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Bullfrog
Nov 5, 2012

It bugs me how in so many mods, the mosin model has the player's shoulder clipping through the screen. I always have to gently caress with the UI fov to get rid of it because it's so distracting.

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Wugga
Oct 30, 2006

I BEAT MEAT

XTimmy posted:

Been snooping around but can't find a clear answer: Misery 2.21 I've gone Zanton->Jupiter with Pilot, which means I should be able to walk back on my own correct? Only I can't seem to find where I need to go to get back to Zanton. Any help would be appreciated, don't wanna buy another stove!

There should be a distinct marker on the top right of the map in Jupiter that brings you near the Iron Forest. Here's a screenshot:




In all my three playthroughs of Misery I've had that there. I don't know what would cause it not to appear, but the only thing that pops to mind is: did you give Pilot the maps that make travelling between Zaton and Jupiter cheaper? I don't know if it affects anything, but it's the only quest I think can of that could affect it.

XTimmy
Nov 28, 2007
I am Jacks self hatred
Ah! I have not because I haven't played the base game in ages and forgot about that. Many many thanks.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
Does OGSE have weapon upgrade dudes? It doesn't seem fleshed out like CoP or CoC. I really miss the upgrade trees :(

Monolith.
Jan 28, 2011

To save the world from the expanding Zone.

buglord posted:

Does OGSE have weapon upgrade dudes? It doesn't seem fleshed out like CoP or CoC. I really miss the upgrade trees :(

If I recall correctly, the only upgrades are scope mounts, larger mags (30-50rd) and suppressors. It's a pretty big deal once you get a 45 round magazine for your 5.45 AK.

Killswitch
Feb 25, 2009

buglord posted:

Does OGSE have weapon upgrade dudes? It doesn't seem fleshed out like CoP or CoC. I really miss the upgrade trees :(

No, there's nothing in ogse like in vanilla clear sky or cop for upgrading.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
Lack of upgrades almost kill the game for me. But this mod is still funny and whacky like I remember. Was this the same mod that had autoturrets a few versions ago? You know, the kind with laser accuracy and sniper range that tore through your armor before instalkilling you?

Monolith.
Jan 28, 2011

To save the world from the expanding Zone.

buglord posted:

Lack of upgrades almost kill the game for me. But this mod is still funny and whacky like I remember. Was this the same mod that had autoturrets a few versions ago? You know, the kind with laser accuracy and sniper range that tore through your armor before instalkilling you?

I thought that was a Clear Sky mod.

GyverMac
Aug 3, 2006
My posting is like I Love Lucy without the funny bits. Basically, WAAAAAAAAAAAA
AAAAAAAAAAAHHH
HHHHHHHHHHHHHH
Call of Chernobyl with increased weapon damage, and arsenal overhaul, plus Dr X questlines mods makes Stalker into the game i was hoping for when first seeing the screenshots back in 2002. However, I'm not very familiar with the Stalker modding scene so I might be missing out on some even better mods. Are there any other mods out there that does the same freeplay thing COC does?

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
anomaly

NeoSeeker
Nov 26, 2007

:spergin:ASK ME ABOUT MY TOTALLY REALISTIC ZIPLINE-BASED ZOMBIE SURVIVAL PLAN & HOW THE ZOMBIE SURVIVAL VIDEO GAME GENRE HAS BEEN "RAPED BY THE MAINSTREAM":spergin:
Yeah, my question was answered two posts above mine... kinda didn't see that as I was backlogged like 300 posts in this thread.

So I'm guessing Anomaly is the hot poo poo right now and makes CoC obsolete? I checked for myself and it seems like the top two standalone mods for CoP are CoC and anomaly at the moment, and CoC seems much less popular.

NeoSeeker fucked around with this message at 07:20 on Nov 6, 2018

Killswitch
Feb 25, 2009

buglord posted:

Lack of upgrades almost kill the game for me. But this mod is still funny and whacky like I remember. Was this the same mod that had autoturrets a few versions ago? You know, the kind with laser accuracy and sniper range that tore through your armor before instalkilling you?

