#STALKER Overhaul Mod

1 messages Β· Page 4 of 1

dawn ingot
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ah

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hm

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ill think about it lmao

molten pine
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Basically, think about the directory of a mod

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Imagine its just skipping the .pak part of it

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Itll just read the .uasset directly

dawn ingot
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sick

molten pine
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So you could edit that .uasset, save it, then launch your game

spark hill
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Great! How did you end up doing it?

dawn ingot
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I forgot a folder in Unreal and in the Engine.ini, and I played around with the directory in the .ini, but the last ting I remember doing (bad memory) is deleting the debug text πŸ˜…

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I may have accidently done something in the levels always loaded stuff but I can't remember

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but let me try something

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Ok, so just to double check, when creating the .pak file with the custom map, do I need to include the .umap for the main menu?

spark hill
dawn ingot
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alright

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and how do we load things in though the custom map?

spark hill
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Might want to give that custom map the main menu as a sublevel, I can't imagine it being practical to not have a main menu in the game

dawn ingot
spark hill
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Ok and you got the game to load onto the custom map but without the main menu sublevel?

dawn ingot
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well, it loads into the regular main menu, i'm not sure if the custom map loads

spark hill
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Hm, and you got an empty level to load in before using the same method, the ini command to change the default map?

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You could try the widget thing again

dawn ingot
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well, I got the empty map to load when I included the empty L_Menu in the .pak

spark hill
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There's something else you can try

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Remove anything left attached to begin play in level blueprint

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Right click anywhere on the grid to create a new node called "execute console command"

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Attach it to begin play

dawn ingot
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alright

spark hill
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Then in the command text write "showdebug input"

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Try to run that in the game

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It might not work tho, unreal by default doesn't include to console in release builds, it has to be manually included by devs

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But idk if scripts can still use console commands while the console itself is disabled

dawn ingot
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what does that command do thought? does it open a console?

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oh

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well it didn't do anything

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so πŸ€·β€β™‚οΈ

spark hill
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it's supposed to show your input stack

dawn ingot
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where?

dawn ingot
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ah ok i didn't look at my monitor

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let me try again

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i'm not seeing anything

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it should show up on my monitor with the game open, yes?

spark hill
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yeah should be

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you could try something else

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I'm available to voice chat btw

dawn ingot
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alright

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vc 3

molten pine
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@dawn ingot So, two things

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Im currently suggesting to @spark hill that perhaps the new menu could load the old menu after, but hes saying it doesnt work

dawn ingot
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Keep in mind I am unavailable for the net 3 hours

molten pine
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and second: If you feel like a break and playing, are you interested in testing a new build of my STALKER mod?

dawn ingot
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So I can’t work on it re πŸ˜…

dawn ingot
spark hill
dawn ingot
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No?

spark hill
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we could use the command to change map from the empty map to the main menu

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instead of having it as a sublevel

molten pine
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Yeah

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thats what I was saying

dawn ingot
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Interesting

molten pine
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And as for the build, this goes for any lurkers who wanna help me diagnose the current 1.04 update.

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What it SHOULD be is:
-Pistol calibers are quieter
-Silencers are significantly more effective, especially integrated ones like the AS-Val and DVL
-Rifles are a bit louder on average
-Shotguns and high-caliber rifles are noticeably louder
-Enemies wont hear your footsteps as easily
-Enemies have a narrower field of view
-Enemies have a longer sight distance

This was done by boosting gun volumes and by nerfing their hearing radius by half. In theory, if you decrease their hearing radius by half, but boost the sound of a gun by double, it would be the same distance, right? I'm hoping so. πŸ₯΄
If you play the Perception build but it's not functioning correctly with what I just said, then I would need to know.

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Thats what I need tested

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as for the actual 1.04 changes entirely:

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-Nightmare presets set back to what it was intentionally meant to be.
-Thanks to SolBreaker, there are now Monolith voices for Mimics.
-Ratio for ammo prices has been changed, making cheaper ammo cheaper in bulk, while expensive ammo saves less than before when buying in bulk.
-Fall Damage Curves reset to -1000 instead of -1200 (could survive too large falls with no damage).
-Sliders now spawn from the Harvester at a rate of 15 to 25 seconds instead of 45 to 90 seconds, which caused the Harvester to be too passive. Reduced Slider count to 2 from 3 (max).
-Shotgun Mimics have damage doubled from 55/75 (spread out over pellets) to 110/150 (spread out over pellets).
-Health variation increased for all NPCs, causing them to be significantly less predictable. Their average health will remain mostly the same (with the AKM mimics getting a slight nerf), but the amount of health they have will be changed.
-Increased melee damage for melee enemies.
-Decreased AKM Mimic damage, way too strong previously.
-Harvester rotates faster.
-NPC loot chance added (new feature).
-Stamina usage increased from 1.75 to 2.5 usage for 60+kg sprinting, but speed of sprinting increased as well. This is to fix sprinting being slower than walking, but still massively discouraging it.
-Monster generator spawn time reduced from 180 to 30, massively increasing their danger factor. (Some have a timer set to 90, these have been changed to 20)
-All loot decreased by roughly 50% in the Loot Array in GameConfig.
-Inspect delay increased from 0.5 to 2.0 to prevent instant ammo checking
-Removed guns and magazines from stashes, as well as stash notes
-All guns and magazines will disappear at 0 durability, which should frankly never be reached anyway.
-Regen in hub reduced from 50% condition to 25% condition (its free)
-Changed velocity, ammo properties and durability values for firearms.
-Changed prices for mid to high tier firearms and magazines and attachments.
-Changed ammo prices. Summary: Expensive calibers are now more expensive, cheaper calibers are cheaper. This creates a large separation between premium and normal ammo, to prevent the player from getting so much good ammo that it doesnt matter anymore.
-Cleaning supplies made more expensive.
-Reduced the durability increase for chrome-lined-parts upgrade.
-Changed some upgrade costs, suppressor mounts are now cheaper while the suppressors themselves are more expensive
-Decreased durability of equipment like detectors, probes, ect
-Fixed mosin surpressor description (to not say mosin in it)
-Added upgrades increasing the sell-price of the weapon
-Map weighs 0, this will in theory do nothing but I believe there may be a bug related to the map causing you to have more weight on your character that is impossible to drop
-Flare increased lifetime from 60 seconds to 180 seconds
-Flare Pointlight Attenuation 7000, Projectile Speed 6000, Friction 999, Spotlight Attenuation 14500, Intensity 25, Color 255, 40, 70.
-Price of flare increased to 250 with new name and description.
-Firearms now have new values for running accuracy and one-handed accuracy. Small guns such as Pistols and SMGs are now significantly better one-handed. Medium caliber rifles (5.56, 5.45) are better at moving and shooting, with slight differences based on weight one-handed. Heavy calibers are significantly worse at this.

molten pine
dawn ingot
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will test πŸ‘

molten pine
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I have a build without the perception changes, incase its not working.

