#STALKER Overhaul Mod
1 messages Β· Page 4 of 1
Basically, think about the directory of a mod
Imagine its just skipping the .pak part of it
Itll just read the .uasset directly
sick
So you could edit that .uasset, save it, then launch your game
If you want it, here it is. Its up to you, you dont need it and I barely use it.
https://illusory.dev/
The home of the Unreal Mod Unlocker and a place for Unreal Engine 4 Modding information and resources.
Great! How did you end up doing it?
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 π
I may have accidently done something in the levels always loaded stuff but I can't remember
but let me try something
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
No, the game already has the main menu in it, it doesn't need yours
So you replaced the main menu with an empty custom map?
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
well I made a custom map with an empty L_Menu (Main Menu in ITR) as its sub-level in unreal, cooked it and only packed the custom map
Ok and you got the game to load onto the custom map but without the main menu sublevel?
well, it loads into the regular main menu, i'm not sure if the custom map loads
Hm, and you got an empty level to load in before using the same method, the ini command to change the default map?
You could try the widget thing again
well, I got the empty map to load when I included the empty L_Menu in the .pak
Hopefully it means it works as intended and loaded your empty menu as a sublevel
There's something else you can try
Remove anything left attached to begin play in level blueprint
Right click anywhere on the grid to create a new node called "execute console command"
Attach it to begin play
alright
Then in the command text write "showdebug input"
Try to run that in the game
It might not work tho, unreal by default doesn't include to console in release builds, it has to be manually included by devs
But idk if scripts can still use console commands while the console itself is disabled
what does that command do thought? does it open a console?
oh
well it didn't do anything
so π€·ββοΈ
ah shame
it's supposed to show your input stack
where?
on your screen
like this
ah ok i didn't look at my monitor
let me try again
i'm not seeing anything
it should show up on my monitor with the game open, yes?
@dawn ingot So, two things
Im currently suggesting to @spark hill that perhaps the new menu could load the old menu after, but hes saying it doesnt work
Keep in mind I am unavailable for the net 3 hours
and second: If you feel like a break and playing, are you interested in testing a new build of my STALKER mod?
So I canβt work on it re π
We tried this it didnβt work
Sure, in 3 hours
we didn't exactly try this tho
No?
we could use the command to change map from the empty map to the main menu
instead of having it as a sublevel
Interesting
And as for the build, this goes for any lurkers who wanna help me diagnose the current 1.04 update.
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 distanceThis 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. π₯΄
If you play the Perception build but it's not functioning correctly with what I just said, then I would need to know.
Thats what I need tested
as for the actual 1.04 changes entirely:
-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.
If this part proves to be unfunctional and problematic, I can swap it back to before this, I saved it as a separate branch.
will test π
I have a build without the perception changes, incase its not working.
Also, youll like flares.
I already like flares
Goddamn
I mean
thats how they actually work
tbf
only difference is there are no hard-shadows
for you guys trying to load custom levels/creating this SDK, Kesha managed to load a custom blueprint a while back #modding_chat message
@spark hill @dawn ingot
Maaan
Thank you Kurorai
I gotta watch a movie
read this later lmao
But yeah thanks
stop READING DISCORD
it's really weird that it works, sounds like it shouldn't
its because the bp he replaces already exits but its empty, or something like that
I see
makes sense then
well if that works the rest is really easy, you can do anything you want using the widget trick
#modding_chat message kesha's follow up post
and also #modding_chat message
id recommend just reading the messages from around then
I've done what he's trying to do before, on mordhau
you can use a tool to dump all the function, variables and object names like so #1032548424421216267 message
that dump can then be added to the unreal editor, which theorically gives you access to everything in the game
yeah i have an itr dump from a while back
great
thats ok
Doesn't the execute command not work? Or is there another command thing I'm not aware of?
the one we used before
open level
ah okay
but that crashes the game?
unless we open the transition and somehow make it load the main menu?
i'll take a look at how the transition map works
i have no idea how it works
i think i found something
its a random uasset connected to the player
not sure how we could use it
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
if you look at the second part
it looks like a list of the maps it's supposed to load
if you could edit that
you could probably get it to load a custom map
yeah i can do that but I still don't know how to use it for the transition map
also it was not the .ini thing
so i got something other than the white and blue void, i got a grey void
progress
ok so i did some testing
the transition map obviously loads straight from transition to menu
and ive done some debug widget testing
and it doesnt seem to load the custom map?
