#STALKER Overhaul Mod

1 messages · Page 6 of 1

molten pine
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Thats just how it goes

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There arent overarching systems I can use like saying "make sure 1 gun spawns somewhere"

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Its also possible a gun did spawn and you didnt find it

austere sparrow
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Don't get me wrong, I'm not complaining. It's just humorous that my experience is like this.

opal bluff
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lots of RNG involved, but the odds do go in your favour on the long run if you are at the right places

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like only once i found the village REALLY stacked, all my other tides have been a lot more manageable so far

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i love it doh, it feels more unpredictable, i would've never guessed to die 3 feet away from the start of the game with an AS VAL

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you don't get this feeling from the base game cause you know what you'll find

austere sparrow
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My game has been a complete war zone so far. The vast majority of enemies I've fought have been soldiers, many of which have been armored.

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Now that I have a drum mag devoted to AP, however, I feel power like never before.

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Unless I get caught in the open or pincered, I'm usually able to come out with negligible losses.

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That said, when they hit, even with armor, they hit hard.

worthy light
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farewell feast was hell

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lots of saving and loading was done

opal bluff
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Farewell feast? I am trying to do a few quests in the first area and the harvester was like "nah fuck you" cat_scream

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I yet have to go into zarya with this mod

opal bluff
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Question @molten pine , what do you think about how you tweaked the DVL? It seems kind of useless if you can get a scar, it only seems cheaper for the most part.

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I may be missing something, like usual

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I wanted to get it, but then i realized the scar was not crazy expensive (as it should be imo)

molten pine
opal bluff
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The velocity was around the same no?

molten pine
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Oh wait, yeah thats right

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Scratch the velocity.

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By the way, you can check all info in the spreadsheet.

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It's pinned.

opal bluff
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Yea i have, that is why i was wondering if i missed something

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As it seems i usually do

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Maybe upgrade costs for the scar, i did not look at that.

molten pine
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The dvl is 28500

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The scar is 55000

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It also doesnt need you to constantly repair the suppressor

opal bluff
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Gotcha, was just double checking if there was more to it TohruThumbsUp

distant arrow
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Loving the mod so far. Found a sawn off double barrel off a mimic in my first adventure. I did notice a new graphical bug lmao. It dropped the sawn off with ammo in it but it wasn’t visible & I could not take it out. It was fine once I fired the two “invisible” shots 🤘🏼

molten pine
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Hopefully that bug gets fixed.

austere sparrow
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I wonder if that's what happened to me. I've occasionally had boxes duplicate an extra round when transferring to another container.

opal bluff
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(what i mean by that is if you shoot it into the radius, about half the map comes to you)

barren orchid
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idk if it's the same bug but i've got invisible mags on handguns a couple of times, quitting to the main menu and reloading fixed them

molten pine
onyx flare
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Can you please increase audio tape spawn rate?

molten pine
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Why????

onyx flare
# molten pine Why????

Because "Music Tape Replacement" mod. In "Scavenger Mod" I always had a couple of cassettes for especially tough fights.

molten pine
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Ah, I see.

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I'll make them a bit more common next update, I suppose.

onyx flare
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Thank you

opal bluff
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Oh boy, today is the day i try to get my stuff back from the harvester. Hope it will follow a nade sweat

pulsar forge
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Good luck- tell 'em i said hi

opal bluff
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Either that, or i'll finally have a reason to use that drum mag.. lol

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Just full auto him with 70ish bullets

austere sparrow
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It's probably too early to judge, but do you think the next update may force a restart?

subtle rivet
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is anyone willing to help me install the stalker mod?? im not the greatest at installing these mods and want to make sure im doing it correctly

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also after installing will it restart my game from fresh or will i still be at the same place in my current story

opal bluff
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I believe it is advised to do a fresh save, i swear @molten pine already answered this but i always forget the answer.

molten pine
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Its on the main page of the mod.

