#STALKER Overhaul Mod

1 messages · Page 2 of 1

molten pine
#

That sounds like heaven

fringe drum
#

You can search item tags

#

etc

molten pine
#

Whats the general process for setting up unreal engine to do this stuff?

#

Are there tutorials in modhelp?

fringe drum
#

yup there's one

#

I went through it and helped with some of the things. It's daunting but once it's done your life becomes significantly easier. Especially if you focus on anything but ItemInfos

molten pine
#

Got it, thanks. When I get to it, I might @ you with some questions if I have any but I'll try to keep them to a minimum. I really appreciate all you've done to help (same with Extremerecker) and I know it isn't much but I'll be sure to thank you in the video I make once this mod is actually finished.

#

I am not one to let this much charity go unnoticed.

primal marlin
#

I’m planning (for more immersion) to dub and rewrite everything in the game in Russian. Is it a good idea?

molten pine
#

@lean fulcrum If you're around and are aware, im having some issues following one of the tutorials.

#

It says "download these files, put these in your unreal folder

#

but my unreal project file doesnt look like this one

#

i have way less files in it

#

otherwise ill have to wait for saedriss in the morning

#

yeah im trying to follow this tutorial but I really dont know what im doing here

#

I dont have the compile button in Unreal Engine

#

my uproject doesnt have the same files

#

I think this tutorial should be a bit more specific, I feel like it skipped a LOT of steps

#

Yeah ill just get some sleep and worry about making this work in the morning.

#

@fringe drum Sorry for the bother on this, answer at your leisure.

molten pine
#

Okay I figured it out

#

I had to make a C++ Unreal Project

#

and I needed to also install visual studio

fringe drum
#

yes

molten pine
#

The tutorial isnt very beginner friendly

#

Someone I know had a similar problem and could point me in the right direction

fringe drum
#

modding games without mod support isn't either. And it was made quickly by Kurorai.

molten pine
#

Yeah I get you.

molten pine
#

@fringe drum For importing the DT loot tables, what variable type do I set it to?

#

I've tried two or three and it seems to give me errors each time.

#

I get error messages like

Failed to parse the JSON data. Error: Comma token expected, but not found. Line: 69 Ch: 15

#

Okay I forgot to hit compile, now that I have done so, I have a lot more options but I still cant seem to locate the right one.

#

I may have found the problem

#

the DT_Loot_Buffer_DeadMan file has a formatting error

#

I followed the replacement technique in the guide but unfortunately one of the entries is named "NewRow"

#

not "NewRow_0" or "NewRow_1"

#

I noticed NewRow_6 is missing so I'll name it that

#

this fixed it

molten pine
#

Also whenever youre around

#

I noticed some of the items are not present

#

such as Items.Melee.Knife_2 and _3

#

Yeah the deagle isnt here either

#

I suppose I could use asseteditor to put those in manually later, as the option doesnt appear to be in Unreal Editor

fringe drum
#

PRLootEntry

#

and you can use Fmodel to get the games tags

#

and replace the one you downloaded with it

molten pine
#

when it didnt work the first time, I assumed I somehow picked the wrong one

molten pine
#

and the last question for now, I suppose. In Fmodel, I wasnt able to extract the monster files to any other format other than .umap and .uexp

#

I copied the text directly and put it into a .txt file, but I dont think this is how im supposed to do it

#

new tags gotten, thank you

fringe drum
molten pine
#

I remember opening it up in uasset when I first started this mod but I cant seem to figure it out now

#

also the new item tables are going very well so far

#

super excited, i just hope it works when i get ingame

#

I'm not sure if you'd know this but lets say im making edits on the Dead Body loot table which has 3 points total

#

if I set an item to 4 points, would that just disable it?

#

Im planning on using mostly the same tables for all the areas but id rather not have a SCAR-H spawn in the very first area, even on a super rare chance lmao

#

so I could just make those small edits per each area file

fringe drum
molten pine
#

Interesting find in the tags but not in ItemInfos: theres now a Valuable.Item_6

#

I looked in ItemInfos but it doesnt exist there

molten pine
fringe drum
#

yup can't work on them in UE4

molten pine
#

Alright, thanks.

#

I might be able to get most of this mod done today at this pace

molten pine
#

@fringe drum I don't know/think this would apply to ITR, but I figured id mention it anyway just on the off-chance that this could solve problems for ITR modding:

I remember when I modded Dark Souls Remaster and one of the things you do is edit the .exe with a hex-editor and define it to not read the compressed packaged files, but instead to read a directory of raw files instead, such as textures and sounds and stuff. I bring this up because im curious if it'd be possible to define ITR to read .json files that are easier to work with and edit, instead of only reading .uassets and stuff.

This might be the wrong thing (as its been several years) but I believe this was it: https://www.nexusmods.com/darksouls/mods/1304

fringe drum
#

That seems very unlikely. Those don't use the same engine, so there is nothing indicating that it would work for ITR

molten pine
#

I just happened to be looking in GameConfig.json and noticed "Loot Array" which defines loot points.

I ask about this because it says like, "Loot Buffer Stash Red" has 30 loot points and "Loot Buffer Stash Deadmans" has 30 loot points and so on. Are these values separate from the ones you told me?

Ammo : 4points
Equipement : 1 points
Food : 2 points
Furniture : 2 - 6 points
Body : 3 points
Red crate : 5 points
Silver Crate : 9 points
Valuables : 1 points

molten pine
fringe drum
#

Yes, loot arrays give global budgets for areas

#

In Pervomay, in total, 30 loot points worth of red crates will be generated each Tide, so 6 of them

molten pine
#

Oh is that so?

#

Do you know how I can edit this file as well as uhh...

#

Playerconfig.json?

#

Being able to make the crates more rare would actually fit in with what I want to do.

fringe drum
#

with UassetGUI

#

or hex edit them if it fails

molten pine
#

I recall errors with that, let me check.

#

GameConfig fails one export

#

and uhh

#

PlayerConfig also fails one export but is a mess of raw, unusable data.

#

I wonder if GameConfig would save correctly

#

oh no, it wont

#

theyre both butchered haha

#

I'll ask you about using a hex-editor on these when I get to them

#

ill save them for last since theyre pretty inconsequential

#

other than changing the loot arrays, I was only going to change stuff like carryweight, water walking speed, stuff like that

molten pine
#

@bitter dew Excuse me, I wanted to ask for help on something small.

#

How did you replace the NPC sound file? I wanted to remove the distorted mimic lines.

bitter dew
molten pine
#

in good news:

#

after 11 hours, all of the loot tables are done and i can finally move past the 6 week roadblock

#

the mod should be done in a few days, probably

#

today was my day off so i wont have as much time for a while, but i can chip away at it

bitter dew
#

ok for my bonk death sound mod, this is the path for the sounds: \IntoTheRadius\Content\Sounds\WaveCue\CTR\General

#

@molten pine yea that path should have the things u want i think

#

if not, try one of the other folders in the CTR folder

#

ok now i go MIA again

molten pine
#

believe it or not, I actually downloaded your mod and looked to see where the file is located

#

but I actually have no idea how to do anything with it

#

How do I replace the sound, for example?