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
and ziggy ill test the mod
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)
The perception build went well
no more work today though
Louder Mimics (.5 to .8 volume, may not be loud enough, but I don't want it to be too loud π )
Also, what did you say about adding more armors? How would you go about it?
have you tried to use the game state trick someone mentioned earlier ?
?
this #1032548424421216267 message
if you can get a custom game state to be opened by the game, you can skip the map issue entirely
game states also have a begin play event that you can attach custom blueprint code
like the example spectator camera code I've shown you before
if the game state things work then yes, no need to deal with maps
alright
when i launched it said corrupt game files, im verifying currently then ill test
hmm
whenever i try to launch with the .pak, it tells me that i hav corrupt game files, maybe im doing it wrong
ill try something else
ohhh
it didn't give me .uexp
on export from unreal
@spark hill is this the infinite lifespan widget setup?
i deleted the other project so i cant reference it
ohhh
remove the code attached to construct
ok
instead you need to create the oninitialized event
and spawn your custom actor with input enabled
when the widget is initialized
well right now im just trying to display a widget and i dont want it to disapear
so do i need to do that regardless?
oh wait nah i got it
@spark hill it works!!
what did you get working ?
this, right?
alright
do you remember the spectator camera thing we made ?
yep
deleted it tho so i cant remember off the top of my head
ill try though
never mind i forgot the first block
it shouldn't
getting the spectator camera mod working would be a nice start to get an example of mod out there
im 100% missing something
but i can't find much online for this circumstance
You didn't connect the posses pin
You need to tell it to possess the spectator pawn that you created
which spectator pawn? the camera actor that i spawn?
oh that's wrong as well, you need to spawn a spectator pawn
then take the return value pin and connect it to the "in possess" pin on the possess node
this is correct for the widget yes
alright, and how should the spectator camera function?
well hopefully you should take possession of a spectator pawn when pressing p
well it doesn't seem to work
you should see a difference in the camera position as well
controls might be scuffed since it's a vr game
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?
yeah right now it should
ok, then it doesn't work
can i make the actor display something on screen like the text with the widget?
alrighty
the problem is in pressing the key
not sure why but it doesnt trigger the event
could be that it's a vr game and keyboard inputs are disabled
probably
so where do we go from here @spark hill?
hard to say, no idea how to deal with vr games in unreal
well not on the freecam
Hey Sol @dawn ingot
do you have any other options for the death sound? And could we actually re-increase the chatter back to default?
I can set the death sound to something else, but multiple sounds donβt work
And I can decrease the time between lines back to normal, yes
can I hear the different monolith death sounds
I think death 5 is the best here
or like
4
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.
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.
I just thought of something but did you add back the blueprint node that enables input for the actor ?
the actor should have a node called "enable input" on its beginplay
ill try that
without it, the actor cannot read any inputs so hopefully that was the reason it didn't work
you got the spectator camera to work ?
yep
can you move around ?
moi
yeah but i can only look up and down with my headset
x axis is fine with mouse but y doesnt work
that can be coded in manually later
yep
you can make your own spectator pawn with whatever controls you want
i gotta eat food but ill be back in an hour
just gonna leave it here but to go back to your character
you need to add another keybind and attach it the following nodes
grab the player controller, drag the pin and create a possess node
on the previous keybind you also need to save the current pawn before possessing the spectator pawn
on the new keybind you need to tell it to possess the pawn that you previously saved
then destroy the spectator actor
np, glad it worked out in the end
how do i save the current pawn?
This is very exciting
right click, get current pawn, drag the pin, promote as variable
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
if you do that it'll ask you "get or set", pick get and connect the pin to the possess node
get player pawn?
yes
the only thing missing is the transform
right now you're giving the spectator pawn the transform of the debug actor
you wanna give it the transform of the player pawn
yep
so your spectator cam will always spawn where your player is
yes set nodes have a convenient get pin on them
make sure to connect the white line as well, anything that isn't connected to it will be ignored
alright now it doesnt work
what doesn't work ?
free cam didnt work but i fixed it i think
trying it without a debug widget
it works i dont know what was wrong lmao
game isnt displaying on the monitor though
nvm it s acomputer thing
Maybe
Thatd be another huge change good change
If we found a way to disable the game rendering on the monitor
That might save resources and improve framerates
Since youd only be rendering in vr itself
But who knows what that would do to the actual game, since the desktop window likes to be selected
nah
i put my controllers on my lap
yes
audio might be loud
nvm it didnt record them
oh no it did
i think the spectator inherits the player hitbox or rigidbody or whatever, so its not no-clip
unfortunately
I cant hear a fucking thing youre saying
Its okay I get the idea
This is good, what are the controls and can I have this version of it?