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A new save is more than heavily recommended.

opal bluff
molten pine
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Same with installation instructions.

distant arrow
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For arcade mode can I use an old rich boi save I have?

molten pine
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Yeah you could

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But some of the durability values will be fucked

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Youll have to manually adjust the difficulty in the settings

distant arrow
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Ah true it’s ok tho, would be for lolz

molten pine
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Its not impossible to get an old save working

opal bluff
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I wonder if i can dual wield PPSH with drum mags to magdump an harvester HEFSKiaraNekoPeek

distant arrow
molten pine
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But every item will likely be low durability when you load in and your difficulty on that save needs to be adjusted

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Basically

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The values on your save probably dont match the values ive set on my mod

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So tweaking the custom difficulty will likely fix it

distant arrow
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Awesome sounds ez enough

pulsar forge
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Just came back from the Radius (about my sixth / tenth time playing, first playthrough), quite happy with it! I was hunting for some artifacts at the beginning level (forgot the name-) and it was around 15:30pm when I went into the village for another mission. When I completed it all, I was like "Ah screw it, let's go to construction" as I had never been there.. Welp, I nearly got an heart attack as it turned night quickly, had to rush because the tide was incoming (I only had 5 hours left before the tide) butt after a few cigs and diapers, I managed to get back to Vanno..

got quite some loot, especially a ton of artifacts and two documents, and after selling it all made 7.5k! Also found an AKS-74U.. already had one unfortunately but oh well.

edit: it was also my first time in the darkness / night time..

clever jackal
pulsar forge
clever jackal
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hmmm i’ll have a look at that ty!

pulsar forge
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in case you have a quest 2, @clever jackal!

clever jackal
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oh it’s crazy, outside of airlink that works fine but using it, it doesn’t lol

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i’ll have to try that virtual desktop

pulsar forge
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Alrighty! Disclaimer: It costs about 20 euro (not sure what currency you have), it's like air link but a different application

opal bluff
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hell i am lucky if i don't die by doing what i have planned

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like the last time i played an harvester just decided to spawn at the first area

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it was funny

pulsar forge
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in the first area?-

opal bluff
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yup

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bolokty

pulsar forge
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jesus I've only seen one in the village

opal bluff
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and because i am on ironman.. mh

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i'll likely need to reset the tide for this one

pulsar forge
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oh god

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give it a warm brown hello

opal bluff
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i'd attempt to kill him, i just avoid messing with him because i'm on ironman, and because i do not know how to kill him reliably

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compared to every other enemy in the game

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i wonder if chucking nades would get him

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if i ever play this again, i am not doing ironman anymore, so i can attempt fun stuff

pulsar forge
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doesn't he have a bubble thingy like an incapacitated fragment?

opal bluff
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he does

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i never tried killing one so i do not know if that does anything

pulsar forge
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ahh okay

opal bluff
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it could be a weakspot

pulsar forge
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yeah me neither only seen one and died by a slider right after (which he spawned)

opal bluff
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if he has a weakspot, he'd be a lot more killable

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consider that he has a 80% chance to give a regen artifact

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which is 6k in this mod at normal settings

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i want to go ham on him, what i lack is knowledge

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such as, if he has armour

pulsar forge
pulsar forge
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But I am quite certain it'd be his weakspot as it looks exactly like the other entities weakspots

opal bluff
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however, i am not sure if it was even intended to be killed back then

pulsar forge
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I'll maybe try and find / kill him tomorrow

opal bluff
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consider that you need anything inbetween 8k and like 13k worth of damage JUST for him

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  • all the sliders
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not counting weak points, if there are any.

shut mauve
# clever jackal crazy question but how did you screenshot? I can’t figure out how tf to do so on...