#

How do I see what sound im replacing?

bitter dew
molten pine
#

I'll try again

#

I wasn't able to get anything except .json and .uasset files

bitter dew
#

hang on

molten pine
#

I can see through some corrupted data that its an .ogg

#

but cant get anything beyond a .uasset or .json

bitter dew
#

ive like

#

completely forgotten if you even can?

#

maybe

molten pine
#

It's not a big deal

#

This was just gonna be a little change to make it feel a little less silly

#

"Is max coming out to play????"

#

(x100)

bitter dew
#

@molten pine the files u download from nexus, idk how youd read those, but the files in the game can be read with UModel

#

u can extract the oggs with that

molten pine
#

I'll give it a try.

#

Thanks for the help regardless.

bitter dew
#

then navigate to the file and right click, export

#

oki, now i go MIA again for reals

coral spade
molten pine
#

ah shit

#

i hope none of the important files updated in this newest update

buoyant pond
gentle solstice
#

Just wanted to say this is an exciting thread to keep an eye on! Godspeed, mod makers Pecho_Angel

molten pine
#

Should get a lot more work done later tonight, not too much to do. The only things I have to do are re-do everything I already did, and an optional change would be to mute the NPCs voicelines.

buoyant pond
molten pine
#

No.

molten pine
#

Now it's almost done. Just waiting on a thing or two.

molten pine
#

When its ready, ill probably stream my playtest of it.

buoyant pond
#

No

molten pine
#

No, it does the same stuff that that mod does, but like

#

obviously not the same

#

but the scav mod changes the loot tables to allow more items to spawn in the world

#

and this also does that, but with its own loot tables

molten pine
#

Update for the day:

#

Everything is done except for:
-NPC spawns
-Removing NPC sounds (might not do this one)

#

I tested a bunch of stuff and found a few small errors that are now fixed

#

More problems might crawl up but as of right now, we are basically just about done. I've got a friend of mine helping try to improve the ability to edit .umap files, who's trying to figure out how the UAssetGUI program actually reads the files (im not smart enough to know what hes doing), but if that doesn't work, I'll spend the 11 or 12 hours doing it the hard way tomorrow.

molten pine
#

The investigation did not go well so I will be doing the npc spawns manually for the next 12 hours.

#

I will get this mod done.

lean fulcrum
#

is it like three different sets of spawns or is it just cutting out specific spawns

molten pine
#

I just added in my own setting for my "nightmare" difficulty

#

By default, less is -1, normal is 0 (whatever they designed to spawn there) and more is +1

#

And I added in another that adds +3

lean fulcrum
#

huh

molten pine
#

Theres a list of npcs at each spawn node

#

They all have weight values

#

So in the pass, you have a fragment spawn with 3 and a transparent fragment with 2

#

This would mean theres a slightly higher chance of a normal fragment spawning

#

My edits are going to add 3 of every npc to every node

#

That I can then control the weight of to keep it mostly area appropriate

#

The problem is that instead of say

#

2 enemies per node

#

Now theres 64

lean fulcrum
#

so each spawn node has different types of enemies, and the difficulty placer just increases the amount of those enemies

molten pine
#

Yeah

#

And theoretically with the entire lineup of npcs to choose from

#

That would also increase the chances of stronger npcs spawning

#

By pure chance

#

Im also planning on adding back in the 1.0 Harvester npc with a low spawn chance

#

No idea how thatll work

lean fulcrum
#

what about the homunculi

molten pine
#

Dont know it

lean fulcrum
#

its the enemies that the harvester spawns

molten pine
#

I barely know how these npcs function

#

Then it wouldnt need to be added

#

The harvester would do it

lean fulcrum
#

alright

molten pine
#

That said

lean fulcrum
#

we'll see

molten pine
#

I should edit their health to make sure theyre appropriate

#

I made the harvester faster too

#

Regardless

#

Adding in 64 rows 20 to 40 times per map is gonna take me all day

lean fulcrum
#

👍

#

good luck

molten pine
#

After this, its finished.

#

Beats me

molten pine
#

@fringe drum Have you ever seen the location of the game difficulty descriptions, where it says "normal enemies" and stuff? I renamed the difficulties and rebalanced their modifiers in the preset, but the descriptions dont update. It's not a huge deal but it'd be a nice thing to change if I knew where it was. I did digging for it and never found it in any of the files I checked so I figure I'd ask. If you don't know, don't worry about it.

fringe drum
#

Probably handled on the blueprint side of things.

molten pine
#

Probably, since I didn't see it anywhere. No big deal.

molten pine
#

Incase anyone is curious

#
 NPC ID's       General Weight Per Area     | (Buffer) (Castle) (Construct) (Factory) (Kolhoz)
NPC.Monster.Spider                          |    4         1         5          2         2
NPC.Monster.Mimic.PM                        |    4         1         2          2         1
NPC.Monster.Armored.Mimic.PM                |    3         2         3          3         2
NPC.Monster.Fragment                        |    5         1         3          2         1
NPC.Monster.Armored.Fragment                |    3         2         4          2         2
NPC.Monster.Fragment.transp                 |    3         2         5          2         2
NPC.Monster.Seeker                          |    4         1         5          2         2
NPC.Monster.Armored.Seeker                  |    2         3         4          2         2
NPC.Monster.Mimic.MP5                       |    3         2         3          4         2
NPC.Monster.Armored.Mimic.MP5               |    2         4         3          4         4
NPC.Monster.Mimic.AKSu                      |    2         2         3          4         4
NPC.Monster.Armored.Mimic.AKSu              |    1         4         3          4         4
NPC.Monster.Mimic.SawOff                    |    3         1         4          3         1
NPC.Monster.Armored.Mimic.SawOff            |    2         4         4          4         4
NPC.Monster.Mimic.AKM                       |    2         3         3          4         5
NPC.Monster.Armored.Mimic.AKM               |    1         4         2          4         4
NPC.Monster.Slider                          |    1         2        1.66        1        2.66
NPC.Monster.Mimic.SVD                       |    1         3         2          3         3
NPC.Monster.Armored.Mimic.SVD               |    1         2         1          2         2
NPC.Monster.Mimic.Val                       |    1         4         1          3         3
NPC.Monster.Armored.Mimic.Val               |    1         3         1          2         2
NPC.Monster.Harvester                       |    1         1        1.66        1         2
#

(Higher weight = higher chance of spawn)

molten pine
#

@fringe drum Do you know what "Alternative Monsters Max" is?

fringe drum
#

Max number of monster spawned by the node

molten pine
#

Ah

#

and then this number is then shifted by the difficulty

#

so normal is 0

#

and increased is 1

#

so that would make this spawn 4

#

okay I can leave that alone

fringe drum
#

IF, there are 4 monsters in the pool

molten pine
#

there are currently 64 monsters in the pool

#

and there will be for every node

#

except for like

#

the ones with SVDs

#

im leaving this ones alone

#

those are probably the ones placed specifically at high areas

fringe drum
#

Yup, in towers or roofs

molten pine
#

this one is finished

#

only 40 more to go for kolhoz

#

🥴

fringe drum
#

I advise you to test one of those before doing the others

molten pine
#

I dont know how I would, to be quite honest

#

do you know a consistent node I could test?

fringe drum
#

In pervomay the building in the center always has a single policeman on its roof

#

But simply putting the modified file in a pak, and seeing new enemies spawn in Pervomay, would be proof that it works

fringe drum
#

probably yes

molten pine
#

I'll assume so

#

only one spawner on roadhouse has a pool of 1 mimic with a PM

#

so ill replace that with the harvester and see what happens

#

lmao

fringe drum
#

That would be something to test yes. and also test that increasing a node's pool doesn't corrupt the file in some way.