Id like to try it.
Photomode aint so bad
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
imma fix that
do you still want it right now?
Yeah I think so, just to try it
I can get some good photos
But what are the mouse and keyboard buttons
the speed is a bit fast, i might be able to change that
wasd
P to enable, O to disable
Dont need luck
Youre doing good work
The fact this works proves you can do all the other stuff
keep in mind enemies will probably still shoot you lmao
Yeah but thats not very important right now
need to do the sdk first π€¨
lmao
You can run scripts though
yep
Thats the important part
i'll work on mouse stuff so you dont need to wear headset (hopefully)
i think the game pauses when you dont were the headset though so idk
Monty suggested (not asking you to do this) that the hazmat suit is just reapplied every level transition to fix its bug
Via a script
yeah i can do that but i dont think i can refrence the functions?
I have no idea how this would be done but
@spark hill
Maybe he can explain it more in unreal terms
well actually i only need to refrence the bp
and if its an actor just reload the actor
Yeah maybe thatll work
One step at a time though
yep
need to figure out mouse
never mind i have no idea how to do this i dont think i can do it in blueprint
Give it a try and fuck around
Thats what I did when I tried to add items
Got pretty close
I believe im stopped at a mesh issue
well im doing mouse stuff right now not hazmat 
Oh no im saying like
Okay so the issue I had
I believe the helmet blueprint I made loads the item but not the mesh
And because its mesh isnt working
It cant be interacted with
Or loads in properly
if you know the signature of the function in the game's code (it's name and parameters) you can create an empty one with the same signature in your editor
and once in game it'll call the right one
because they share the same name
alright, but im not sure if its the function thats broken or if the hazmat suit simply doesnt load with levels
so would i be able to reference the bp (hopefully an actor) in order to try the loading thing
@spark hill
it's hard to say exactly what causes it
without knowing the game
but, it's likely that the logic to replace your current player model with the hazmat is only called when the hazmat is equipped
and not when the map changes
oh i think i know how i can do it
MAJOR SPOILER || Not a person||
yeah yeah yeah
tryna think of how i can get the hazmat bp into unreal
it probably not possible to uncook a uasset is it
Nope
damn
ok
lmao
and i cant put uassets into unreal right
Iβd assume not as thatβd be like the same thing
Cooked uassets, no.
But there are also uncooked uassets.
π
and how would i access those (of the hazmat bp)
You dont.
They'd be provided by the developers.
damn
was original post deleted?
?
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
I can pin that, give me a second
thanks!
gotta update that
and the mimic volume is all good?
alright lmao
did you get any cool ss with the freecam yet?
also probably gonna make a post for this SDK development or whatever it is so we dont fill up this one too much π
I havent loaded my game yet, so no
alr
Very good idea
lmao
????????
Are you ok? lol
what
loving this mod so far, are there any plans to eventually add custom weapons? is that even possible?
Not particularly, no
I tried to add my own armor and struggled a lot to get any progress
Basically
we can replace existing items
but even making clones of existing items can be extremely tricky
most people who add custom items, like Saedriss's Scavenger Mod, are actually replacing existing unused items.
So if he added a custom AK with custom stats
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
Extremerecker added his own replacement of the DVL for the VSSK
it has its own manual bolt and magazine, but this was really tough and even then, it has to replace an existing gun
I was gonna try to fit this into Update 1.04 (custom armor) but unfortunately could not get it.
Speaking of which, @dry cave, are you using 1.04?
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
??????
Security level 3?????
With just a PM and Sawed Off??????
well tbf
he said "he just got to" not beat
even so
the sawed-off is a fucking beacon even before 1.04
how does this man do it
admittedly
the makarov in my mod is better than the vanilla makarov
despite being the worst gun in my mod
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
Yeahhh that's a good shout
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
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
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).
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
I feel there are factors to consider that aren't as simple as damage, cost, etc.
Volume and that all the shotguns are low capacity and firerate
Oh you mean like if you're fighting a lot of things at once
But how negatively will it affect the player to "waste" a shot.
Guns with high per-shot value are all the ones that have small mag capacity, slow reloads, bolt action, etc.
But the rifles are made to engage long range, so wasting a shot isnt AS bad
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
Yeah you can get 100 buckshot for 990 dollars, and each shot does higher damage than a mosin.
It's kind of nuts
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?
Makes the reloading of it slower by comparison. Minor issue, but one of many.
Yeah I keep an over under on me
Well yeah but thats not unviable
Also you can reload from the box
Thats just extra baggage
Makes it easy af
ammo well xd
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.