Yes, OGSE has the ridiculous autoturrets... Someone posted a file to add to your gamedata that would override those but no idea what page

v1ld
Apr 16, 2012

Killswitch posted:

Yes, OGSE has the ridiculous autoturrets... Someone posted a file to add to your gamedata that would override those but no idea what page

Here's a fixed version: https://mega.nz/#F!7x4SFLaI!QmWguKQANMaFqvLltmHLwg

There's also a merge with the AA2 HUD I used for my play through, with and without the turrets removal.

Edit: That's a fixed version of the OGSE 0.6.9.2 turrets begone/removal mod - for easy search if someone's looking in the future.

v1ld fucked around with this message at 19:08 on Nov 3, 2018

NeoSeeker
Nov 26, 2007

:spergin:ASK ME ABOUT MY TOTALLY REALISTIC ZIPLINE-BASED ZOMBIE SURVIVAL PLAN & HOW THE ZOMBIE SURVIVAL VIDEO GAME GENRE HAS BEEN "RAPED BY THE MAINSTREAM":spergin:
I think I'm having trouble installing anomaly. I put the contents of the first part (repack 1.3.1) into the second part, then put the 1.3.3 update into that and on top of those three I put 1.4 in there. It seems to start then displays a tiny window over the splash screen and crashes... What's the correct way to install this?

Also should I just wait for 1.5? I'm a huge fan of the warfare mod.

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
if i was not S'witting around in OpenMW, I'd be playing Anomaly, maybe, see below...
there's something fun about pushing a pea up an near vertical difficulty cliff with you nose in a blasted hellhole that other games just don't capture.

in other news :


I forgot to install cyrillic and windows 10 is a pisssssssssssssssss

Theotus
Nov 8, 2014

NeoSeeker posted:

I think I'm having trouble installing anomaly. I put the contents of the first part (repack 1.3.1) into the second part, then put the 1.3.3 update into that and on top of those three I put 1.4 in there. It seems to start then displays a tiny window over the splash screen and crashes... What's the correct way to install this?

Also should I just wait for 1.5? I'm a huge fan of the warfare mod.

Try running as admin.

Also, if you added the launcher as a shortcut to launch through steam you can just add "runas.exe\user:administrator" to the launch options. I was having the same issue you were and that fixed it for me. Takes a bit to load, but doesn't immediately crash on startup anymore.

Theotus fucked around with this message at 03:14 on Nov 14, 2018

Theotus
Nov 8, 2014

Also is there anyone that can sort of explain the dynamic factions mod that is used in CoC and presumably baked into Anomaly?

I am not sure how to go about improving my relationships with hostile factions. For example, military doesn't like loners, do I just kill some military dude and take his clothes and then run jobs for them in disguise?

Will that get me to the point where I can interact with military without being dressed up?

Or is that not how the feature is intended to work?

Mordja
Apr 26, 2014

Hell Gem
There's a big, new narrative-focused mod just came out, if you're like me and need some sort of throughline in your misery simulator.
https://www.moddb.com/mods/zoneexpanded-road-to-the-north

Theotus
Nov 8, 2014

Mordja posted:

There's a big, new narrative-focused mod just came out, if you're like me and need some sort of throughline in your misery simulator.
https://www.moddb.com/mods/zoneexpanded-road-to-the-north

Have you had a chance to check it out? Was going to download it when I get home.

Vorenus
Jul 14, 2013

Meridian posted:

Have you had a chance to check it out? Was going to download it when I get home.

As someone who never played Misery or any variations thereof, I find RTTN very difficult and slightly overwhelming with all the different items. It seems to be very hardcore and intended to severely punish the player for even small mistakes, but I'm trying to let it grow on me. It does look like there has been a ton of effort put into this mod, and I need something to scratch the STALKER itch that isn't yet another vanilla or SGM playthrough. Call me insane but I get nothing out of the no-storyline sandbox mods.

virinvictus
Nov 10, 2014
I’ve been playing Shadows of Chernobyl the last week, and opened up Call of Pripyat and it looks... aged. Like, worse than SoC (edit: running SoC with ZRP and shaders MAX, if that makes a difference)

Is it just me? I started it up with the DX11 shaders and ended up going back to DX9 because it didn’t make that much of a difference.

Is it just me? Is there a mod I should be running?