#

The fact that it saves properly is no guarantee that the game will treat it as valid. And you should confirm that before spending hours on it

molten pine
#

I was starting from the bottom while my friend starts from the other direction

#

should I throw it in and make sure the game loads?

#

my fresh save wont have access to kolhoz

fringe drum
#

the game will load either way.

molten pine
#

though I could load my old one and just run to kolhoz

#

how do you advise I do this, then?

fringe drum
#

What you should do is take this policeman node, in the roadhouse, and add another thing to it. and see if you can get it to spawn 2 creatures

molten pine
#

Ah, I see

fringe drum
#

If it works, there is 95% chance that you can do it as much as you want with every other nodes

#

And if it doesn't, it sucks, but better figuring it out now rather than in two days after the 4 files have been edited

molten pine
#

are .umaps not able to be open if you don't have all the files available (in UAssetGUI)?

#

I can't open the .umap on its own of just the monster files

#

perhaps I need to pack them all together as well

#

yeah it saved correctly, it just cant be accessed on its own

#

if it doesnt work, ill pack up the entire map files together and then try again

fringe drum
#

you need both .umap and .uexp

molten pine
#

im having a loot-table related crash

#

I didnt even think to test but it crashes on going into the zone

#

it loaded the game and other areas fine but I never actually stepped foot into the zone to see its crashing

molten pine
#

@fringe drum The monster spawner works, I managed to spawn 3 enemies on top including the harvester

#

now to diagnose the crash with loot tables

#

@lean fulcrum When you have the time, can you explain to me how the hell the harvester works?

#

I interacted with it but i frankly dont even understand what I was looking at

#

he also didnt damage me but he did poison me?

#

as if i touched the big wiggly vines that spawn in the swamp

lean fulcrum
#

Yea, I'm not even partially confident that the harvester would work. the idea is that its a giant floating mass that when it sees the player it supposed to spawn pistol wielding enemies called homunculi that shoot at you

#

i dont know if it can directly damage you or not

#

all i know is that its just really hard to kill

molten pine
#

it was trying to navigate the roof mesh pretty goofily

#

I'll do some deeper investigation in the future to it, it was FUNCTIONAL

#

it was spawning things, I think

#

but right now, diagnosing this crash is the most important thing

lean fulcrum
#

yea it only ever spawned in the mid forests of the og map

molten pine
#

its going to be most-likely to spawn in the swamp and kolhoz

#

that's my plan

#

those areas seem a bit more appropriate

#

I left some items blank in the Dead Body loot table, with the idea that it wouldnt spawn anything

#

i have a feeling thats the source of my crash so im gonna go test that

#

I left in the loot tables EXCEPT for that one, so hopefully itll launch and be functional and stuff

#

unfortunately not

#

@lean fulcrum Im hoping you might have any ideas on this

#

every loot table I have crashes the game

lean fulcrum
#

i dont know anything about them

molten pine
#

That's a real shame.

#

I was so prepared to launch the mod in a few days but this is a critical problem.

#

Oh wait

#

I may have found the issue

molten pine
#

So far so good

#

doing a full check now

molten pine
#

the crashing is fixed

#

The issue, for anyone in the future, was this

#

Following the Tutorial in #1021537057845301298, it says to name your Unreal Project "IntoTheRadiusMod"

#

This is a huge mistake.

#

When I export the .uasset of the loot tables as a .json file, this is how a default one looks:

#
  {
    "Type": "DataTable",
    "Name": "DT_Loot_Buffer_StashGrey",
    "Properties": {
      "RowStruct": {
        "ObjectName": "ScriptStruct PRLootEntryConfig",
        "ObjectPath": "/Script/IntoTheRadius"
      }
    },```
#

This is how the ones I cooked looked:

  {
    "Type": "DataTable",
    "Name": "DT_Loot_Buffer_StashGrey",
    "Properties": {
      "RowStruct": {
        "ObjectName": "ScriptStruct PRLootEntryConfig",
        "ObjectPath": "/Script/IntoTheRadiusMod"
      }
    },```
#

This causes the crash.

#

To fix it, I had to redo the entire process of creating a new unreal project, then re-importing it all, then recooking it all.

#

But at the very least, its fixed.

molten pine
#

whats the opinion of this?

molten pine
#

good god this is going to take eons

#

but im trying to get it done

molten pine
#

Update for the day:

#

The Pervomay Route (called Buffer in the files) has been fleshed out with all new NPC spawns, unfortunately it hasnt gone how we thought it would and more work needs to be done to test and diagnose why it's working how it is. I entered the Pervomay Route and immediately started getting shot at by the 200 NPCs that all walked out of the first building in a conga line.

#

This was not expected.

#

At the very least, the spawn system is working and hopefully after some tests and some inquiries to the developers, we will have an idea of how this works properly so it can PICK some NPCs from the list to spawn, rather than spawn literally all of them. It didn't appear to be consistent so I have some ideas of how this system functions.

buoyant pond
#

Holy... 200...

molten pine
# buoyant pond Holy... 200...

Saedriss believes that the weight value of the npcs, which previously was thought to control the likelyhood of spawning (it still might) could be also controlling how many spawn with a variable.

#

Which means that it would spawn 1 to 5 of every enemy in the game.

molten pine
#

We are approaching the potential finished state of the mod

#

Very exciting.

#

If anyone is available within the next 6 hours and wants to do a small playtest for me, just @ me about it.

#

There's a particular bug I need investigating, I may have fixed it and it may have been related to the Harvester cut NPC, which I have since re-disabled, but it should be mostly okay I believe.

thorn shore
#

damn I wish I could but I gotta go to bed, hey if you still need someone in like roughly 7 ~ 10 hours, I'll be free

#

oops

#

I mean 5 ~ 7 XD

#

@molten pine Aight nevermind...I think I can, if things change I will say so but I can do a playtest for you :^

thorn shore
#

I was replying to what you said

#

and also what I said a little bit before what I posted but yes

#

okay you know what...words are hard

molten pine
#

DM'ed it to you.

thorn shore
#

welp that was fun...went in for 2 seconds on the lowest preset stalker difficulty...saw a group of enemies spawn and think for a moment, oh that's nice...next thing I know I'm running at a smooth loving 2 frames a second as I desperately try getting away from a slider while on the lowest graphical settings

#

XD it's cool but I would love to experience it without crashing, enemies spawned non-stop

#

I'm either guessing that's a bug, intentional, or intentional in the aspect that I'm playing on so low a difficulty it's to mock me

molten pine
#

Was this on the lowest difficulty?

thorn shore
#

yep

molten pine
#

And you said there were just a ton of enemies?

#

Right as soon as you entered the area?

thorn shore
#

nah, it slowly within about 20 seconds became a mass of at least 50 enemies and my cpu probably felt like it was getting punched in the gut

molten pine
#

Yeah that's unintentional

#

Can you try again on Normal?

thorn shore
#

yep, lemme get back on

molten pine
#

Let me know if it happens again

#

and if it doesnt

#

start a NEW game on Easy again

#

and see if it happens again

#

this is really important to diagnose

thorn shore
#

got it, I'll try different save slots as well since I sometimes get weird occurrences in them

molten pine
#

I have a theory if it ONLY happens on Easy

#

it appears to only happen on easy

thorn shore
#

yep

#

its still funny though, however, what specifically different should i be looking out for?