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Also, youll like flares.

dawn ingot
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I already like flares

molten pine
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They really work now.

dawn ingot
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Goddamn

molten pine
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I mean

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thats how they actually work

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tbf

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only difference is there are no hard-shadows

white estuary
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for you guys trying to load custom levels/creating this SDK, Kesha managed to load a custom blueprint a while back #modding_chat message

dawn ingot
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Maaan

molten pine
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Thank you Kurorai

dawn ingot
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I gotta watch a movie

molten pine
dawn ingot
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But yeah thanks

molten pine
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stop READING DISCORD

dawn ingot
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No

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Tbh I’m not watching it yet

spark hill
white estuary
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its because the bp he replaces already exits but its empty, or something like that

spark hill
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I see

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makes sense then

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well if that works the rest is really easy, you can do anything you want using the widget trick

molten pine
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big news

white estuary
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#modding_chat message kesha's follow up post

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and also #modding_chat message

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id recommend just reading the messages from around then

spark hill
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you can use a tool to dump all the function, variables and object names like so #1032548424421216267 message

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that dump can then be added to the unreal editor, which theorically gives you access to everything in the game

white estuary
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yeah i have an itr dump from a while back

spark hill
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great

white estuary
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i dont remember who posted it

dawn ingot
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Sick

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Might not be able to playtest the mod ziggy

molten pine
dawn ingot
spark hill
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open level

dawn ingot
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ah okay

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but that crashes the game?

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unless we open the transition and somehow make it load the main menu?

spark hill
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probably

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it'll take a lot of trial and error

dawn ingot
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i'll take a look at how the transition map works

dawn ingot
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i have no idea how it works

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i think i found something

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its a random uasset connected to the player

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not sure how we could use it

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also i forgot to change the default map in engine.ini so that mayb be why it didn't load the main menu i'll try

spark hill
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it looks like a list of the maps it's supposed to load

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if you could edit that

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you could probably get it to load a custom map

dawn ingot
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yeah i can do that but I still don't know how to use it for the transition map

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also it was not the .ini thing

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so i got something other than the white and blue void, i got a grey void

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progress

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ok so i did some testing

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the transition map obviously loads straight from transition to menu

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and ive done some debug widget testing

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and it doesnt seem to load the custom map?

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I don't think I can do much more, if someone else wants to give it a go, you'll probably get further than me

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and ziggy ill test the mod

molten pine
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Whats left for update 1.04:

investigate secondary armor vests like stealth and heavy (TO DO)
Second helmet? (TO DO)
Grenades are be too lethal, investigate, replace with shrapnel focused grenades (TO DO)
Fix hazmat suit? Ask devs to fix it? (TO DO)
Add the flare changes into a tab somewhere (TO DO)
Make flare strobe more or look better (TO DO)
Add helmet/vest to the loot table if added (TO DO)

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The perception build went well

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no more work today though

dawn ingot
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Also, what did you say about adding more armors? How would you go about it?

spark hill
dawn ingot
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?

spark hill
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this #1032548424421216267 message

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if you can get a custom game state to be opened by the game, you can skip the map issue entirely

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game states also have a begin play event that you can attach custom blueprint code

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like the example spectator camera code I've shown you before

dawn ingot
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i'll try it out

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so i won't have to deal with any map things at all?

spark hill
dawn ingot
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alright

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when i launched it said corrupt game files, im verifying currently then ill test

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hmm

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whenever i try to launch with the .pak, it tells me that i hav corrupt game files, maybe im doing it wrong

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ill try something else

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ohhh

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it didn't give me .uexp

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on export from unreal

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@spark hill is this the infinite lifespan widget setup?

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i deleted the other project so i cant reference it

spark hill
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nah you made a mistake

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you create the widget both on destruction and on construct

dawn ingot
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ohhh

spark hill
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remove the code attached to construct

dawn ingot
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ok

spark hill
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instead you need to create the oninitialized event

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and spawn your custom actor with input enabled

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when the widget is initialized

dawn ingot
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well right now im just trying to display a widget and i dont want it to disapear

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so do i need to do that regardless?

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oh wait nah i got it

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@spark hill it works!!

spark hill
dawn ingot
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i displayed a widget through the game state

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so we can add bps

spark hill
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yeah, takes a while to get working tho

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I wouldn't do it right away

dawn ingot
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alright

spark hill
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do you remember the spectator camera thing we made ?

dawn ingot
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yep

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deleted it tho so i cant remember off the top of my head

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ill try though

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never mind i forgot the first block

dawn ingot
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@spark hill is this important at all?

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does that affect anything

spark hill
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getting the spectator camera mod working would be a nice start to get an example of mod out there

dawn ingot
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but i can't find much online for this circumstance

spark hill
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You need to tell it to possess the spectator pawn that you created

dawn ingot
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i think i fixed that

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but thats it?

dawn ingot
spark hill
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then take the return value pin and connect it to the "in possess" pin on the possess node

dawn ingot
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alright

dawn ingot
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@spark hill it doesnt work, is this correct for the actor?

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wait not actor

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widget

spark hill
dawn ingot
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alright, and how should the spectator camera function?

spark hill
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well hopefully you should take possession of a spectator pawn when pressing p

dawn ingot
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well it doesn't seem to work

spark hill
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you should see a difference in the camera position as well

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controls might be scuffed since it's a vr game

dawn ingot
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it's kinda hard to see if anything changes having to look at my headset and monitor at the same time, and shouldn't the spectator actor be created at 0,0,0?

spark hill
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yeah right now it should

dawn ingot
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ok, then it doesn't work

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can i make the actor display something on screen like the text with the widget?

spark hill
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you can make it show a widget whenever you press a key yes

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to see if it works

dawn ingot
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alrighty

dawn ingot
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not sure why but it doesnt trigger the event

spark hill
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could be that it's a vr game and keyboard inputs are disabled

dawn ingot
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probably

dawn ingot
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so where do we go from here @spark hill?

spark hill
dawn ingot
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well not on the freecam

molten pine
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Hey Sol @dawn ingot

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do you have any other options for the death sound? And could we actually re-increase the chatter back to default?

dawn ingot
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I can set the death sound to something else, but multiple sounds don’t work

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And I can decrease the time between lines back to normal, yes

molten pine
dawn ingot
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sure

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cant send the files so ill get a vid

molten pine
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or like

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4

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Can you re-increase the chatter back to default, change the death sound to 5 and get it back to me? I think 1.04 is done.