I have used a quest 2 like 3 times. So forgive me if this is redundant.
In air link doesnt the quest act like a rift? You press the oculus button and the old fashioned dash comes up. If this is correct u should be able to go to the right of the dash to where the time is shown,( i think it also shows three dots) hover over it or press(im doing this from memory and its 12pm and im stoned soz) once u pressed or hover over it you get an extra panel showing controller battery percentage but it also has several buttons and one of them is the screenshot button. You click it and it gives u a 5 second countdown and takes a screenshot

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Sorry if this didnt make sense im shpongled out my mind

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Yeah re-reading it i see that aint exactly the best grammar, but it suffices hope this helped sorry if it didnt

clever jackal
pulsar forge
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When I saw the harvester it spawned like 2-4 sliders and a few mimics

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it was near construction too so there were already about 5 mimics wandering around

opal bluff
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Good news is that no one seems to have armour

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So you can likely get away with cheap ammo

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Just remember that you won't be able to refill your mags

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Or well, not easily

pulsar forge
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seekers are easy to take down though whether or not they're armoured, just a simple headshot

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mimics are a little more tricky as they tend to seek for cover and such..

molten pine
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Since they have lasers

pulsar forge
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just having a calm stroll through the radius and suddenly BANG

rough badger
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5274 MESSAGES WHAT THE HELL

timber mauve
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@molten pine What's the HP of the harvester?

molten pine
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all information is on the spreadsheet

opal bluff
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Did you consider making the silenced 9x39 rifles be balanced by their noise instead? Something like "louder than a silenced rifle, but less loud than an unsupressed rifle" @molten pine

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It surprises me that i did not think about that

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So somewhere around the range of 2

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Honestly it would likely still be op at 2, so it may need tweaking. Just an idea.

molten pine
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it's a very good gun irl for that reason as well

opal bluff
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Oh, you want to keep it realistic

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I see, nevermind

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I'd assume just balancing the ammo costs in that case would be your goal?

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I feel they should make up for the fact you do not need to repair a silencer

molten pine
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The issue with technology advancement is sometimes things are both cheaper and better

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9x39 is a very impressive caliber for delivering force, penetration and being subsonic.

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There's really no way to sugar coat it.

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I tried to balance out realism, cost and stats to a healthy degree. The only thing I might do is nerf 9x39's damage a bit whenever I update the mod.

opal bluff
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I see, fair. I'll just avoid using it for the time being and sell it

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I'll use the groza as a 9x39 caliber if anything

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Unless i struggle when i go in zarya and stuff, we'll see

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Considering my higher settings and lower reward, i would not be surprised if i need it to go around factory afterall.

timber mauve
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One SCAR magazine is equal to 4200 damage IF 1. you hit every shot 2. you are running FMJ.
The harvester has 7500-12500 HP depending on where it has spawned, meaning you need at least 2 scar magazines to take it out, if not 3.

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you're welcome.

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8 FMJ PM bullets is 408 damage

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not a lot

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but, you do spawn with a total of 50 bullets, meaning you have a damage capacity of 2550

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enough to kill 2 sliders with no extra ammunition to spare.

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just use the PPSH lol

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94 damage with +P multiplied by the 71 round capacity of a drum mag is 6674 damage

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in one magazine

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if you run FMJ it's 5325

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The highest 1-shot damage weapon is the hunting shotgun with 250 damage per shot for buckshot

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that's at least 30 rounds of buckshot to kill the harvester

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For early game run with the SKS because 108 damage a shot x (30+1) in a mag is a lot of damage, 3348 to be exact.

molten pine
opal bluff
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I'll likely avoid it. On normal settings it is killable, but with reduced money + increased HP / spawn rates, you really have to mind whom you shoot

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Maybe whenever i get a SCAR HEFSKiaraNekoPeek

opal bluff
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This is about 30% of the enemies i attract with a shotgun on these settings (+ increased perception)

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I love it, it's fun

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Like x2 that amount comes overtime from further away

molten pine
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Im glad

timber mauve
opal bluff
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It has 18.750 if you are really unlucky

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The 12500 you saw is not the HP it has at max difficulty. He can spawn with a value of HP that starts from whatever the first number was to 12500, and then you multiply that by 50% for max HP difficulty

molten pine
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Yeah

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Its variable

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And also I believe he has a weak point

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Ive heard the noise

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Weak points do 3x or 4x the damage or something

timber mauve
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and if you hit weakpoint then it's like 1.5 magazines

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worst case scenario you're gonna be dumping magazine after magazine into the thing if you have a PM

opal bluff
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Taking that thing on with a PM would be hard as hell. You can't reload mid fight as much because of sliders.