#

another thing, if you die then press exit, all the enemies despawn and then more begin to spawn, just thought that was interesting

molten pine
#

Can you be more specific?

#

Also, is it happening on Normal?

#

Or is it only Easy?

thorn shore
#

only easy

molten pine
#

Okay then its a bug that I think I can diagnose and fix

#

Basically, to "tldr" it.

#

Easy reduces the enemy spawns by 1.

#

This is a modifier of -1, where as normal is a modifier of 0.

#

I believe what's happening is when you subtract 1 from a spawn node that has its spawn set to 1, it freaks out.

#

And instead of spawning nothing, spawns everything.

#

This normally wouldnt be an issue for the game, but instead of having 1 enemy to pick from like the default game

#

now theres about 400 enemies for it to pick from.

thorn shore
#

and it thinks it needs them all XD

molten pine
#

I will solve this by removing the feature entirely.

#

I'll just make it so the "reduced" enemy spawns feature doesnt actually do anything

#

:)

thorn shore
#

damn...

#

so I'm guessing the mod add/changes the spawn location for enemies and items

molten pine
#

It does a lot

#

Rebalances the economy, changes weapons, their damage, upgrades, adds in new upgrades, changes all the loot, changes all the npc spawns, changes their ai a bit...

#

It's taken me weeks to do.

thorn shore
#

ahh, well anything you can do is better than what I can do XD

#

I wanna try the modding but I haven't really gotten the courage to tackle it since I don't know crap about it

#

I didn't really look at anything except Pervomay Route, you said that was really all you changed so I never really looked at anything else

thorn shore
#

just making sure, if I play on custom difficulty with custom settings will this effect the mod in a bad way or will it work as though im playing on nightmare difficulty just harder?

#

just wondering if it makes a difference

thorn shore
#

a few other things I've found...apparently..of which I have no checked on other difficulties yet, if you go to custom difficulty, set the difficulty to nightmare STALKER, then make everything to as hard as it can be, with tracer for both enemy and you, you have full access to the shop level 1 - 5 from the very beginning

#

and not like this would effect much...but the mod has somewhat good compatibility with SCAVENGER, the only downside is that SCAVENGER overwrites the upgrades or the upgrades you put for it can't be shown on the screen...basically the upgrades you put aren't there when SCAVENGER mod is activated...unfortunately I have not checked normal loot spawns which I will have to do next

#

I saw SCAVENGER as a quick and easy way to fix that shop problem

molten pine
#

1: This mod is not compatible with scavenger at all

#

2: All the store items are unlocked on purpose

#

3: the custom difficulty options work and are functional for every setting, I made sure to do that

#

that said

#

every custom option is tweaked

#

"reduced perception" for example is different here than vanilla

#

but thank you for playtesting

molten pine
#

Update:

#

After 16 long hours of work today, the mod is done. Entering the playtesting phase.

#

I'll be streaming the mod tomorrow on my twitch, I'll post a link here when I actually go live.

#

After a playthrough and some verification that it's actually functional, as well as recording and editing a video, the mod will release.

buoyant pond
thorn shore
molten pine
buoyant pond
#

Oh, finailllly.

molten pine
#

The test went very well

#

the mod is likely close to releasing, ill do some difficulty fine-tuning

molten pine
#

No

#

Asap

molten pine
#

First update is finished

#

TO DO LIST: 12/22/22
-Equalize NPC health a little bit (done)
-Lower shotgun population in swamp (done)
-Buff shotgun npc damage (done)
-Raise ALL gun durability by 50 (done)
-Slightly increase SKS cost, slightly increase AKM cost (done)
-Lower the population of armored enemies in Route (done)
-Decrease protection of Altyn by about 5%, decrease weight by about .6 kg (done)
-Increase Normal reward money to 2 (easy 3) (hard 1.25) (done)

#

will go live shortly with test 2

#

the current version of the mod might be the final unless I think something else needs tweaking

molten pine
molten pine
#

It's going great, the game feels good right now, chaotic as well

#

Normal can be very hard, I can't imagine playing on hard mode.

molten pine
#

The current tide-timer is set to 23 hours exactly, which gradually changes the time of day the tide happens

#

and it has really good effects on gameplay and there was a great moment where i was fighting inside of the construction sight, mustve been 10 dudes, a slider was harassing me, so many enemies, im almost out of ammo and healing items and then all of a sudden

#

BEEP BEEP BEEP BEEP

#

and the pucker factor of the moment is so great

buoyant pond
#

That's the people's life in the zone. Great.

molten pine
#

Interesting find: the damage scale is actually 0 to 180

#

I suspect this is because the dvl in vanilla does 180 and its the highest

fringe drum
#

Yup.

molten pine
#

Can I ask you your opinion?

#

I think I need to make a few small tweaks to balance so id like your thoughts

#

Enemy health has a range of 50, so the mimic policeman can be anywhere between 150 and 200, just as an example (this isnt exact im not at my pc, I have it written down) with some of the higher tier enemies being about 180 to 230, that kind of thing.

#

One issue ive found is a bit circumstantial. 7.62x39 does 115/120 out of the AKM/SKS, so it twoshots often. The higher calibers do anywhere between 180/185 and shotguns do about 200.

#

I was using the FAL and found I had to two-tap often, where I also have to two-tap with the SKS.

#

Is this a problem or is this reasonable? I was thinking of buffing the higher calibers a bit further, but I could also knock back the SKS and AKM slightly.

#

I also think I should buff the shotguns a bit more. I think slugs are fine but buckshot might get a higher modifier as I was blasting seekers and stuff at close range and they werent dying as often as I would like.

fringe drum
#

Well the range you've chosen seem to lend themselves to that, most weapon killing everything in 2 body shot, and some killing 'low tier' in 1

molten pine
#

Any advice?

#

The gunplay feels quite good with the low bullets per kill, especially since gun enemies can kill you quite fast without armor

#

It doesnt feel too easy or anything.

fringe drum
#

It really depends on what kind of experience you intend. Honestly.