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
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.
I mean
Slugs
This is just bad luck
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
played your mod prob some of the most intense and fun ive had geting security level 2 with a mosin and g17 π good mod
Thank you
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.
Nah it's good, Ziggy takes genuine experiences and opinions seriously
Feel free to give any and all feedback
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.
That backpack issue is a vanilla bug and I hate it, so annoying.
Drives me nuts
I hope they fix it
It is. Same with the flashlight issue and it makes certain encounters REALLY irritating.
Its worth noting that the pump shotgun is cheaper than any rifle
Except like
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.
Yeah I've been really strict with keeping my pouch torch off this playthrough due to the extra danger
Now I'm at the point where toggling a rifle torch is extremely useful
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?
Spas and saiga with buckshot will shred any non-mimic like nothing
Nothing is safer against a harvester or slider
I adjusted perception in 1.04
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.
They now have half the hearing radius and longer sight with a narrower fov
I did read that in the notes and am excited to give it a go with the adjustment.
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.
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
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.
It just increases your gamma
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
GPNVG's when
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
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.
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
Good to know, guess I got to keep a better eye on my gear.
@wild agate How are you feeling about the mod overall? Balance, loot etc.
Thats particularly bad, yeah.
Probably happens with magazines too.
Ill make a hotfix for that.
Can you check magazines for this too?
so magazines are good but not silencers?
@radiant trellis try silencer too
Good find actually because I found a 2nd NATO suppressor and was planning on shooting it until it disappeared to save money
@wild agate @radiant trellis Hotfix is out, fixing the silencer issue.
So do magazines function as they were intended to?
They disappear out of the gun and you insert a new one?
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
I cant add loading screen tips, I think
Ill try again for 1.05 but its not too big a deal
yeah np
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
I'm glad
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.
Is the file called 1.04 or 1.04-Hotfix1
Okay good.
thanks for the warning
It was a surprise that I had not considered.
losing an entire gun to a broken suppressor would be concerning, to say the least lmfao
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.
weird
Thank god for the person who found it earlier.
good on them for saving the rest of us
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.
yeah, ive tested that in the range. after so much they jam more than they fire pretty much
I also buffed grenades, while making them safer and better for gameplay.
really?
They're super dangerous now but yes.
that's great to hear. i love grenades but it was always annoying to get killed thru walls by them
They should almost never kill you through a wall now.
That said
do not have any line of sight on a grenade.
how'd oyu manage to make them safer and better like that?
valid
the explosion and the shrapnel
the explosion will kill anything in the radius, walls be damned
oh? i figured it was all shrapnel
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
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
the rgd grenade has 50 pieces of shrapnel
that is definitely much more powerful. goddamn
basically, they will shred anything in the room with line of sight
well, if i didn't like them before i do now
the shrapnel pieces can bounce twice
and they have about 50% armor piercing chance
they do 110 and 125 damage per piece of shrapnel
i didn't know ricocheting was in the game. does that happen with bullets too?
so two pieces should kill most mimics
yeah
bullets have different amounts of ricochet
i think i saw a max bounce stat on the sheet
is there different chances of ricochet?
I dont know
Through trial and effort
are they brighter?
itd be more accurate to say they go into the sky really high and shine a giant radius
aha
alright
ill take note of that. maybe ill bother to pick them up once in a while
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

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?
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.
oh okay, so it mostly just impacts sprint speed but not walk speed?
It will impact walk speed when you get too high
basically just dont carry around 70kg of shit
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?
probably
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?
no idea
This is on the spreadsheet, but slightly increases weight, accuracy and lowers recoil.
well, you made a badass mod, so i'd say you are at least to this community lol
Oml the mosin is useless now because if you shoot it once it attracts the whole map
And it got no suppressor
definitely not
I use the mosin
big fan
I used it in pervomay and I got gang banged by every person in the map
I admittedly do kill everyone on the map
You can only get cheap ammo at the start and I just can't pen any armor at all
Good stuff mate, one of the quickest hotfixes from a mod that I've ever used. Glad I discovered it early on before it happened to enough people for a riot. I'm glad I wasn't on the hardest difficulty either, if I lost my ak I would have been fairly upset. Phenomenal mod though, the only way to play after beating it once in vanilla.

cheap mosin ammo has 50% pen
Quick question, dose the alytn get damage textures if its been shot enough?
probably
not sure actually
i keep it repaired
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
gotcha
The speed that rifts respawn enemies has me dreading train station in Kolkhoz
better start shootin
I love rifts because of this change now, they always just felt like free loot or free mission loot, now it's like ok I have to deal with this before I get bogged down
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
If you could do that, you could probably just start changing the models.