Running a PC with 32GB of ram, and a GTX1060

0 rows returned
Apr 9, 2007

call of pripyat has a different art style. It also doesn't do as much with heavily contrasted light and shadows like soc

v1ld
Apr 16, 2012

virinvictus posted:

Is it just me? Is there a mod I should be running?

Use Cromm Cruac's Absolute texture packs for both games: http://absolute.crommcruac.com/

His Atmosfear is a great weather mod for CoP.

Killswitch
Feb 25, 2009

0 rows returned posted:

call of pripyat has a different art style. It also doesn't do as much with heavily contrasted light and shadows like soc

Yea, this is the true crime of CoP. SoC had really great lighting back when it came out, and even with something like OGSE it still looks real nice even by today's standards

turn off the TV
Aug 4, 2010

moderately annoying

virinvictus posted:

Is it just me? I started it up with the DX11 shaders and ended up going back to DX9 because it didn’t make that much of a difference.

Run it with DX10, it has the most functional shaders.

turn off the TV fucked around with this message at 04:20 on Dec 7, 2018

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

turn off the TV posted:

Run it with DX10, it has the most functional shaders.

Is this true for Call of Chernobyl as well?

YF-23
Feb 17, 2011

My god, it's full of cat!


I last played this game (SoC) in like 2011 or something and want to do a nostalgia playthrough. Is the Zone Reclamation Project still considered the vanilla+ mod, or is the OP outdated?

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



CoP also has very sparse levels both in terms of cover and in terms of misc junk scattered around, in an attempt to improve performance.

Edit - a timely and relevant reply to a conversation that took place 2 weeks ago.

v1ld
Apr 16, 2012

YF-23 posted:

I last played this game (SoC) in like 2011 or something and want to do a nostalgia playthrough. Is the Zone Reclamation Project still considered the vanilla+ mod, or is the OP outdated?

Yup, ZRP + texture mods (Absolute packs by Cromm Cruacc) + Shaders MAX is a very good Vanilla+.

Since you've already played through once you can also use just Autumn Aurora 2 with nothing else. It has some enhanced mechanics but doesn't muck with story and is one of the best mods for any of the games.

E: AA2 has a problem if too many quests are run in parallel when it can corrupt saves. No problems with doing the main questline at all, but for side quests from Barkeep or Sid and the like I strongly suggest accepting them one at a time right before doing them. I completed the mod with no problems the only time I tried it like this.

v1ld fucked around with this message at 14:40 on Dec 24, 2018

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
anomaly 1.5 alpha is accessible via the anomaly discord and it rules, integration of tons more quest content (new entire quest chains), new battery system, new sidequests, new disguise system that is much more intricate, new easier ways to modify many aspects of difficulty, Warfare integration... the list goes on

Theotus
Nov 8, 2014

sea of losers posted:

anomaly 1.5 alpha is accessible via the anomaly discord and it rules, integration of tons more quest content (new entire quest chains), new battery system, new sidequests, new disguise system that is much more intricate, new easier ways to modify many aspects of difficulty, Warfare integration... the list goes on

I'm stoked for the official release. Taking a bit of a break because I had been cracked out hard on 1.4 since I found it.

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
you can try it now if you go into the discord. its about to enter beta, as in i think he’s done adding features and making broad changes, just fixing bugs and rebalancing now.

the addition of Lost to the Zone is what adds the new questlines and its a much less generic questline than the stock call of chernobyl one. Warfare is implemented in the mod too but i believe only if you turn storymode off.

also the devs are quite responsive and helpful, they are serious about developing and improving their work and are around most days of the week. if you go into the discord you can help with playtesting and killing bugs and you can also make suggestions for new features or rebalancing. i made a rebalancing suggestion for 1.5 and it was actually implemented, although it remains to be seen how well it will work out.

and you can modify how easy or hard you want progression to be, down to details that ppl have usually had to tweak in ltx files. you can change how much you receive for completing quests, how quickly you lose stamina, how much vendors will pay for things and how expensive they are to buy, ironman mode has a system where staying alive for a certain amount of days grants you another life (sleep doesnt count), you can change how suspicious you make enemy factions with certain actions when youre disguised as one of them, every aspect of Warfare is customizable on a per-faction basis...