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For anyone who wants to playtest the new build, here it is. The full list of changes are on the spreadsheet (pinned messages). The only thing this build needs is the sound change from SolBreaker and maybe a tiny bit of playtime to make sure everything is okay.

spark hill
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the actor should have a node called "enable input" on its beginplay

dawn ingot
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ill try that

spark hill
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without it, the actor cannot read any inputs so hopefully that was the reason it didn't work

dawn ingot
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πŸ‘

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YEAH BABYYYY

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it works

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only problem is that i cant get out of it lmao

spark hill
dawn ingot
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yep

spark hill
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can you move around ?

dawn ingot
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yeah but i can only look up and down with my headset

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x axis is fine with mouse but y doesnt work

spark hill
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that can be coded in manually later

dawn ingot
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yep

spark hill
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you can make your own spectator pawn with whatever controls you want

dawn ingot
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i gotta eat food but ill be back in an hour

spark hill
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just gonna leave it here but to go back to your character

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you need to add another keybind and attach it the following nodes

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grab the player controller, drag the pin and create a possess node

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on the previous keybind you also need to save the current pawn before possessing the spectator pawn

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on the new keybind you need to tell it to possess the pawn that you previously saved

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then destroy the spectator actor

dawn ingot
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cool

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thank you for helping me πŸ˜…

spark hill
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np, glad it worked out in the end

dawn ingot
molten pine
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This is very exciting

spark hill
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the variable will then appear on the left side of the window, and you can drag and drop it back on the graph in the middle of the screen to get it

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if you do that it'll ask you "get or set", pick get and connect the pin to the possess node

dawn ingot
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get player pawn?

spark hill
dawn ingot
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cool

spark hill
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the only thing missing is the transform

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right now you're giving the spectator pawn the transform of the debug actor

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you wanna give it the transform of the player pawn

dawn ingot
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yep

spark hill
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so your spectator cam will always spawn where your player is

dawn ingot
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i also forgot to delete the spectator pawn

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oh wait i can posses with the set

spark hill
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yes set nodes have a convenient get pin on them

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make sure to connect the white line as well, anything that isn't connected to it will be ignored

dawn ingot
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alright now it doesnt work

spark hill
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what doesn't work ?

dawn ingot
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free cam didnt work but i fixed it i think

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trying it without a debug widget

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it works i dont know what was wrong lmao

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game isnt displaying on the monitor though

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nvm it s acomputer thing

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Maybe

molten pine
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Thatd be another huge change good change

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If we found a way to disable the game rendering on the monitor

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That might save resources and improve framerates

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Since youd only be rendering in vr itself

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But who knows what that would do to the actual game, since the desktop window likes to be selected

dawn ingot
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i think it was cause i opened it weirdly idk

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or her 🀨

molten pine
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Wait

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Can you control vr in the spectator cam

dawn ingot
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nah

molten pine
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So what happens

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Howd you pose

dawn ingot
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i put my controllers on my lap

molten pine
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Yeah but then what

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Does it freeze your placement

dawn ingot
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yes

molten pine
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Oh thats sick

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I can use that

dawn ingot
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nvm it didnt record them

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oh no it did

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i think the spectator inherits the player hitbox or rigidbody or whatever, so its not no-clip

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unfortunately

molten pine
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I cant hear a fucking thing youre saying

dawn ingot
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bro πŸ’€

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they kinda loud ye

molten pine
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Its okay I get the idea

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This is good, what are the controls and can I have this version of it?

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Id like to try it.

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Photomode aint so bad

dawn ingot
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controls are mouse and keyboard, but mouse doesnt control y (or x depending on how you think about it), so you need to use ur headset rn

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imma fix that

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do you still want it right now?

molten pine
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Yeah I think so, just to try it

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I can get some good photos

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But what are the mouse and keyboard buttons

dawn ingot
dawn ingot
molten pine
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How do I enable it

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Goofball

dawn ingot
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P to enable, O to disable

molten pine
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Okay

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Thanks

dawn ingot
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good luck

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np

molten pine
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Dont need luck

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Youre doing good work

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The fact this works proves you can do all the other stuff

dawn ingot
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keep in mind enemies will probably still shoot you lmao

molten pine
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Yeah but thats not very important right now

dawn ingot
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lmao

molten pine
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You can run scripts though

dawn ingot
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yep

molten pine
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Thats the important part

dawn ingot
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i'll work on mouse stuff so you dont need to wear headset (hopefully)

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i think the game pauses when you dont were the headset though so idk

molten pine
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Monty suggested (not asking you to do this) that the hazmat suit is just reapplied every level transition to fix its bug

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Via a script

dawn ingot
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yeah i can do that but i dont think i can refrence the functions?

molten pine
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I have no idea how this would be done but

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@spark hill

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Maybe he can explain it more in unreal terms

dawn ingot
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well actually i only need to refrence the bp

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and if its an actor just reload the actor

molten pine
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Yeah maybe thatll work

dawn ingot
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it might be a mesh issue though

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no idea lmao

molten pine
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One step at a time though

dawn ingot
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yep

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need to figure out mouse

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never mind i have no idea how to do this i dont think i can do it in blueprint

molten pine
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Give it a try and fuck around

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Thats what I did when I tried to add items

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Got pretty close

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I believe im stopped at a mesh issue

dawn ingot
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well im doing mouse stuff right now not hazmat Pecho

molten pine
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Oh no im saying like

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Okay so the issue I had

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I believe the helmet blueprint I made loads the item but not the mesh

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And because its mesh isnt working

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It cant be interacted with

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Or loads in properly

spark hill
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and once in game it'll call the right one

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because they share the same name

dawn ingot
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alright, but im not sure if its the function thats broken or if the hazmat suit simply doesnt load with levels

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so would i be able to reference the bp (hopefully an actor) in order to try the loading thing

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@spark hill

spark hill
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it's hard to say exactly what causes it

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without knowing the game

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but, it's likely that the logic to replace your current player model with the hazmat is only called when the hazmat is equipped

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and not when the map changes

dawn ingot
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oh i think i know how i can do it

lean fulcrum
dawn ingot
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yeah yeah yeah

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tryna think of how i can get the hazmat bp into unreal

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it probably not possible to uncook a uasset is it

dawn ingot
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damn

molten pine
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you can extract info from a cooked asset

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but you cant like

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uncook it

dawn ingot
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ok

molten pine
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youd have to reconstruct it and thats like

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fucked up and terrible

dawn ingot
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lmao

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and i cant put uassets into unreal right

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I’d assume not as that’d be like the same thing

molten pine
molten pine
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But there are also uncooked uassets.

dawn ingot
molten pine
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They'd be provided by the developers.

dawn ingot
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damn

dry cave
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was original post deleted?

molten pine
dry cave
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like the original post in this thread that went over what all your goals were for the mod and what not. been playing through it and wanted to better understand what changes you made/still want to make

molten pine
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I can pin that, give me a second

dry cave
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thanks!

molten pine
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@dry cave

dawn ingot
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gotta update that

molten pine
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Thank you.