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There isn't much that is difficult about it, it's that, because of sliders, it's hard to run away from.

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Sliders are buffed in this mod too i believe

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Unless you can dodge sliders without running.. i think it is doable

molten pine
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Im glad the harvester is such a problem considering how rare it is

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Theres a potential good reward for killing it too

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Not that you should go after it with the killing purpose

opal bluff
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He'd not be so annoying if the sliders didn't get buffed

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But now sliders are tanky

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Which is good

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Also, he is fast

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It definitelly makes me want to avoid him, even with the reward, so i think you did well

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I'd likely kill him only with 9x39 or something like a scar

distant arrow
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tanky as in how many headshots?

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i've not come across them on stalker mod yet

molten pine
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and they dont move around very much so theyre pretty easy to headshot

opal bluff
molten pine
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Shotguns are a bit unreliable for damage calculation

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I wish I could change the way enemies hear sounds but thats beyond the scope of modding

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I think itd be better if it was literally a radius

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You fire and based on X volume, it attracts Y distance

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Thatd be a lot healthier than what we have now

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Though I suppose with long distances, it could be messy

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Maybe you also calculate it around the shot location

opal bluff
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Yup, it is wonky atm. I noticed that to attract enemies in factory, i had to fire exactly 3 times for the shotgun. Second and third did not work for some reason

molten pine
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Yeah its bizzare

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I kind of wish Stalker could just be a vr game itself

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It has great AI surprisingly

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Its so bizzare how a game that garbage can have such amazing AI calculations, then also have the dumbest AI at the same time

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Stalker AI is a literal spectrum from "the best ai ive seen in any fps game" to "this guy is lobotomized"

opal bluff
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Also, i had this 1 guy whom simply did not want to move when i did more noise with a shotgun (i saw him behind a corner). I throw a granade to kill some enemies and THEN he moves

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It's very weird what is going on. I was trying to get it, but i don't

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I wonder if where they are looking affects their hearing actually..

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As he had his back turned to me

opal bluff
molten pine
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Maybe

molten pine
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Its so open ended

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Youll usually have them behaving rather normal

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But then one guy out of nowhere does this glowing brain genius shit

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And it makes you sit back and go "wow, thats so good"

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And thats on top of the a-life system

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It runs all the ai systems across the entire gameworld for dynamic and unscripted events

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Vladmir Goblinski at the top of the map has a delivery mission to the bottom of the map and Gabonkle Boshi wants you to kill him, not a story quest either, just dynamically calculated

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On the way, Vladmir fights some bandits and gets killed by a mutant dog.

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Garbonkle considers that a mission success, but before you collect payment, he is attacked by a mutant and gets friendly fired by another guy.

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And this is so dynamic youd never get this to happen in another 1000 playthroughs.

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Thats the a-life system

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Stalker 2 will have it too

opal bluff
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That sounds so fun. Thanks for the heads up

timber mauve
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What would be funny if the AI gets better the further inward you go into the zone, plus the AI gets better or worse depending on their "rank" which already happens

opal bluff
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Really? Their rank affects how smart they do stuff as well?

narrow dagger
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Hey, I have no modding experience. But i can learn. Now I would like to actually see something with the Altyn helmet.