sea of losers fucked around with this message at 00:10 on Dec 26, 2018

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
actually i just checked and the beta is officially on the moddb page
https://www.moddb.com/mods/stalker-anomaly/downloads/stalker-anomaly-update-150-beta

to install it, you install 1.4, download the contents of the google drive link, then paste all that stuff on top of 1.4, replacing when asked

quote:

List of Features


Story:
------
- Integrated "Lost of the Zone" storylines addon into Anomaly. A set of 3 storylines surrounds old and new characers and events:
1. Part 1 - Living Legend: a famous stalker has returned to the Zone. Pursue him in order to obtain his invaluable knowledge.
2. Part 2 - Mortal Sin: a sinister faction emerges from obscurity to take over the Zone. You are the only one who can stop them.
3. Part 3 - Operation Afterglow: the Zone attracts a lot of attention. However, some people believe that its many secrets are best kept hidden.
- "Mysteries of the Zone", "Lost to the Zone" and DRX Questlines are all merged inside Story mode so the player can play what he wants. They are not available for Warfare and Azazel mode.
- All storylines won't be available at the start of the game. Ask stalkers around for new information or rumors. Some are willing to give you leads.
- Tasks to disable Brain Scorcher and Miracle Machine will be given to the player upon purchasing good/bar psi-helmet from prof. Sakharov, not at the start of the game.


Dialog and Quests:
------------------
- Added new 3 dynamic quests, given by common npcs:
- Deliver important packages from stalkers to their friends in far locations
- Take measurements of anomolous fields using a special device (ecologists, clear sky)
- Search and find the missing squad, report back with your findings to their friends
- Added new task from Griffin to investigate Lab X8 to gather documents
- Added new task from Aslan to clean Dead City from Mutants
- Added new task for freedom, duty, military leaders to pull undercover agent out before he get exposed.
- Added tasks from Hermann to plant Anomaly Scanners (CoP)
- Expanded the items pool for all fetch quests.
- Added new dialog for traders to borrow money. You can't trade with the trader you own him money unless if you pay off your debt + %50 interest
- Added new dialog for many traders to buy extra equipment, the player can buy a set of items at once (medical / food / ammo) if he has a hight rank
- Updated (unlock map routes) dialog. It no longer shows you every hidden route available. Only the ones you can reach them from discovered maps.
- Bounty tasks will show info (name, faction, location) about targets before accepting them. They can show up to 3 different targets
- Task givers won't ask you to target someone in monolith areas (CNPP, Generators, Pripyat, Radar)
- Guide Job has been updated: the player will no longer need to have or pay money back for failing. He will lose rep upon canceling the task, and will get half the reward after reaching the distination too late.

Faction Bribe:
1. Sometimes you want to pass through some area without worrying about an enemy squad camping there. Many special characters have connections around the zone, talk to them and provide a payment to bribe an enemy faction temporarily.
2. You can bribe a faction for 2 or 4 days, then things will return to the old way.
3. During the bribe, members of the enemy faction won't shoot you at sight. But if you get close enough, they will point their guns at you. Getting any closer will break the bribe and get you shot.

- Added new dialog for medics. You can choose between healing wounds, radiation or both
- General escort service: you can ask natural npcs to join your company and provide protection for a fee, the serivce is offered for a day or two. The escort squad will decline if you travel to abounded locations or monolith areas.
- Added new dialog for companions for item swap. The player can let his companion carry their items as long as item don't exceed the max carry weight.
- Added more information dialog for common npcs
- Hip's dialog has been re-written for better story telling