#

If you want every weapon to feel like sidegrade to each other, and quick gunfights. That seems appropriate

#

It removes most, if not all, incentive to go for headshots

molten pine
#

I certainly dont feel that actually

#

With unarmored enemies its not a huge deal but with armored enemies in particular they can be real bastards if you dont go for headshots unless youre carrying good ammo

#

But the good ammo is really pricey

#

By design

fringe drum
#

How much hp do armored variants have ?

molten pine
#

Not much more than the normal but alot of non-ap calibers (except p+ and 357) have less than 60% penetration chance

fringe drum
#

Headshots don't increase penetration chance. So if you still kill them in two (penetrating) body shots at most, no point in going for the head

#

Not worth the trouble aiming for a smaller target when you can put two quick shot in the center mass

molten pine
#

They often dont penetrate

#

I might go back and rebalance some of this stuff before I test again today

#

I need to think about it a bit

molten pine
molten pine
#

TO DO LIST 12/23/22

Plan out average damage per caliber:
| CURRENT VALUES | CURRENT HTK FOR 200HP |
9x18: | 57-63 (PM 43) | 4 shots
7.62x25-TT | 68-75 | 3 shots
9x19 | 62-73 (pp2k 78) | 3/4 shots
5.45 | 92-95 | 3 shots
5.56 | 94-98 | 3 shots
7.62x39 | 115-120 | 2 shots
9x39 | 140-145 | 2 shots
7.62x51-NATO | 180-182 | 2 shots
7.62x54R | 185 | 2 shots

                            |    NEW VALUES            |    NEW HTK FOR 200HP     |

9x18: | 57-63 (PM 43) | 4 shots
7.62x25-TT | 66-75 | 3 shots
9x19 | 62-73 (pp2k 78) | 3/4 shots
5.45 | 92-95 | 3 shots
5.56 | 94-98 | 3 shots
7.62x39 | 105-110 | 2 shots
9x39 | 150-155 | 2 shots
7.62x51-NATO | ~210 | 1 shots
7.62x54R | 220 | 1 shots

Changed cost of 7.62x39 and P+ ammo.
Changed damage of 7.62x39, 9x39, 7.62x51 and 54R and Deagle.
Bumped Buckshot damage.

molten pine
#

Health Changes
Spawn:: 90/125 (90 to 120 at random) (from 30)
Mimic Policeman:: 150/190 (from 40)
Mimic Policeman Armored:: 155/195 (from 100)
Fragment:: 165/205 (from 45)
Armored Fragment:: 195/245 (from 200)
Phantom Fragment:: 100/160 (from 60)
Seeker:: 160/210 (from 90)
Armored Seeker:: 230/295 (from 160)
Mimic Commando MP5:: 150/195 (from 90)
Mimic Commando MP5 Armored:: 165/205 (from 135)
Mimic Commando AK74su:: 165/205 (from 120)
Mimic Commando AK74su Armored:: 167/207 (from 154)
Mimic Shotgun:: 155/195 (from 60)
Mimic Shotgun Armored:: 175/225 (from 75)
Mimic Gunner AKM:: 175/215 (from 160)
Mimic Gunner AKM Armored:: 195/235 (from 189)
Slider:: 250/750 (from 280)
= (this will have to be tested, id like for sliders to be more dangerous as theyre the most unique enemy)
Mimic SVD:: 155/205 (from 105)
Mimic SVD Armored:: 165/215 (from 105)
Mimic SWAT VAL:: 175/225 (from 200)
Mimic SWAT VAL Armored:: 185/235 (from 220)
Harvester:: 1000/2500 (from 2400)

For reference to the above

molten pine
molten pine
#

The mod is in a very good state, so I'm going to prepare for release.

#

It'll be several days but still

buoyant pond
little spade
molten pine
little spade
#

wtf

#

omg

thorn shore
#

Ziggy, how exactly did you get the harvester back? was it still in the files?

lean fulcrum
molten pine
#

I thought it was bugged but its actually fine

#

it spawns either random NPCs or it spawns spiders

#

not sure

#

its a bit goofy though

little spade
#

Would someone pak some files for me? I don't wanna be annoying but it denies me permission somehow. If yes then check out my post

molten pine
little spade
#

thank you

little spade
#

no

lean fulcrum
#

zip the largest relevant folder and DM it to me

little spade
#

aight

#

can't send it

#

file is too large

little spade
molten pine
#

Yeah i just got back

#

glad someone could help you

molten pine
#

Merry christmas everyone

lean fulcrum
#

Yea, he did

molten pine
#

Havent seen it ingame yet

molten pine
#

Well

#

I have when I was testing spawns but not since I started playtesting.

#

Oh and the BTR got buffed too

#

It now has a Dushka on it that will blast you with 7.62x54R and its a bit better at sensing you. This is because I had not been shot at by the BTR a single time in my vanilla playthrough.

#

(7.62x54R is a very large round that will hurt a lot if it shoots you.)

thorn shore
molten pine
thorn shore
#

I'm saying it as a joke silly XD

molten pine
#

Bullets hurt.

#

Theyre not good for you.

#

Like poison.

little spade
#

Can you add a chess board?

#

I wanna play with some mimics

thorn shore
#

no

#

don't please

molten pine
#

I did a recording session for the release video

#

it's out there

#

its coming

#

first one ive seen ingame actually, naturally

#

like a fucking bigfoot sighting

buoyant pond
#

Hmm. Looks different.

molten pine
buoyant pond
#

It doesn't look different in real, but it just feels like that. You know.. kk

molten pine
#

No

buoyant pond
#

Stalker Mod when

molten pine
#

With the effort of a friend of mine and a good samaritan on Github, we can now easily edit two of the files that we previously couldnt.

#

Saedriss was the only one who edited those and they were extremely tedious and awful to do.

#

The fixes make it possible for me to do and way easier for them to do.

#

Im gonna make the player faster and edit some of the weight curves, do a little bit here and there, make the video and its done and out.

#

Ill have to test the player speed increases as I dont want to do too much, but the goal is for the player to be faster when lighter (25kg and under) and start to really slow down above 50kg, but not to the point where getting from point A to point B is tedius.

#

I think the WALK speed will remain mostly consistent, while your SPRINT speed will feel the most detriment, that way you can still haul a lot of equipment.

#

The idea there is that bullets kill you really easily, so the player should be able to move faster to cover, while a heavier pack makes it difficult to do so.

thorn shore
#

all the way in the back, just left of the train cart

#

that weird black blob slightly off the ground, not the thing standing there, that's one of the humans or weird memory things, I don't exactly know the name for them

thorn shore
#

next pic you can see it better

#

nah, the harvester has a specific shape

molten pine
#

It also poisons you if you touch it

#

And its fast

molten pine
molten pine
#

Actually, whatever. I'll release it now.

buoyant pond
#

lol

buoyant pond
#

No headlamp?

#

And I think you ajusted default walk and run speed. Right?

molten pine
buoyant pond
#

ohhh even better

molten pine
#

Headlamp is very very good.

buoyant pond
#

I agreed

molten pine
#

So now you're forced to use gun-lights and flashlights

#

the chance for a headlamp gets higher the further in you get

buoyant pond
#

Ho..

molten pine
#

same with some of the other gear

buoyant pond
#

You didn't change the description of diffeculies.

molten pine
buoyant pond
#

Hm.. I did

molten pine
#

Where?

buoyant pond
#

Wait..

#

I need to find where...

#

IntoTheRadius\Content\ITR\BPs\UI\Blocks

#

WBP_Block_DifficultySelection

molten pine
#

Thanks. I'll make a small update, but this is pretty low priority.

buoyant pond
#

Yup

molten pine
#

I didn't mess with BP's very much beyond what I had to, but I had gameplay in mind mostly.

#

I do, however, wish I knew how to make SMG's fit in the backpack.

#

I think I'd have to make it a secondary for it to go in the backpack.

buoyant pond
#

ho... its gonna be heavy stuff

molten pine
#

I don't know if it'd be that heavy.

#

Truth be told, I think theres some merit to just moving it from the primary folder to the secondary folder, but you'd have to change every ID to go with it.

#

So lets take the Kedr.

#

I could probably just move the Kedr weapon from the Primary folder into the Secondary folder and I bet it would work

#

but this would also change the ID, more than likely, to Item.Weapon.Secondary.Kedr

#

which means every other ID for the Kedr would also have to be changed

#

and thats if it even works to begin with, but I think it would

#

I checked some of the weapon files and they didnt have much definitions for "primary" or "secondary" in the files themselves.