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Done.

dawn ingot
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and the mimic volume is all good?

molten pine
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Dont know

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probably

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πŸ₯΄

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I'm sure it wont be a problem

dawn ingot
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alright lmao

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did you get any cool ss with the freecam yet?

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also probably gonna make a post for this SDK development or whatever it is so we dont fill up this one too much πŸ˜…

molten pine
dawn ingot
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alr

dawn ingot
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lmao

molten pine
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????????

radiant trellis
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Are you ok? lol

dry cave
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what

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loving this mod so far, are there any plans to eventually add custom weapons? is that even possible?

molten pine
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I tried to add my own armor and struggled a lot to get any progress

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Basically

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we can replace existing items

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but even making clones of existing items can be extremely tricky

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most people who add custom items, like Saedriss's Scavenger Mod, are actually replacing existing unused items.

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So if he added a custom AK with custom stats

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what he probably ACTUALLY did was replace the MP412 (unused gun) with all the details and blueprints of the AK, then added his own stats changes to it

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Extremerecker added his own replacement of the DVL for the VSSK

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it has its own manual bolt and magazine, but this was really tough and even then, it has to replace an existing gun

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I was gonna try to fit this into Update 1.04 (custom armor) but unfortunately could not get it.

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Speaking of which, @dry cave, are you using 1.04?

dry cave
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am not, last played last night and am at work rn, but im going to hop into 1.4 as soon as I get home. I'm still pretty early on in the game, only gotten to the security level 3 mission, still rocking the PM and a sawed off

molten pine
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Security level 3?????

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With just a PM and Sawed Off??????

radiant trellis
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I just realised what he said

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There's no WAY

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LOL

molten pine
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we found

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the gamer

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holy SHIT

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John STALKER

radiant trellis
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I mean I got to 3 using a gsh but sheesh

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crazy

molten pine
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well tbf

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he said "he just got to" not beat

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even so

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the sawed-off is a fucking beacon even before 1.04

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how does this man do it

radiant trellis
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built different

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maybe he bought good ammo

molten pine
#

admittedly

#

the makarov in my mod is better than the vanilla makarov

#

despite being the worst gun in my mod

radiant trellis
#

I love the makarov in ITR

#

Wish it had more upgrades

dry cave
#

if it makes you feel better, when I played ITR unmodded nobody had told me the sawed off was bad (i hadn't looked up any info on it) and I used it as my secondary all the way up til like the feast mission. my dumbass was announcing my presence to the whole map every shoy

#

*shot

#

makarov in mod is so much better than normal makarov, I was able to get +p early on and its the only thing that made it viable

radiant trellis
#

9x18 ammo economy is amazing if you can use it

#

Consider the gsh or kedr, massively extends the life of 9x18

#

kedr+gsh with some decent ammo and a few upgrades can easily carry you through factory np in the mod

molten pine
#

I wouldnt say no problem

#

definitely still not the most viable thing ever

#

Honestly the TT-33 isnt that bad

#

if you deal with the TT-33 part of it

#

7.62x25 is a good caliber in my mod, just that no guns fire it

velvet pendant
#

Thinking of doing a fresh run with 1.04 on stream (if i can get my ass out of bed). I do wish shotguns were more viable. I honestly feel they are more valuable to sell than use in their current state.

#

So many mechanics and quirks work against the use of shotguns as a weapon. It's somewhat prevalent in vanilla, but the mod I feel compounds it (despite the buff to buckshot).

radiant trellis
#

Can't say I struggled to use any shotguns, you also have to consider how cheap the ammo is

#

It's sooooo cheap for what you get

#

Look at the spreadsheet and see how much damage it does lol

#

Only downside is volume

velvet pendant
#

I feel there are factors to consider that aren't as simple as damage, cost, etc.

radiant trellis
#

Oh?

#

Go on

molten pine
#

Volume and that all the shotguns are low capacity and firerate

velvet pendant
#

Take value-per-shot.

#

Not money-wise

radiant trellis
#

Oh you mean like if you're fighting a lot of things at once

velvet pendant
#

But how negatively will it affect the player to "waste" a shot.

molten pine
#

Buckshot has the highest damage per shot and some of the cheapest ammo

#

Or wait

velvet pendant
#

Guns with high per-shot value are all the ones that have small mag capacity, slow reloads, bolt action, etc.

molten pine
#

Is it cheapest?

#

My brain is skipping a beat

velvet pendant
#

But the rifles are made to engage long range, so wasting a shot isnt AS bad

radiant trellis
#

I just keep shotguns in CQB, example would be earlier in construction in bolotky I fired a shot and must of pulled 15-20 enemies into it but having a shotgun in there, even the fact it was only an over under it saved my ass

molten pine
#

Yeah you can get 100 buckshot for 990 dollars, and each shot does higher damage than a mosin.

radiant trellis
#

It's kind of nuts

velvet pendant
#

Shotguns have the highest value per-shot cause they are CQC and every one has low capacity and slow reloads. The SPAS can have 12 rounds, but did you consider how the strap for extra shells is far forward of the action compared to the pump?

molten pine
#

No?

#

Why would I consider that?

radiant trellis
#

Idk man that's a mechanical issue

#

Not a balance issue

molten pine
#

I think shotguns are plenty viable

#

I use them

velvet pendant
#

Makes the reloading of it slower by comparison. Minor issue, but one of many.

radiant trellis
#

Yeah I keep an over under on me

molten pine
#

Well yeah but thats not unviable

radiant trellis
#

Also you can reload from the box

molten pine
#

Thats just extra baggage

radiant trellis
#

Makes it easy af

molten pine
#

I dump shells in my side pouch

#

Then grab them individually from my hip

radiant trellis
#

I do all my reloads from the box

#

So easy lol

molten pine
#

I usually put about 100 shells in my pouch at a time

#

Just an ammo well

radiant trellis
molten pine
#

Reach into the ammo black hole

#

Pull out a shell

velvet pendant
#

The random nature of enemy spawns as far as armor is concerned means its often a coin flip on what you should use. Buckshot against armor is effectively a guaranteed wasted shot and thats more to do with how the game handles enemy armor.

radiant trellis
#

what am I gonna find in this pocket

#

10000 buckshot

#

Keep a pistol on you for it, when I do stuff like that I one hand my pistol with my shotty in my other hand on the grip

#

couple of shots armor is dealt with

#

back to shotty

velvet pendant
#

Unless the case is that each pellet has the 30% chance to penetrate, which would be a bit better overall, though I dont know if thats how it works or if it even CAN work that way

#

Also all mimics have a shield you cannot penetrate at all. It barely affects most weapons in their ideal conditions and ranges, but it hurts shotguns the most.