Is it possible to either remove the glass, or the whole helmet from the Stalker overhaul mod ?

molten pine
molten pine
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Think of it like a risk reward

narrow dagger
heady crane
# molten pine Maybe you also calculate it around the shot location

Not sure if this would work or not, but imo, it could probably be done by a function of shot location to enemy. Could be taxing, but I'm thinking it'd take a coord of the shot, then check that against the coord of any given enemy, and volume changes the distance of detection. Could even do a line between the two points for a occlusion check (walls, indoors) to reduce activation distance

opal bluff
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From what i tested, it is not as simple as "if enemy hears noise, go there"

opal bluff
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Oh wait. The 1.6 patchnotes adressed this

heady crane
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Just spitballing here, not sure how ITR does it

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It probably wouldn't work with a "hear this, go here" system, you'd probably need to do a seperate "searching" AI for each enemy type that'd activate whenever it hears a shot/sound

opal bluff
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What confuses me is why it seems the AI needs to hear a noise multiple times to be attracted to it

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It really messed up with my tests

heady crane
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Could be an intentional "grace" the devs programmed in, to make the AIs a little less sensitive. Or, could have been a glitch patched in the latest beta, haven't played it yet but patchnotes say AI has been improved across the board

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But hard agree about the Stalker AI, it's def one of the best, aside from the absolutely braindead companions lmao

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Altho from what I understand, a lot of braindead companion issues comes from the companion AI just straight up crashing all the time

opal bluff
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Yes! I am excited for new ITR ai.. alldoh it was pretty good to begin with

rough badger
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Hi there, awesome mod so much fun. But i would like to customise it a little for myself. I would like to change the armor value from 30 to 50, and to lock the weapons access until special mission is complete. Which files should i look for? I cant find these values to mod, thanks

molten pine
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Armor values are in iteminfos and locking weapon access would require changing every weapon's security level to be 1 through 5, which would also be in iteminfos.

distant arrow
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In the beta I’ve noticed the shot gun mimics no longer shoot you from a mile away. They zig zag and rush you from pretty far away. Not sure if it’ll be adjusted but that’s an observation I’ve made so far in 2.6

rough badger
molten pine
rough badger
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Maybe another file does the trick

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?

molten pine
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Don't use Fmodel for that

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Its loading the original version of the file and not the edited version because theyre both likely in the same directory

rough badger
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Thanks

opal bluff
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I wonder what else they changed

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From videos, i've noticed that mimics seem to try and care for their life more (such as dodging, and looking for cover) as well

molten pine
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When the new update drops

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Im gonna have a hell of a time getting it all updated

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😵‍💫

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It might be a while

austere sparrow
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Do you think we'll be able to continue our current saves?

distant arrow
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tempted to load my stalker save in the beta

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see what happens 👀 +

opal bluff
molten pine
opal bluff
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Man, that's a pain

radiant trellis
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ITR is unfortunately unplayable without the mod now

austere sparrow
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I completely agree. This really makes the game for me.

molten pine
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I have an old version of the game saved

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So hopefully

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I should be able to compare the old version of the game to the new version

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And if god permits

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Ill see which files need to be redone

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Because im gonna have to literally redo most of the work

formal smelt
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@molten pine ik this is kinda a long shot but can you point me in the direction of making weapons and attachments spawn able in other areas?

molten pine
# formal smelt <@102234546707107840> ik this is kinda a long shot but can you point me in the d...

Oh yeah sure. You'd just have to extract the loot tables into the .json text format, then set up unreal editor 4.27 with the project name IntoTheRadius, follow the instructions in the pinned mod thread as it has all the tools you need as well as instructions. Once 4.27 is set up (you'll have to do some extra work yourself due to the ITR unreal editor project files being outdated), you'll have to convert the json file to be formatted properly (also in the guides) so it can be imported into the editor without issue... Then you just have to set it up to package the files properly once youre done making the changes you want, then you package those .uasset files back into a .pak and your changes should be all set.