A-Life:
-------
- Massive changes to alife scripts to improve squads behaviour in general
- Added the (Offline combat simulator): A new feature\option that allows squads in other levels to engage in battle with nearby enemies.
- Sometimes, faction members in the other parts of the zone will send news regarding their true situation and who they are fighting with.
- When (Dynamic Faction Relation) is enabled, the battles in other maps affect the relations between different factions instead of being player-focus.
- Squads will travel more usually to the other parts of the Zone
- On high ranks or really bad reputation, you'll attract enough attention. Your enemies will put a bounty on your head and send elite squads after you.
- Added the "blind zombie". A new high-tier, rare zombie type with psi ability.
- Underground and labs levels will foreseen more dynamic mutant spawns.
- Monolith squads relations among themselves has been changed to "friend"
- Monolith members will not send chattery dynamic news, only important news like enemy warnings and shootouts.
- Everytime you start a new game, the static items you usually see around will be randomized. And their availability is tied to the progression difficulty you choose.
- Stalkers will stop looting when they exceed the weight limit in their inventories (60 kg)
- Restored "Lukash" instead of "Miklyha" as freedom leader
- Companions will be auto-healed 10% of their health every 10 seconds
- Added glue under Hermann's shoes so he doesn't keep moving and rotating inside Jupiter mobile lab like the little bitch he is.
- "Doc" will camp at one location (the hideout in north-west of Great Swamp) to avoid him being free dog food as usual.
- Removed Yanov Station, Mobile Bunker and Zaton ship from non-combat zone (need logic test)
- Miracle Machine, Brain Scorcher and Generators will be turned off outside of Story mode
- Fixed a case with the mercs in Outskirts being hostile even after messaging the player, however they will stay enemies to duty, military and monolith players.
- Fixed cases where special characters send general news.
- Fixed a problem with Yar and Cashier in Outskirts where player can't talk to them.


Visuals and Atmosphere:
-----------------------
- The weather and lighting has been completely revamped
- Added FXAA support (DX9+)
- Added HUD Inertion when aiming with weapons.
- Enabled tree swing in storm and rain weather (DX9+)
- Added new small flickering light effect for flashlights
- Improved a lot of textures related to trees, terrains, bushes, grass and more
- Improved rain visuals and added dynamic rain and wind sound effects
- Updated dynamic mask overlay textures
- Fix display on HUD of transparent surfaces
- Added glow effect for Fruit Punch and Electro anomalies
- Updated the loading screen, all shots are taken from the game
- Enabled and modified muzzle fire for all weapons
- Reduced radiation screen effect power for less noise overlay
- HUD effects on bleeding and low health (such as blackout) will play on worse health conditions, this has been done to make them less spammy in general
- Added new checkboxes in weather settings to enable/disable new atmosphere effects
- Fixed M4 model (removed ironsight from front of scope)
- Modified and fixed axes (new textures, fixed model sizes so if you drop them they are not tiny)


Warfare (WIP):
--------------
- Warfare has been ported to Anomaly as a new optional mode
- The mode simulates a war between factions in a dynamic fasion, and allows the player to take control over his faction
- It can be toggled from new game menu. Not compatible with Story mode.
- Added new squads for warfare (bartenders and medics), they can fill jobs of dead charaters with similar rules in captured locations


Disguise System:
----------------
- Updated the disguise system with a whole new dynamic system.
- Your disguise is detemined by your general equipment and behaviour, and affected by NPCs memory, awareness and other details.
- In disguise mode, a small bar will appear on the HUD to represent the "suspicion" level coming from surrounding NPCs. When it gets fully red, you get exposed.
- All disguise factors are controllable in-game (extra options). Technical values are controllable through a small config (configs\plugins\disguise.ltx)
- You can't disguise as a monolith member (balance and exploit reasons)

General:
--------
- Expanded the (Progression Difficulty) options for more customization. And added (Stamina Loss) factor to control player's power loss by movement and weight.
- Companions will catch up with the player by a running animation when they are far away
- Azazel mode will give a fitting outfit for the possessed npc
- Added new map markers for traders and bartenders to distinguish them from other special characters of different rules
- Restored location discovery, with better script and less hooks (disabled in Warfare)
- Radios around the zone will play tracks from Zone FM channel synchronously
- You won't receive dynamic news from the network if the PDA is unequiped or on low-power
- Campfire save mode will no longer need you to interact with campfires to save. Simple get close to a campfire and save normally

Accessible PDAs:
1. PDAs found on corpses can be viewed by the player to dig the messages inside
2. Messages related to the dead stalker can be about anything, search for any important info you can find.
3. Sometime you will come across encrypted PDAs. Talk to mechanics and they will solve the problem for a small fee