#

Enemy guns (and your own, I've found) deflects shots.

#

That makes that whole value-per-shot for shotguns even more steeper. A slug is strong and what should be used vs armor, but if you hit the gun, its a wasted shot.

#

I forgot to mention how sustained accurate fire on a target is hardest with shotguns. THe SPAS and Saiga can fire quick, but if the first or second shot doesnt do that trick, the follow-up will almost certainly miss and it takes time for your aim to restabilize. I imagine recoil reduction CAN help with this, but Im not sure how much. Admittedly I haven't fully tested this aspect.

#

I do dig the leaning more towards certain realistic aspects of firearms in this game, and the mod as well, but as with most games, shotguns are not only the most divorced from their real-life counterparts, they kind of HAVE to be.

#

There's a reason the concept of the "combat shotgun" is almost non-existent in modern times. Even the military and SWAT have adapted the shotgun as a breaching tool rather than a weapon cause there are just so many better options. Shotguns are awesome and people love to use them in games, but they have to be wildly adapted to be useful, otherwise they just kind of exist with little value or practicality.

#

Apologies for the SG rant. Been swimming in my head all of yesterday at work. Likely cause I got a bit salty during a session where I shot an armored mimic with the SPAS and slugs 5 times and he didn't die. First 2 pinged off the armor, 3rd off its gun, last 2 landed in the back, but somehow it still lived and I got mowed down by an AKM immediately after.

molten pine
#

Slugs have a 90% penetration chance and do about 190 to 200 damage per shot

#

Shotguns are never going to be "the best" but theyre certainly not bad

#

Slugs are cheaper than rifle rounds with better damage per shot and better AP

#

Not that slugs are better than rifle rounds

whole sable
#

played your mod prob some of the most intense and fun ive had geting security level 2 with a mosin and g17 πŸ‘Œ good mod

velvet pendant
# molten pine Slugs are cheaper than rifle rounds with better damage per shot and better AP

This is kinda my complaint, in a way. In CQC, the rifle is still the best option because of the volume of bullets it can put out in such a scenario. In the time you can get 2 slug shots on an armored enemy at 90% chance to penetrate, you can easilly unload a 3-5 shot burst into the same enemy and its a near guaranteed kill, even with FMJ. On top of that, your rifle can be supressed and draw almost no attention from the burst, but the SG will almost certainly get people after you after firing twice.

#

I think my point is that shotguns are VERY situational weapons, but the situation changes due to randomness, which makes them hamstrung as a primary weapon and exist really only as a self-imposed challenge.

#

Or a desperate fallback.

#

And as a fallback, the hunting and sawed-offs certainly make sense. They arent hard to find and easy to cart around as a throwaway since they dont sell for much in the shop (and bonus+thanks for letting us put the sawed-offs them in the backpack). The pump is ALRIGHT, I suppose? But i think the SPAS and Saiga deserve a bit better.

#

Alright, I think I'm done being the old man yelling at the cloud for the day xP

#

Despite all this, the mod is fantastic and mad props for the work you and everyone has been putting into it and their own projects to give this game even more life.

radiant trellis
#

Nah it's good, Ziggy takes genuine experiences and opinions seriously

#

Feel free to give any and all feedback

velvet pendant
#

I think my only other major complaint (well, other than the rearranging of the backpack at random) is how enemies will notice your flashlight through walls. But that's on the core dev team and not the mod's fault.

radiant trellis
#

Drives me nuts

#

I hope they fix it

velvet pendant
molten pine
#

Except like

velvet pendant
#

I swear that enemies not only see the light thru walls, but they somehow notice it from further away than if you were in line-of-sight of them.

molten pine
#

The mosin and sks

#

Who knows how the ai works in this game

radiant trellis
#

Now I'm at the point where toggling a rifle torch is extremely useful

velvet pendant
#

And the pump is not hard to come by in the wild. So its "place" among shotguns is fine comparatively speaking. I think I'd expect more from the SPAS and Saiga for how much they cost. Especially since stashes are removed and you cant b-line it to castle for a free Saiga early on.

#

Im curious how enemy perception works in this case. Do they instantly notice once it enters their FOV or is there like a timer where you have to be visible/in range before they become alerted?

molten pine
#

Nothing is safer against a harvester or slider

velvet pendant
#

Which reminds me...I spotted a mod where the shotgun would probably be king above most called "The Jogging Dead", which increases enemy count and replaces all enemies with seekers. That sounds both hillarious and entertaining as hell.

molten pine
#

They now have half the hearing radius and longer sight with a narrower fov

velvet pendant
#

I was more wondering about the mechanic of perception and if its "instant" or something like I've seen in some stealth games where are meter fills if you are in sight and if the meter becomes full, the enemy has noticed/detected you, but said meter is like an invisible timer the game keeps track of.

molten pine
#

The perception changes to summarize:

#

Pistol calibers are quieter

#

Rifle calibers are kind of loud

#

Shotguns and heavy calibers are really loud

#

Silencers are really good and enemies hear footsteps less than they did before

#

Narrower fov with this means its easier to sneak up and change position

#

As for how they see you mechanically, not sure

velvet pendant
#

I think it needs to be tested then... Like, if you were standing on the other side of a wall where an enemy's vision is obscured and they don't detect you. Having a flashlight on due to the bug causes them to detect you (almost similar to "hearing" cause they dont start shooting at you thru the wall, though I HAVE seen that happen). If you were to flip the light on and off quickly, will they notice?

#

But lately if I go into a dark room and I know there may be enemies about, I usually bring a lighter. Its enough to illuminate whats needed and it doesnt seem to make you more visible to enemies in any setting.