#

Same with how NPCs are dictated.

#

All of the mimic NPCs are under a big umbrella. Monster.Mimic.PM is under the Monster.Mimic umbrella

#

same with the Monster.Mimic.AKM, ect

buoyant pond
#

ID... Letters and numbers... That doesn't sound like fun. lol

molten pine
#

P+ is a lot less good compared to the old P+

#

it only gives 25% more damage as opposed to 100% more damage

#

but it's still really good ammo

#

The decision to use Armor Piercing or P+ comes down to this:

#

AP ammo has 95%+ armor-piercing and only loses a maximum of 5% damage (which is almost never noticable)

#

P+ is more expensive, has about 75 to 80% armor piercing and gains 25% damage, while costing a bit more.

#

Regardless, they're both worth having on you all the time, no matter which one you pick.

#

Subsonic got nerfed but also got made a lot cheaper.

#

And Surplus ammo isnt very good, but it is also really cheap.

#

FMJ usually has decent AP, but nothing special.

#

anywhere from 40 to 70%, depending on the caliber (with higher calibers having inherently better penetration)

#

FMJ 7.62x54r is really good but FMJ 9x18 isn't that good.

#

But you also get what you pay for.

#

FMJ 7.62x54r costs about 4000 for a big box with 180 rounds in it and its gonna cost you less than 2000 for 250 9x18 FMJ.

#

I tried my best to balance it out pretty well.

#

A lot of testing and math and thought went into it, but I can always adjust stuff later.

little spade
#

Should I start a new play through or just download this and continue my current one

#

?

molten pine
#

It does more damage and has worse AP, its also louder on average

#

And then low range

#

But its got higher range than it did before

little spade
#

Bro I’m scared or these prices

#

Omg

#

But I sold an artifact and saw that It gave me 3k so its fine lmao

little spade
#

But bro why did you remove the silencer from the mosin

#

Silencers should be allowed on all guns

#

Yes I will

#

Literally every gun in history can have a suppressor

#

Well atleast the guns in itr

#
  • Suppressor would be smart to put on a sniper rifle cause it would give you more accuracy.
#

But it ain’t my mod so idk

#

Can’t see it

#

Clicked it

#

Can’t see it

molten pine
#

All of the 9x19 pistols come with suppressor mounts, you dont have to upgrade then.

#

If you want a silenced sniper rifle, try the DVL

#

The scar is 45k because its probably the best gun in the game, debatably, maybe the svd but the scar is a lot more flexible.

little spade
#

and the heavy barrel mods are amazing

#

anything can be so incredibly accurate

molten pine
little spade
#

but it makes it heavy

#

that's amazing

molten pine
#

And also slightly reduces recoil

little spade
#

heavy = stability

#

stability = accuracy

molten pine
#

The mosin one of the best weapons in the mod

#

A suppressor isnt needed

#

Its one of the best just due to how effective, upgradable and affordable it is

#

The svd would be better for sure, but that costs a lot of money.

little spade
#

is the suppressed ammo available for the mosin?

molten pine
#

Suppressed ammo?

little spade
#

subsonic

#

my bad lmao

molten pine
#

That ammo doesnt even exist

little spade
#

what]

#

no

molten pine
#

I saw it in the games files but its not actually in the game.

#

You have CHP, FMJ and AP.

little spade
#

it's prob from 1.0

#

yes

#

1.0

#

omg

#

My bad

molten pine
#

Further adding reason for why you should use the dvl instead

little spade
#

Hate on me but I like to play as a russian stalker and that's why I only use soviet weapons

#

so no dvl

#

for me

molten pine
#

You can silence the svd then

#

Or the sks

little spade
#

Oh yeah the sks

#

well prob will stick with the sks then

molten pine
#

The mosin is very good

#

You dont need the suppressor, just dont miss

little spade
#

in my book, no suppressor = death

little spade
#

but idk

molten pine
#

I used it plenty

#

I have playtested this mod quite a lot

little spade
#

nice

#

and the helmet is also sick

#

I was shocked when I put it on

molten pine
#

Thank extremerecker

little spade
#

thanks extremerecker

molten pine
#

@lean fulcrum

#

You know what though

lean fulcrum
#

👍

molten pine
#

I made the double barrel shotgun really special

#

And I havent seen one ingame yet

#

It has its own upgrade that increases accuracy by 23%

#

It also weighs 5kg, has the highest shotgun velocity and damage, not by much but you might notice how punchy it is.

little spade
#

I've never really mained a shotgun

#

as I said I have a policy when it comes to suppression

molten pine
#

I buffed shotguns but theyre also louder than they were before

#

Non-shortended Shotguns do 195 to 200 damage. Theyre more accurate than before.

#

Slugs got a slight AP nerf (100% to 95%)

#

And buckshot got a damage modifier of 35% more damage

#

So buckshot out of a 195 damage shotgun should do about...

little spade
#

nice

molten pine
#

263 damage if all pellets connect

#

But it also has weaker AP than it did before.

#

For contrast, the mosin does 220 and most of the 7.62 nato does 210.

little spade
#

yeah suck it nato

molten pine
#

.54R is a heavier round than .51 nato

#

Not by much

little spade
#

heavier means built stronger

molten pine
#

But your .54R options are the mosin and svd

#

Where as .51 nato gets several options and some are more versatile

#

M14, FAL, DVL, Scar

#

Two fast rounds of .51 nato are gonna be better than one round of .54R

#

And two fast rounds isnt exactly an affordable luxury with the mosin.

little spade
#

Soviets do not need 2 shots

#

one shot head shot

tight elm
#

Could you add an option to keep the voice lines for the mimics?

molten pine
tight elm
#

Hmm alr

molten pine
#

If you know how to extract and create
.pak files, all you have to do is delete the mimic files. Theres only two.

#

I can make a variant for you later, probably, but im a bit busy. It shouldnt be too hard.

#

If I had the option, id replace the voice lines with some STALKER npc lines

#

I just don't know how to do it very well.

tight elm
tight elm
molten pine
#

you'd extract my mod

#

then delete the mimic files in my mod

#

then package it back up

#

the only changes to the mimics in the files are that I removed the idle sounds

#

All of the mimics use a "general" file to allocate their sounds

tight elm
#

Ooooh

#

Alright

#

Again, don't go out of your way to accommodate for me

#

Mod's epic enough by itself

molten pine
#

I personally find it annoying and immersion breaking

#

plus it makes it easier to know information which I feel isnt as good

#

if you hear a distorted child saying anything, you know that theres an npc with a gun

#

now you don't, you have to listen for footsteps

#

and very specific footsteps at that

tight elm
#

That's fair

#

I'll just have to play a little more and judge

tight elm
#

yo my pouch and mag slots vanished

#

and my holster

#

restarted and they back

#

nope

#

i checked

#

alr

molten pine
little spade
#

Cause it’s displayed from the monitor

#

Ur vr ingame look isn’t the look that you can see on the monitor

#

The monitor is way crispier and better detailed

#

It’s just due to the huge load that vr causes makes it graphically worse

#

(In the headset)

tight elm
#

Just ran into the harvester and I’m suing for damages

#

You will hear from my lawyer about this

molten pine
tight elm
#

I was fighting over in Bolotky

#

Right where you encountered it in your screenshots

#

I emptied the rest of my OC-33 into a slider

#

And then a black cloud came screaming around the train at fucking Mach 4

#

I emptied an entire mag into nowhere in particular

#

And then I got shot by 8 separate different mimics

#

I legitimately tried

#

It was faster than me

#

I tried man

#

I was poisoned

#

At one tick of health

#

Getting shot at from every side

#

I was about 10 meters away from the fog and then my gun clicked

molten pine
#

did you find the harvester to be too fast, how heavy were you?

