving if agony mode is on since you can't save during emissions.
I tested with high time factor, must've missed it ;[
Updated for agony mode, PDA still works even with "Connection Lost" message (if there's no emission/psi-storm during toxic rain too), I don't really know yet how to monkeypatch it, so just ignore it.
Great mod!
Can we define the radiation amount to be displayed as environmental randiation value?
You mean geiger modes? I didn't even know it exist till like a month ago ;] Not sure anyone will use it (or even know about it like me), but I'll take a look.
Very thanks for the addon :)
I just got this upon saving:
LUA error: ...a.l.k.e.r anomaly\gamedata\scripts\gamemode_agony.script:48: attempt to index global 'toxic_rain' (a nil value)
Adding a check to opt out in case that var is nil should fix it.
What other addons you have that change gamemode_agony.script?
Actually I only have added a small change that removes the rediation check prior to saving. Everything else is unchanged. Also I never had this problem before, and I'm playing with toxic rain since its release. But I've now added a nil check and it seems to be fine.
EDIT: Hmm... I'v just had another crash right after saving during a level change. But this time it was a complete vanilla var that was nil and led to CTD. Never had this before.
\ui_inventory.script:606: attempt to index local 'npc' (a nil value)
I've installed some addon updates recently. Maybe some faulty script causes this, somehow interfering with the game's scripts in a bad way. Because it's really noticeable that suddenly those things are happening out of "nowhere".
None of those lines match default scripts, ui_inventory is certainly not this addon. So, since:
1) I haven't seen any crashes like these before (looking at quite a few modpacks that have this addon);
2) they appeared after you changed "something";
3) I can't see what and how you changed
I'd almost surely say it's something on your end.
(btw read my comment on eft medical overhaul)
I know that ui_inventory is NOT from this mod. I just mentioned it as an example that something is odd is going on, and that this is probably caused by a faulty script (from another addon) or leftover scripts (from older version of other addons), but NOT caused by your addon. As I wrote: the last variable is a vanilla one.
My best bet would be on reverting gamemode_agony to default and trying again ;]
Doesn't help. I really only removed one check that for sure does not cause any issues. Let's just pretend that file is vanilla :)
But I guess I found the issue already. Thx for your input
Thanks for report ;]
I'll keep an eye on it if I see another one like this. I'd like to fix all possible bugs, but can't really rely on one single bug with a custom file (or if it was changed back mid-game) ;[
That's fine. I still don't think it's caused by your addon. I noticed that this odd behavior started after installing the new ARX addon. I couldn't find anything wrong with my mods. But ARX uses engine-level changes that I cannot check. Maybe that's the reason. I've reported it to the author, just in case.
Thx for your help!