#

Night Eye would be nice, but its almost useless indoors for some reason.

molten pine
#

If something is black, its not making it brighter, its not giving you illumination

#

Its just increasing light intensity, which psuedo-gives you night vision

radiant trellis
#

GPNVG's when

dry cave
#

adding to the shotgun discussion, use slugs and a 4x on the pump

#

easy cheap sniper

radiant trellis
#

I need to try the pump

#

My loadout atm is an M4/GSH/Kedr

radiant trellis
#

Peak gameplay

#

Reminds me of when people had those musket pistols and would carry like 5 and just throw one away when they fired it

wild agate
#

I found a bug. My suppresser on my ak got down to red durability and the whole rifle vanished while shooting. Luckily I saved before hand, so I got the rifle back, the rifle was in blue barely worn. Suppressor was in the red and probably reached 0 while shooting.

radiant trellis
#

That probably has something to do with the fact that in the mod when something hits 0 durability it disappears, it was originally created to get rid of stashes, not sure if Ziggy can do anything about it

#

The entire gun disappearing is an unintended side effect hopefully Ziggy can do something

wild agate
#

Good to know, guess I got to keep a better eye on my gear.

radiant trellis
#

@wild agate How are you feeling about the mod overall? Balance, loot etc.

molten pine
#

Probably happens with magazines too.

#

Ill make a hotfix for that.

molten pine
radiant trellis
#

Yeah I can

#

one sec

#

didnt despawn my m4

#

mag disappeared ofc

molten pine
#

@radiant trellis try silencer too

radiant trellis
#

yep that made the entire gun despawn

#

suppressors do it

molten pine
#

Okay then I will disable suppressors disappearing.

#

Hotfix coming soon.

radiant trellis
#

Good find actually because I found a 2nd NATO suppressor and was planning on shooting it until it disappeared to save money

molten pine
#

@wild agate @radiant trellis Hotfix is out, fixing the silencer issue.

molten pine
#

They disappear out of the gun and you insert a new one?

radiant trellis
#

Yup

#

The only thing you lose is the bullets you had in the mag at the time but I mean come on

#

Imo there should be a loading screen tip for durability

#

When the durability of an item reaches zero, it is permanently destroyed

#

Something like that

molten pine
#

Ill try again for 1.05 but its not too big a deal

radiant trellis
#

yeah np

molten pine
mossy inlet
#

just played the first couple missions with this mod today. absolutely phenomenal work my friend

#

even pervomay is interesting when im worried about the fact there could be an as val in any building, and i value stealth so much more.

#

had an interesting situation with an armored shambler that required me to use a knife to avoid attracting more dangerous enemies

#

absolutely loving it so far. much more interesting then base game and i even prefer it over scavenger mod as it enhances the randomness and loot reward when anything can be found anywhere, but just more often in different areas

molten pine
#

Since you like stealth, did you grab the hotfix?

#

1.04 has a bug that I hotfixed this morning.

#

If a silencer hits 0 durability, it will delete the entire gun. Wild, I know.

mossy inlet
#

i just downloaded it in the past couple hours

#

so i assume its there

molten pine
#

Is the file called 1.04 or 1.04-Hotfix1

mossy inlet
#

lemme check

#

yep

#

it is

molten pine
#

Okay good.

mossy inlet
#

thanks for the warning

molten pine
#

It was a surprise that I had not considered.

mossy inlet
#

losing an entire gun to a broken suppressor would be concerning, to say the least lmfao

molten pine
#

If your gun's magazine hits 0 durability, it just despawns.
If your gun's suppressor hits 0 durability, it removes the gun.

#

I had no way I could've known.

mossy inlet
#

weird

molten pine
#

Thank god for the person who found it earlier.

mossy inlet
#

good on them for saving the rest of us

molten pine
#

Guns do despawn at 0 durability but frankly, I'd be impressed if anyone could even shoot a gun to that low durability.

#

It'd jam every other shot.

mossy inlet
#

yeah, ive tested that in the range. after so much they jam more than they fire pretty much

molten pine
#

I also buffed grenades, while making them safer and better for gameplay.

mossy inlet
#

really?

molten pine
#

They're super dangerous now but yes.

mossy inlet
#

that's great to hear. i love grenades but it was always annoying to get killed thru walls by them

molten pine
#

They should almost never kill you through a wall now.

#

That said

#

do not have any line of sight on a grenade.

mossy inlet
#

how'd oyu manage to make them safer and better like that?

molten pine
#

So

#

there are two parts to a grenade

mossy inlet
molten pine
#

the explosion and the shrapnel

#

the explosion will kill anything in the radius, walls be damned

mossy inlet
#

oh? i figured it was all shrapnel

molten pine
#

I turned the explosion radius from about 500 to about 200, which is really really small

#

but

#

instead of 10 pieces of shrapnel on an f1 grenade

#

an f1 grenade now has 75 pieces of shrapnel

mossy inlet
#

whats strange, though, i was getting damage through walls from high distance.

#

one time i dropped an F1 down the hatch of a sniper tower

#

and it killed me thru the floor

molten pine
#

the rgd grenade has 50 pieces of shrapnel

mossy inlet
#

that is definitely much more powerful. goddamn

molten pine
#

basically, they will shred anything in the room with line of sight

mossy inlet
#

well, if i didn't like them before i do now

molten pine
#

the shrapnel pieces can bounce twice

mossy inlet
#

ill be careful lol

#

ohhhhh

molten pine
#

and they have about 50% armor piercing chance

mossy inlet
#

shit

#

they bounce

#

that explains it

molten pine
#

they do 110 and 125 damage per piece of shrapnel

mossy inlet
#

i didn't know ricocheting was in the game. does that happen with bullets too?

molten pine
#

so two pieces should kill most mimics

#

yeah

#

bullets have different amounts of ricochet

mossy inlet
#

i think i saw a max bounce stat on the sheet

molten pine
#

yeah

#

flares are also now very good

mossy inlet
#

is there different chances of ricochet?

molten pine
#

I dont know

mossy inlet
#

and i noticed the different desc on the flares

#

how'd you change that?

molten pine
#

Through trial and effort

mossy inlet
#

are they brighter?

molten pine
#

itd be more accurate to say they go into the sky really high and shine a giant radius

mossy inlet
#

aha

#

alright

#

ill take note of that. maybe ill bother to pick them up once in a while

molten pine
mossy inlet
#

also, on how you balanced the guns. i very, very much like that. it always bothered me the low viability of early guns due to plain damage differences

#

bullet velocity and caliber are what determine that and i really like the rebalancing youve done

molten pine
mossy inlet
#

especially making subsonic cheaper, giving it viability

#

also holy fucking light of the sun

#

yep thats a goddamn flare alright

#

i do have one more question. the mod desc says you made heavy loads slower and light loads faster "without making it too difficult to get from point A to point B". ive not had a heavy load yet so im curious what that means. i assume weight still affects move speed?

molten pine
#

Your walk speed remains the same, only getting slightly slower

#

but at light weight, you can sprint very far without a break and very fast

#

and at heavier weights, you quickly slow down and run out of stamina

#

and at about 50 to 55kg, sprinting becomes closer to a non-option

#

you can still carry stuff

#

but it becomes a health hazard with mimics shooting at you

#

this lets you do lots of looting at high carry capacity

#

but still leaves it dangerous

#

Feel free to ask me any questions

#

I'd be happy to explain how something works and why I chose to make it work like that.

mossy inlet
#

oh okay, so it mostly just impacts sprint speed but not walk speed?

molten pine
#

It will impact walk speed when you get too high

#

basically just dont carry around 70kg of shit

mossy inlet
#

kk

#

another question, this time about penetration

#

what exactly do the non-armor penetration stats mean?