#

the harvester is currently extremely experimental

tight elm
#

I think I was at around 30-40 kg

molten pine
#

thats getting up there, but with how lethal the harvester is, it is admittedly pretty serious

tight elm
#

I don’t know if it was a bug with my controllers but it seemed to outrun me easily

#

There’s the little red orb

molten pine
#

I made it faster intentionally to see how it would function

#

its worth noting though

#

the original mechanics of the harvester do not function properly

tight elm
#

Then you overcalculated

#

Cause it was way too fucking fast

molten pine
#

I've killed both harvesters, myself

#

that I've encountered thus far

#

Once with a mosin and the other with a shotgun

#

I used buckshot

#

I just pointed it and sprayed until it gave up being alive

tight elm
#

Yeah, with the random spawns coming out of the harvester I think it’s way too powerful for a newer player

#

It was basically camping an area that I needed for a quest

molten pine
#

For now, you'll have to deal with it, but I will bump down the speed

tight elm
#

I’ve played VR for a while and my aim is pretty damn good, and made even better with a vr stock and I couldn’t hit jack shit

molten pine
#

I dont think you have to shoot the center ball of the harvester tbh

#

I certainly havent gone for it unless it was obvious

tight elm
#

Wait actually

#

FUCK ME DUDE

molten pine
#

I definitely didnt aim for it when I blasted it with buckshot

#

infact

#

I didnt aim at all

#

I pointed my pipe at it and shot 12 buckshot in about 2 seconds

tight elm
#

I COULD HAVE JUST EMPTIED A MAG INTO IT BUT I KEPT SHOOTING AT THE RED BALL

molten pine
#

its probably a good idea to hit the red ball

#

but i dont think its required

#

it might be

#

who knows

#

not me

tight elm
#

With a sniper at range maybe

#

But with the speed

#

Idk man

#

Maybe either keep the speed and reduce the spawns or vice versa

#

But hey, it’s your mod, I’m just using it

#

I’d watch if I wasn’t too busy playing myself

#

Next time I see the harvester I’ll aim for the top and see if I can do a speed check of sorts

molten pine
#

I think next time you see it

#

you should shoot

#

and move away very fast

#

or move inside somewhere

tight elm
molten pine
#

I have bought a total of 1 gun my entire playthrough, which was the Kedr

#

ive found every other gun I have

tight elm
#

I’m using a Mosin with shitty ammo, a hunting shotgun and a tricked out OC-33 with +p

#

I really need better Mosin ammo, the CHP stuff sucks

molten pine
#

it's not the worst ever

#

i actually buffed it before I released the mod

tight elm
#

Eh it’s not great

molten pine
#

its not supposed to be great

tight elm
#

Especially with the amount of armored enemies

tight elm
#

And it’s great at being cheap

#

10/10 in that regard for sure

#

For pistol rounds maybe

molten pine
#

I might increase the price of P+ and AP across the board

#

i do find the pistol caliber to be a bit cheap

#

im not doing it on your feedback alone

tight elm
molten pine
#

I found myself just buying expensive ammo without much second thought

#

AP and P+ are about on par with eachother

#

P+ being more universally useful

#

and AP being FMJ but with better AP

tight elm
#

So there’s no damage reduction for AP?

molten pine
#

its at most 5%

#

at minimum, no damage loss

tight elm
#

Alr

molten pine
#

you also gain slight velocity

tight elm
#

Makes sense

#

Ooh alr

molten pine
#

which helps you keep damage over range

tight elm
#

So good for snipin

molten pine
#

its not enough to change that much

#

its just a bit

tight elm
#

Also, don’t take me complaining about ammo as me not liking the mod

#

It’s fantastic

molten pine
#

Feedback is very useful, no need to apologize

tight elm
#

Alr

molten pine
#

This is a huge project and I cant know how its all working out

tight elm
#

I’m also still scarred from your devil creation

molten pine
#

I think the AKM NPCs are a bit too common early in the game

#

I like that they can be there

#

but there's just a bit much

#

so im planning on reducing them by a tad

#

How the spawn system is currently set up is uhh

#

basically itll try to spawn X amount of enemies, lets say 3

molten pine
#

I put in every single NPC on every single spawn node with the number of them on that spawn node

tight elm
#

Same with armored enemies especially in pervomay

molten pine
#

So

#

every spawn node has a total of 450 to 460 enemies on it

#

and then

#

I use that to weight them around

#

so

tight elm
#

Hmm alr

molten pine
#

in the Pervomay Pass

#

a spawn node will have about 80 fragments, but 1 slider

tight elm
#

That makes sense

molten pine
#

so the slider has a 1/450 chance to spawn

#

while a fragment has an 80/450 chance to spawn

#

ect

tight elm
#

Is armor factored in that way too?

molten pine
#

armored NPCs are actually their own NPC

#

in Vanilla, they actually do more damage and have more health in addition to the armor

#

a Police Mimic will do 12 damage and an Armored Police Mimic will do 15 damage

#

NPCs also have tons of little variation as well, that isnt used

#

they can have minimum/maximum damage and minimum/maximum health

#

so I utilized these unused mechanics

#

so in the case of the police mimic, the unarmoed does 12, the armored does 15

tight elm
#

The issue I’ve found is that I went to try and get a quest when I only had the makarov and my bullets all bounced off a single armored guy

molten pine
#

so i set the damage minimum to 12 and maximum to 15 for both

tight elm
#

Like all of em

molten pine
#

it was probably the 4th magazine that got him

#

you gotta just be persistent

tight elm
#

Yeah, I immediately went “fuck that” and grabbed the Mosin

molten pine
#

get the makarov out of your hands as fast as possible, really

#

i even buffed it

tight elm
#

And then thought it was a good idea to get the cheap ammo with the least armor pen

tight elm
#

So an easy fix would probably make it so that the starter areas have way less armored and gun-wielding enemies so you can build up to the other ones

molten pine
tight elm
#

I know

molten pine
#

no like

#

i reduced it by a ton

#

its so small right now

tight elm
#

But RNGesus has cursed thee

molten pine
#

i even doubled up and decreased it twice over

#

so

#

in the pervomay pass specifically

#

I made it so all non-POI spawn nodes have basically no armored enemies

#

so like, the car depot, the trainstation, theyll have a few armored enemies in the spawn pool (already super small)

#

and the emptier areas have basically none

tight elm
#

I think 5 out of the 6 pass enemies that I’ve fought when I directly entered the radius have been either armored, policemen, or assault rifles, or a mix

#

Including when I had the makarov

#

I think the game might just hate me tbh

#

The amount of times I have run into sliders in pervomay and bolotky too man

molten pine
#

RNG giveth and taketh

tight elm
#

And like half the bolotky enemies that I fought were armored

molten pine
#

maybe tomorrow will be different

#

ive found 1 total slider in pervomay and ive spent a lot of time in there

#

ive found 2 sliders in bolotky as well

#

and i was there a lot

tight elm
#

I literally had to go back through the path one time because my shitty ammo refused to pen the armor

#

And the 6 smug ass armored fragments had me backed into a corner

molten pine
#

castle having a billion sliders?