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Simple, really.

formal smelt
molten pine
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Yeah

formal smelt
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which one is the first map you spawn at?

molten pine
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Buffer is Pervomay Pass

formal smelt
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ah

molten pine
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Construct is Balotky Village

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The rest are self explanatory

formal smelt
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thank youuuu

deep bronze
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Stalker works fine in the beta. I have been running it no problem

molten pine
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Actually dare I say

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The mod will run fine

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Its the game itself underneath that might have issues

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Any beta changes are being overwritten by my mod if they share the same file and thus, you may not be feeling or seeing them all.

deep bronze
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Extract the vanilla ones you are worried about and send them to me in DMs. Ill extract them from the vanilla beta, convert them all to json, and stick them in winmerge

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see exactly what the differences are

molten pine
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I already have that

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Im waiting for the actual update to do all that

deep bronze
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Any differences so far?

distant arrow
distant arrow
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btw if your mod truly causes more enemies to aggro from other mimics shooting then I can also confirm that works perfectly in the beta Explorer_ok

timber mauve
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for example a recruit from the military would be dumb as fuck but an officer would know what he's doing and play tactically

opaque ingot
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Would you guys recommend doing a stalker mod play though on the beta or go back to the older version?

distant arrow
molten pine
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@distant arrow @opaque ingot okay so let me try to explain the issue

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The mod itself should work fine 99% of the time on the beta or new version

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The issues come in when they say, add a new item

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That item list gets overwritten by my item list and thus, the new item doesnt work

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This will apply to any file updated in the beta

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That my mod has already overwritten

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So the mod will see next to no changes, but the new version will fuck up a bit

distant arrow
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when you say fuck up a bit, you mean their new A.I? or actual loot items?

molten pine
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So I'll be clear once again

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any file updated in the beta

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will be using the old version of that file, which was then edited by me

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So, just for an example: The item list is going to be using the old version of the game, with my edits

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as opposed to the new version with my edits

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so if they added in a new item, it would not appear

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This goes across any file they have updated that my mod edits

distant arrow
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ok I understand, I'll keep playing without the mod to make sure I see all the new stuff. TY

opaque ingot
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Yup thanks. I understand now.

opal bluff
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Have you noticed that a guy on youtube made a playtrought of your mod on nightmare? @molten pine

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Not sure if you cared, but yea. I am amazed someone can proceed so smoothly in that mess.

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Well, just 3 episodes sadly. But still

opal bluff
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Question, what does "weapon shot damage" change? Damage from mimics? And does it stack with enemy damage?

molten pine
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Uhhh

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Im not sure

molten pine
opal bluff
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Oh, well that helps

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I am trying your mod on nightmare now

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Aaand i am dying a lot, as you can guess

opal bluff
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Do you know if subsonic ammo still reduces noise made in your mod?

molten pine
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Probably

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I didnt see a value to change in any of the files I edited

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So its likely unchanged

opal bluff
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sweet, i'll go take a look at the normal chart to see if it has any value change there

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so far, i've managed to get the film on your mod with nightmare difficulty.

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not sure how far i'll be able to go before i just get overwhelmed Bruh

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also, is your mod outdated? I happened to find aregen artifact (and another one) in a weapon crate in factory for some reason

opal bluff
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Nope

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The latest "normal" version

molten pine
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Then its not outdated.

opal bluff
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Ah, guess that's in the loot table then

opal bluff
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holy crap i just managed to clear the first area with nightmare settings and got myself a g18c, the only part not clear is trainyard (no way i'm going in there)

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i'm so not ready for village

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that was about 300 9x18 fmj rounds

opal bluff
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Well, i got village done too. I learnt that, if you intend to lure enemies away:

  • pull their agro with your gun first, shoot at least 2 bullets or they won't agro
  • make sure no one sees you, and chuck a granade away from your location. They'll be attracted to it
  • do not make any loud noise afterwards, unless you want the entire map to come after you
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I cleared village that way, and then ran with 2 knifes for the random enemies that stood behind