#

is there surface penetration in the game? like shooting through walls and such?

mossy inlet
#

im just curious what the stat means in the sheet, since they're percentages but im not sure what "non-armor penetration" would be

#

im especially curious what the percentages on that stat mean

#

many are above 100% which seems to point to it not being the chance of something penetrating, so im wondering if maybe its a situation where different surfaces have different values required to penetrate them?

mossy inlet
#

fair enough

#

what does the heavy barrel upgrade do?

#

sorry for so many questions

molten pine
mossy inlet
#

ohh, i found it, sorry

#

thanks for answering so much

molten pine
#

it makes me feel important

mossy inlet
#

well, you made a badass mod, so i'd say you are at least to this community lol

molten pine
worthy light
#

i have question

#

y mod so good?

#

how do?

#

y so talent

tight elm
#

Oml the mosin is useless now because if you shoot it once it attracts the whole map

#

And it got no suppressor

molten pine
#

I use the mosin

#

big fan

tight elm
#

I used it in pervomay and I got gang banged by every person in the map

molten pine
#

I admittedly do kill everyone on the map

tight elm
#

You can only get cheap ammo at the start and I just can't pen any armor at all

wild agate
molten pine
wild agate
#

Quick question, dose the alytn get damage textures if its been shot enough?

molten pine
#

not sure actually

#

i keep it repaired

wild agate
#

If not it would be cool to see that implemented if possible, something like this would be nice

#

i guess ill run mine till its messed up to see

molten pine
#

cannot

#

no mod tools

wild agate
#

gotcha

velvet pendant
#

The speed that rifts respawn enemies has me dreading train station in Kolkhoz

radiant trellis
wild agate
#

Imagine if one day someone changes the color of the mimics to be the same color as some of the factions in stalker. It would feel like a completely different game

molten pine
radiant trellis
#

Their animations are good if we could replace models all it takes is one rigged model and they'd feel like like normal human NPC's

#

Their movement cycle is actually really good

molten pine
#

Id love to change accuracy and magazines for the npcs with guns

#

Id give the makarov npcs a different gun for example

#

Make them fire a bit faster

#

Probably a gsh instead of a makarov

wild agate
radiant trellis
#

Weapon variety could be cool if it was possible

#

different attachments, ammo types for them etc.

#

Maybe even different tiers of armour

molten pine
#

Its hard to really nail down what I want to do for that

#

I originally didnt want people swapping sight mounts from dovetail to rail B, so the AKs wouldve always had to use dovetail sights

#

But I opted to not restrict the player and instead make it really expensive

#

But if I was going to add custom guns

#

Id probably add in a version of every gun, but with swapped sight mounts

#

Like you find a rare ak that has a rail B instead

radiant trellis
#

Yeah that's cool

molten pine
#

But its a bit late now

#

Id have to remove peoples upgrades they already have

#

Ill wait until a major major update

whole sable
#

Is this mod halal?

worthy light
#

Is dying halal?

clever jackal
#

I was already loving this mod but holy shit this is way better now. Glad to start a new game to use it

radiant trellis
molten pine
molten pine
wraith loom
molten pine
#

Its already a feature

wraith loom
#

😳

#

That was fast

wraith loom
molten pine
#

Cant do random items

#

Its the one theyre holding

wraith loom
#

Cool

clever jackal
#

I almost pissed and shid myself when a policeman dropped a gsh I was like oh shit this is so cool

molten pine
#

i wouldnt want them to drop the gsh until I can give them one

clever jackal
#

my bad lol I saw the gun and assumed it was that

molten pine
radiant trellis
molten pine
dawn ingot
#

very cool

molten pine
radiant trellis
#

Oh nice, cool vid

molten pine
#

The video was already made so I didn't go back and edit you in, my apologies.

dawn ingot
#

damn now i want to make a video

radiant trellis
#

Dropped a like and comment hopefully that helps with engagement and algorithms etc.

molten pine
#

doesnt matter how

lean fulcrum
#

I’m not exactly sure what I really did but I got a mention anyway

molten pine
lean fulcrum
#

Ig

tight elm
#

Yo I know you're streaming rn but is there a way that you can make the enemies fight each other like in STALKER?

#

I had the idea when I saw a mimic shoot another mimic

tight elm
#

10/10 stream my guy

molten pine
molten pine
#

because NPCs only have the affiliation of "hates player"

tight elm
#

That's fair

#

Damn

molten pine
# tight elm That's fair

The unfortunate thing is that without mod tools, I think I've just about hit the peak of what you can do.

#

So many work-arounds to get everything working, as well.

#

For example

#

to get the developer-placed stashes to disappear, I cant actually delete the stashes

#

like the glock in pervomay

#

what I did was made it so the items in the stash will disappear at 0 durability

#

and then set the durability of the items in the stash to 0

tight elm
#

alr

molten pine
#

Not saying I cant do more

#

there might be a bit more I can do, improvements to be made, ect

#

but right now this is where we are at

tight elm
#

You should probably check the slider files

#

Or at least the health

#

Cause a slider that spawned in at pervomay tanked 8 buckshot at point blank range and then proceeded to whoop my ass

#

I’m not exaggerating on the amount of buckshot I shot

molten pine
#

8 buckshot at point blank range would do more damage than the slider could have health

#

and this is assuming you dont hit any critical hits on headshot

#

You might have flubbed some of the shots

#

that said, sliders are tough

worthy light
molten pine
acoustic ginkgo
#

Hi there, I saw most visual overhaul mods should work with this mod, have you tester the fog render distance mod by chance?

buoyant pond
#

@molten pine Can you please allow me to add a subtitle on your mod introducing video?

molten pine
fringe drum
#

it only changes the lighting file for each map

molten pine
#

Then it should work.

dawn ingot
#

oh

radiant trellis
misty gate
#

Started a fresh playthrough after finishing my last shopless run on .12
Decided to go for a nightmare shopless run... spawned in and got demolished by two tiger-rifle marksmen mimics camping the first mission.