- Added new 4 achievements (Infantile Pleasure) (Recycler) (Artificer Eagerness) (Unforeseen Guest)
- Changed "Mechanized Warfare" achievement reward: Bonus items used in repairs are more effective.
- The player will recieve 2 F1 Grenades in the 7th Arena fight
- Bunker doors in Jupiter and Yantar will work individually, this should revolve problems regarding npcs stucking between them
- Changed the crosshair into a small white dot
- Added (Random Location) option for Faction Select menu
- Expanded the craft pool to include the new items
- Expanded the encyclopedia to include articles about the new content
- Nerfed the "Lurker", it's less tanky now
- Choosing Azazel mode in new game will unlock all routes, this has been done to prevent cases of possessing someone in a blocked map.
- Removed mine fields in Limansk and Cordon
- Replaced the loading screen tips from Misery

Inventory:
----------
- Added New dynamic slots (knife, binoculars, detector, grenade, backpack, PDA, headlamp and bolt)
- backpacks are essential equipments to increase the carry weight while equipped
- Hold CTRL and double-click stacked items to move the whole sack
- Added The "RF Receiver" device. A general-use/quest detector that can be set and used to catch nearby radio signals.
- RF transmitters are set around the zone by many stalkers for various purposes. With the right frequencies, the The "RF Receiver" might come in handy for catching signals and tracing RF sources.
- Reworked the battery system as the following:
- Removed the UPD, all devices will work independently based on their own power
- The amount of power left in devices and batteries is represented by condition bar.
- Drag and drop batteries on a device to put them in
- You can extract batteries from a device by the new (unpack batteries) option
- All devices have their own power consumption. Better devices tend to consume power faster than their older variants
- Replaced (Use Battery) option with (Battery Power Consumption) factor, values range between 0.1 to 10
- Better batteries variants have been removed, they no longer have a purpose (along with empty ones)

Updated the "Geiger counter" as the following:
1. GC is now a detector with its own model
2. Using it will show the radiation value on the HUD (near health bar)
3. GC has 3 modes: Active (show current values only when held) - Contineous (show current values always as long as its in inventory) - Toggle (show value upon pressing a keybind as long as its in inventory)

- Added new 2 PDAs, better PDAs have better GPS module that can show nearby npcs locations with better range (Remove GPS Tracker, it no longer has a purpose)
- Added new 3 types of head lamp (come with Nightvision). All unnecessary NV upgrades for outfits and helmets have been removed.
- Added new special weapon (TOZ-34 "Bull"), Nimble sells it (created by Akinaro)
- Added the FAMAS to the game, can be bought from Freedom trader
- Restored the Pathfinder suit in Clear Sky trader's profile
- Looted money will no longer appear as news. Instead, its an item that can be looted from corpses. Looting them will be automatically added to actor's wallet
- Amount of looted money varies between npcs/ranks. Using it will add the money to player's wallet
- "Old Coins" are usable, the player will earn few rubles in his wallet.
- "Box of Matches" can be bought from barkeepers instead of local traders
- "Hunter's Kit" acts as a backpack. Equiping it will give carry weight and a chance of looting bonus mutant parts
- Added a new item action (details), shows all details regarding the selected item in a GUI window. Details can be about : condition, ammo, attachments, components, compatible repair kits, upgrades, upgrade parts and many others
- Changed disassembling tools (Swiss knife, Grooming kit, Multitool) to have condition instead of uses. When they are used for disassembly, they will degrade.
- Disassembling tools can be repairing using "Sharping Stones"
- Reading an anomaly map will open all routes connected to the said map
- Using some medical items will give an empty syringe back
- Added faction patches for Sin and ISG

Bolts management:
1. Added the possibility of having limited amount of bolts. The feature is optional and enabled for Survivalist difficulty by default (Progression options)
2. Bolts have 2 variants: vanilla bolts and empty bullets. They can be found everywhere.
3. All traders sell bolt packs, every pack contains about 20 to 30 bolts.