#

yeah that sounds reasonable

tight elm
#

Lmao

#

Hey you guys know if grenades are bugged or smth

molten pine
#

you know

tight elm
#

Cause I dropped 3 frags onto one unarmored guy off a roof at point blank range and he walked away and proceeded to run my fade

molten pine
#

I killed like 4 armored guys in the factory hallway with grenades just today

#

was pretty great

#

most useful grenades ive had so far

#

grenades are finnicky, even in vanilla

#

you know

#

the harvester is pretty interesting as an enemy

tight elm
#

I know but I reloaded the save and did it like 3 seperate times

molten pine
#

and i can control what NPC it spawns, how long they live, the cooldowns, ect

#

maybe

#

maybe I make the harvester slower (like really slow) have more health

#

and spawn sliders

tight elm
#

Wait

molten pine
#

the cooldown is currently 3 seconds, i could bump it up to like, 30 to 60 seconds

tight elm
#

Could you make different kinds of harvesters

molten pine
#

no

tight elm
#

No wonder I was getting swarmed

molten pine
#

well yes and no

#

it can spawn a max of 3 enemies

#

well

#

a max of what you set

tight elm
#

Wdym

molten pine
#

the harvester can define what NPC, the lifespan of that NPC (they die automatically), the cooldown on spawning NPCs and the max NPCs that can be spawned

tight elm
#

I was also using unsuppressed guns like a dumbass too so that probably wasn’t helpful either

#

Hmm

#

How’d you get that to work

molten pine
#

So by default

tight elm
#

Is it just left in the game files?

molten pine
#

yeah

tight elm
#

Hmm

#

Alr

molten pine
#

by default, it spawns an NPC every 1 to 2 seconds

#

it spawns a homonculus by default

tight elm
#

In vanilla?

molten pine
#

and theres 3 max

#

yes

tight elm
#

What’s a homonculus

molten pine
#

a 1.0 enemy that doesnt work

tight elm
#

Then what was it spawning

molten pine
#

this is why they spawned the Mimic Policeman

#

reasonably close to the homonculus NPCs it spawned in 1.0

tight elm
#

What attacks did the homonculus have

molten pine
#

gun

tight elm
#

Alr

molten pine
#

the homonculus also died every 15 seconds

#

so they spawn, live for 15 seconds, die

#

in the current stalker mod, they can live a minimum of 15, maximum of 120

tight elm
#

That’s quite the variation

molten pine
#

I want the harvester to be scary

#

but I dont think making them really fast is the way to do it

#

that said

#

im keeping their lethal touch

#

dont touch them

#

you can heal it to not die but I think its fatal without healing

tight elm
#

I think making them slow and intimidating would be better

molten pine
#

I think im gonna go with the slider idea

#

give it a try

tight elm
#

It’s not as scary as the insane speed but the speed also doesn’t really utilize the spawning as well

molten pine
#

yeah

tight elm
#

Just a few more

molten pine
#

spawns were actually the default in the current version of ITR

#

not intentionally

#

but because the code on the harvester was so old

#

it would default to the first enemy on the list

#

which was the spawns

tight elm
#

Cause sliders can take multiple buckshot loads to kill

molten pine
#

it doesnt work super great

#

We're gonna test it out and see how it goes, I think

#

I cant think of a scarier enemy than sliders

#

so how about a big walking jellyfish that also spwans sliders

#

it wont be shitting them out every 3 seconds

tight elm
#

From personal experience using a hunting shotgun it took 2 loads or more center mass with buckshot to kill a slider so I think that sliders would be too powerful unless the spawn rate was greatly reduced

#

Maybe I just got really high health sliders

#

Who knows

molten pine
#

No they can be pretty strong

#

theyre a scary enemy

tight elm
#

Yeah no kidding

molten pine
#

but ive actually not died to a slider yet, nor had too much problem with them

#

not because theyre too strong or too weak

#

ive just not gotten attacked in those "this is really bad" scenarios

#

buckshot really chews them up

tight elm
#

I got killed once but that was pure “oh fuck I’m out of ammo”

molten pine
#

yeah thats normal though

tight elm
#

Yup

molten pine
#

this has all been very interesting to hear about

tight elm
#

Yeah, so either having a fast moving low health harvester that spits out spawns or a slow moving high health harvester that dispenses sliders would probably be the best ideas

molten pine
#

heres my current to-do list

#

if you were curious

tight elm
#

I am

#

Let’s hear it

molten pine
#
TO DO LIST:
-Make expensive artifacts worth more (TO DO)
-Potentially add more loot variety to guns using config tags, example: (TO DO, MAYBE)
------------------------------------------------------------------------
        "Rows": {
      "NewRow_5": {
        "ItemTag": {
          "TagName": "Item.Weapon.Secondary.M9"
        },
        "LootPoints": 3,
        "RandomizeDurability": true,
        "RandomDurability": {
          "Min": 60.0,
          "Max": 100.0
        },
        "ChangeLootPointsFromDurability": false,
        "RandomizeAmmo": false,
        "RandomAmmo": {
          "Min": 3,
          "Max": 5
        },
        "AmmoType": {
          "TagName": "None"
        },
        "ChangeLootPointsFromAmmo": false,
        "ConfigTags": [
          {
            "TagName": "Item.Upgrade.Rail_S"
          },
          {
            "TagName": "Item.Upgrade.PistolBarrel"
          },
          {
            "TagName": "Item.Upgrade.ReliabilityUp_1"
          },
          {
            "TagName": "Item.Upgrade.Switch6_PistolBaseSightOrPistolOptics_1"
          }
        ]
-------------------------------------------------------------------------------
Ask Roboto about a script that will auto-name the rows of a CSV file, so I can copy-paste items at will without hassle.
Raise damage of AKM or lower damage of SKS to be closer together.
Balance the damage of the same caliber of weapons.
Fix groza in loot table.
Investigate upgrades in loot table.
Investigate voice lines for NPCs as replacement
Raise mimic PM damage slightly
Consider changing ammo costs to factor with how much has been looted
Lower armored enemy amount in swamp and pass
Lower AK amount in pass
Harvester too fast, slow it down, maybe even give it more health
(alternate: try the "slider spawning" harvester)
Boost walk speed of 50kg+ but nerf sprint speed of 50kg+
tight elm
#

Alr sounds great

#

I’ll see if I can do some field testing with the harvester

#

And get back to you

#

But I gotta sleep so adios

molten pine
#

by all means, you go right ahead

#

if possible as well

#

I might see about adding more armor types

#

let me write that down

#

I want to add a second helmet option but thats trickier

#

I can, however, make different types of vests

#

probably

#

maybe a light, stealthier vest and a heavier vest

tight elm
#

Alr

#

Sounds cool

molten pine
#

got no idea lmao

tight elm
#

Hey that’s why you’ve us

molten pine
#

this whole modding this

#

this is all a crapshoot

tight elm
#

Yup

#

I’m all here for it