#

Time for a break, haha. xD

tight elm
#

It wasn't armored

#

If Sliders can even be armored

#

Probably a bug of some sort, maybe just in ITR

molten pine
#

They cant, but no, I don't mean to disagree but its not mathematically possible if everything is working properly.

#

What shotgun were you using?

tight elm
#

Das what I'm sayin, something ain't right

#

Side by side double barrel at basically melee range

#

sawed off

#

It wasn't no ranged standoff

molten pine
#

225 damage per buckshot

#

if every pellet hits

tight elm
#

Correct

molten pine
#

Thats 1800 damage for 8.

tight elm
#

Correct

#

And the man still was alive

molten pine
#

A slider can have a max of 1750 health, but a minimum of 1250.

tight elm
#

I also think he spawned halfway in the ground

molten pine
#

That's just some slider jank, I think.

#

Still, either a bug happened or some pellets missed.

tight elm
#

So something's messed up in the config of either the mod or just ITR itself

#

Cause I know for a fact that I shot off 8 buckshot minimum at point blank range

molten pine
#

The sawed-off shotgun isnt exactly peak performance, admittedly.

tight elm
#

It was at the road through pervomay near the house

tight elm
#

Either way I think it glitched

molten pine
#

I'm not sure if it's glitched, but I suppose keep an eye out.

#

Do you have any other mods installed?

tight elm
#

None of those should affect health or data of enemies

molten pine
#

Okay so

#

Timescale mod shouldnt be there

#

the helmet doesnt have to be there, the backpack mod doesnt have to be there

#

and I dont know what the PPM is, admittedly

#

Timescale mod is causing an incompatability.

tight elm
#

The PPM is the gas mask that's suggested in your mod

molten pine
#

Ah thats right, my apologies

tight elm
#

Sall good

#

Either way that shouldn't fuck with the sliders should it

molten pine
#

The timescale mod especially causes an incompatability. Your game isnt working entirely correct, but it SHOULDNT affect sliders, yeah

#

Still

#

you should be carrying way more weight and be faster

tight elm
#

Oh thank god

molten pine
#

You likely downloaded all those because of NexusMods website layout

tight elm
#

Yup

#

They were listed as required for version 1.03

molten pine
#

What I wrote down was this

#

Where it says "its included, you dont need to download it"

#

what nexusmods displays to everyone (i didnt know this at the time)

#

was this

tight elm
#

Oh, then it was just nexus being stupid

molten pine
tight elm
#

Yup

molten pine
#

Thank you nexusmods

#

So

tight elm
#

That's exactly what I saw

molten pine
#

I removed the mod requirements to hopefully solve this problem

#

woopsie dasies

tight elm
#

Either way

#

Slider bwoken

molten pine
#

Remove the altyn helmet, backpack and timescale mod and try again

tight elm
#

feelings have been hurt

molten pine
#

if you have issues with the slider again, let me know

#

they ARE tough

tight elm
#

Gotcha

molten pine
#

aim for the head as much as possible

#

Headshots do 4x damage

tight elm
#

I got an AK74u now with FMJ so if it's built different enough to survive 2 mags of that then I'll tell you

molten pine
#

It wont survive two magazines

#

but seriously, hitting it in the head will dramatically reduce the shots you need

tight elm
#

yup

#

I'll do some field "testing"

molten pine
#

Kolkhoz is fucked up

#

cursed fucking zone

#

evil

#

Pure evil

tight elm
#

Yes

opal bluff
#

oh yea i'm trying this out. Thank you a lot @molten pine , i needed something for repeatability

#

once you play for long enough and you know stashes.. where enemis are, ecc, it starts to be more boring sadly

molten pine
#

This is actually why most stalker mods remove all of the stashes in the game (for the stalker game)

#

You have to be told theres a stash somewhere before you can access the stash.

dense wigeon
#

the missions that give security level crash the game on the shopless mod version

#

i think it is because it tries to change the security level in the shop but there is no shop to change the security level of but im not sure

molten pine
#

I can try to fix it but it's really terrible

#

for now, just don't use the shop

wraith loom
#

I was finally able to play the updated version of the mod because my wifi was cooperative today (I use virtual desktop), and I really love this mod, there's never a boring trip into the radius.

#

This is the "Real Man's Radius"

molten pine
#

I'm glad you like it.

opal bluff
#

1 question, are enemies actually randomized every tide? or did you just change a few spawns?

#

also what's the limit to that? like, can i find an armoured swat in the 1st area?

dawn ingot
#

enemy spawns are random (i believe) and any enemy can spawn anywhere, but they have certain weights that reduce the chances of super strong enemies from spawning in early areas

#

the weights are in this spreadsheet if you want to know the specifics
#1032548424421216267 message

opal bluff
#

hell yes, thanks

misty gate
#

So I've done a full playthrough of the original version. Loved it.
I've tried six playthroughs now of the newest version and I definitely love the tweaks. Much of an improvement.
My only qualm is that with the tweaked spawn rates I am encountering a bazar number of tigr rifle mimics. Perhaps because the number of armored enemies was scaled down, unarmored tigr rifles went up? In every single one of my playthroughs, I've been ended by a tigr rifle in the first area before being able to complete the second mission. Mind you, playing on full nightmare ironman mode so it's not meant to be easy.
But the sheer quantity of that particular enemy is unusual to me.

shut mauve
#

Ive managed to evade him several time but I have also gotten killed by this tiger rifle dude camping first area a decent amount of times

dawn ingot
#

yeah, I played through maybe 5 tides today, and I got a Tiger Mimic next to the Motor Depot in Route nearly every time

opal bluff
#

Yea the first area is brutal if you plan to bump up the settings, because with a PM, your fighting options are really limited. Good thing armour is available asap and it's 1.5k

pulsar forge
#

hey, quick question about the STALKER overhaul! Is the timescale mod included in the mod files or do I have to download / install it separately for it to work?

dawn ingot
#

It has a custom timescale change

#

So the other mod will not work with it

pulsar forge
#

Okay! Thank you (:

#

Another quick question, are the recommended mods already pre-installed in the pak file of the stalker overhaul or do I need to add them separately?

dawn ingot
#

One second

pulsar forge
#

No worries, take your time!

pulsar forge
dawn ingot
#

Oh, those are not in the .pak file, so feel free to download them

pulsar forge
#

Ah okay! Thank you

molten pine
clever jackal
#

is it actually possible to use the time mod to slow time more than what it has been?