- Updated Binoculars icon to be more fitting
- Changed AUG ammunition to use 5.56 rounds, and Renamed a lot of weapons names to match real-life equivalents
- Reduced the radiation output from Oasis and Compassa artefacts, they can be contained in AAM containers now


Technical:
----------
- Organized all game files
- Fixed cases of quests failing immediately after accepting them
- Fixed bugged Arena dialog that keep rewarding the player with infinite rewards
- Fixed a case where knives don't degradate upon looting all mutant parts
- Fixed a case where crows might prevent the actor from fast traveling #_#
- Fixed a crash related to Azazel mode (fail to generate proper outfit)
- Fixed a case with dropping tents getting deployed.
- Fixed a typo in Meeker's dialog that prevents you from acquiring Merc SEVA
- Fixed some weapon upgrades related to Handeling showing negative values
- Fixed a lot of issues and typos with outfits and their upgrades (Credit goes to Just Monika, koray79, Namelesswonder )
- Fixed readings of missing sky-boxes textures
- Fixed crashes related to MLR and Hip quests
- Fixed cases of finding old repair toolkits in stashes
- Fixed cases of finding "Black Spray" artefact on cats
- Fixed a issue with Loner guide (Zaton) not showing dialog to travel to Yanov Station
- Fixed broken dialog for Mercenary guide (Zaton)
- Moved all Fast Travel and Backpack Travel options into (Extra Options Menu). They have their own tab.
- Moved (Weapon Degradation) option to (Progression) options menu
- Removed (AIdie in anomalies) option to avoid AI issues with npcs.
- Removed (Loot money on corpse) option, it became an integerated feature
- Removed (Debug Autosave) option for being pointless
- Moved (Thirst Simulation), (Use Battery), (Dark Mode) from gameplay options to be under progression difficulty options
- Updated achievements script, and fixed all broken achievements.
- "Doc" smart terrain is switched off to prevent other mutants/stalkers from reaching it
- Fixed a case with G3 not being able to fire regular 7.62x51 AP rounds
- Added supressor hud model for the FN57 (changed the supressor used from the gemtech to the sil_57)
- Removed duplicated ammo sections in weapons files
- Fixed Mison scope
- Moved (Disguise System) option from gameplay options to be under disguise menu options
- Fixed issues related to Lurker, Psy-sucker and Karlik classes that might cause errors and log spam in the console
- Fixed Bandit trader in Truck Cemetery having limited amount of money
- Faction patches found on corpses appear only if they're killed by the player
- Increased "time_factor" from 4 to 6 for faster time and events.
- Fixed a case where player gain goodwill with special traders
- Fixed fetch supplies tasks not working properly with multi-use items
- Fixed a case with "Putinka Vodka" can't be gathered as multi-use item
- Fixed a case where special characters won't give other tasks after you accept DRX Questlines for them
- Fixed a case of having duplicated "AWR selling parts" dialog for mechanics
- Fixed Ak-12 using 7.62 silencer instead of 5.45 variant
- Fixed an identical section inv_name for Galil 4.0x scope
- Fixed second death sounds
- Added a blacklist for unreachable stashes (this works on new game)
- Fixed weapons with 9x39 cartridge being repairable with 5.45/5.56 repair kits
- Fixed the "Monolith" artefact not being visible when dropped

sea of losers fucked around with this message at 02:12 on Dec 26, 2018

sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more
also the OP is really old and needs an update (it doesn't even mention call of chernobyl or last day or anomaly)

sea of losers fucked around with this message at 08:09 on Dec 27, 2018

Theotus
Nov 8, 2014

sea of losers posted:

also the OP is really old and needs an update (it doesn't even mention call of chernobyl or last day or anomaly)

I'd be happy to write up a new one, but unless there is real interest, I am way too lazy to add all the pictures and stuff. Unless people want a new thread, I'll stick with this dead bog.

Fart Puzzle
Jul 25, 2007

compressed fart pieces

it's almost like we are squatting in the rusted husk that is this old thread

Missing Name
Jan 5, 2013


Scavengers, Trespassers, Adventurers, Loners, Killers, Explorers, Robbers


I guess we have S, T and L nailed down in this thread for now

Sparkyhodgo
Jun 21, 2003
Long potato

Fart Puzzle posted:

it's almost like we are squatting in the rusted husk that is this old thread

Unfortunately I think Reddit stole most of the discussion.

Themage
Jul 21, 2010

by Nyc_Tattoo
downloaded anomaly and these flashlight changes suck, is there an easy way to revert them?

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sea of losers
Jun 6, 2007

miy mwoiultlh tbreaptpreude ifno srteavtiecr more

Themage posted:

downloaded anomaly and these flashlight changes suck, is there an easy way to revert them?

buy a headlamp and then you can use it like normal. if you dont like the batteries you can go to progression options and set battery factor to 0 and theyll last forever

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