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
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
I wish I knew how to. Iβve done some liveryβs for cars in asseto corsa. But that only requires basic knowledge of photoshop
Weapon variety could be cool if it was possible
different attachments, ammo types for them etc.
Maybe even different tiers of armour
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
Yeah that's cool
But its a bit late now
Id have to remove peoples upgrades they already have
Ill wait until a major major update
Is this mod halal?
Is dying halal?
I was already loving this mod but holy shit this is way better now. Glad to start a new game to use it
Tell me about it. Ziggy is a wizard and has worked very hard on it pretty much non stop 6+ hours a day probably more knowing him.
Not since 1.04 was done but yes
Im glad you enjoy it
fun and happy
I remember you talking about this in my thread, maybe you could put in a VERY miniscule chance for mimics to drop their weapon on death
They do this in my mod
Its already a feature
So do they, drop the weapon that they are holding? Or is it just a random weapon?
Cool
I almost pissed and shid myself when a policeman dropped a gsh I was like oh shit this is so cool
they drop a makarov but yes
i wouldnt want them to drop the gsh until I can give them one
my bad lol I saw the gun and assumed it was that
youre fine
It's a good reason to fight every mimic, the chance to drop their gun is really nice
MOD DOWNLOAD: https://www.nexusmods.com/intotheradiusvr/mods/136
Hey, I worked pretty hard on this, thank you to Saedriss, Extremerecker, Kurorai and SolBreaker for the help, as well as anyone else who helped with my mod (you know who you are).
I hope you Chivalry 2 fans can bear with me as we do other things that aren't Chivalry 2.
https://www...
very cool
I threw you in the description, on the modnexus page and in the loading screen tips.
Oh nice, cool vid
The video was already made so I didn't go back and edit you in, my apologies.
thanks i saw that 
np π
damn now i want to make a video
Dropped a like and comment hopefully that helps with engagement and algorithms etc.
It does, youtube just likes interaction
doesnt matter how
Iβm not exactly sure what I really did but I got a mention anyway
You made the helmet, backpack expansion and generally helped with advice and other things.
Ig
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
10/10 stream my guy
Thank you, thank you.
I cannot without mod tools, no
because NPCs only have the affiliation of "hates player"
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
alr
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
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
Iβm not exaggerating on the amount of buckshot I shot
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
we made it bois

Hi there, I saw most visual overhaul mods should work with this mod, have you tester the fog render distance mod by chance?
@molten pine Can you please allow me to add a subtitle on your mod introducing video?
Im not sure how to do that
The fog mod might work depending on the files it accesses. When its just changing the fog visuals it should be okay but I think some of them touch other files like GameConfig and stuff. Let me just ping @fringe drum and ask.
it only changes the lighting file for each map
Then it should work.
oh
Oh nice
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
Nope, sad to say they were all point blank
It wasn't armored
If Sliders can even be armored
Probably a bug of some sort, maybe just in ITR
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?
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
Correct
Thats 1800 damage for 8.
A slider can have a max of 1750 health, but a minimum of 1250.
I also think he spawned halfway in the ground
That's just some slider jank, I think.
Still, either a bug happened or some pellets missed.
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
The sawed-off shotgun isnt exactly peak performance, admittedly.
It was at the road through pervomay near the house
I think it works at point blank range my guy
Either way I think it glitched
I'm not sure if it's glitched, but I suppose keep an eye out.
Do you have any other mods installed?
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.
The PPM is the gas mask that's suggested in your mod
Ah thats right, my apologies
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
Oh thank god
You likely downloaded all those because of NexusMods website layout
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
Oh, then it was just nexus being stupid
Yup
That's exactly what I saw
Remove the altyn helmet, backpack and timescale mod and try again
feelings have been hurt
Gotcha
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
It wont survive two magazines
but seriously, hitting it in the head will dramatically reduce the shots you need
Yes
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
I agree.
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.
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
Understood
I can try to fix it but it's really terrible
for now, just don't use the shop
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"
I'm glad you like it.
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?
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
hell yes, thanks
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.
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
yeah, I played through maybe 5 tides today, and I got a Tiger Mimic next to the Motor Depot in Route nearly every time
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
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?
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?
One second
No worries, take your time!
Talking about these, by the way
Oh, those are not in the .pak file, so feel free to download them
Ah okay! Thank you
I thought those mods were pretty good and they're compatible, so I recommended them rather than including them.
is it actually possible to use the time mod to slow time more than what it has been?