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Mostly seekers, spawns and phantoms. The mimics fell for it (there wete like 20 just chilling in a place)

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God this will be impossible once 2.6 comes around and enemies follow you in buildings sweat

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...unless you get good enough to knife seekers, spawns and fragments quickly

opal bluff
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Btw @molten pine is there anywhere you know where we can find a rod?

molten pine
opal bluff
opal bluff
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just cleared parvomary on nightmare for the second time and got a SKS with a PU scope, this is looking good

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i've never been so excited to find a "low tier" gun

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i just wish we knew by how much subsonic ammo reduces noise, but apparently no one knows that

opal bluff
#

Guessed as much. From an educated guess, it seems to be about half. I can shoot my SKS and i lure about as many enemies as i would with my FMJ gsh-18

#

I did not notice any crazy difference if i use subsonic on the GSH-18. I believe this is because the value on these is low to begin with.

opal bluff
#

i officially declare getting past village goddamn difficult

#

i've been trying, even with an SKS and PU scope now, but man you can't find a way in to go and get the tape. I will probably just run with stims after i clear village

molten pine
opal bluff
#

i'll get it at some point cat_scream

#

parvomary is a lot more doable because you can sit at the 1st little bunker thing and shoot everyone at max range

#

i just need to figure out how to enter village safely tbh. I think i may have a good chance by going on the outskirt of construction site

#

but yea, i got some plans

opaque ingot
#

does the Fog Distance Changer mod work with stalker ?

molten pine
#

Don't quote me on that.

opaque ingot
#

ok thanks im going to start a stalker playthu

#

what is the recommended difficulty ?

molten pine
#

but you can also play on Reduced

#

they're both intended

#

Nightmare is a hellscape of torture and destruction

#

Normal is HARD.

#

Reduced is still kind of hard, but much easier.

opaque ingot
#

ok thanks for answering. It is so cool to be able to talk to the person who made the mod. And before i set off any tips ??

distant arrow
#

Try not to die

#

There a sniper sometimes in the woods to the right of pervomay entrance lol

opal bluff
#

Expect the worse. I once had the harvester spawning really close to the entrance of pervomary, yesterday i had a swat mimic there.

#

And even sliders, alldoh these are less of an issue.

#

Because using silencers is expensive, consider that lower calibers are quieter, and subsonic ammo helps even further if you need it for higher calibers

molten pine
#

So many interesting scenarios

#

though, I saw a really good review of my mod on the nexus comments.

#

The issue with my mod is that it exposes a lot of vanilla game problems that you wouldn't notice

#

like how a lot of cover is either too big or too small, world collision is really bad, AI doing things they shouldn't

#

it's like I pushed the game to it's limit and it can't really keep up

opal bluff
#

Yea the cover issue is what is keeping me stuck in village at the moment

#

As i am still trying to figure out how to go about it

#

The AI being funny is fairly known, you even have times they go trought walls or shoot you trought one

#

Hell even see you trought one at times.

molten pine
#

See where it collides

opal bluff
#

Oh that's what you mean

#

Yea the cover in this game is very unintuitive. I'll tell you one you'd never guess. The ropes of the shortcut from village

#

Almost the entire bottom part is cover

#

From where the rope is

#

I died that way once cat_scream

#

Besides rubbing the gun, you can also use a laser to go against it

molten pine
#

Yeah.

opal bluff
#

Good news is 2.6 ai got improvements

#

So we'll see how that helps

opal bluff
#

1 thing i love about your mod and high settings is that i am being forced to master guns that i never even used in the first place. I had to become really good at landing shots with both PM and GSH18 to clear out the entire parvomary (it took about 300 rounds), and now i am in a similiar learning process for the SKS and PU scope

#

It feels great when you get really good at a gun, and you make even "low tier" guns perform extremely well

#

In the base game, i always have a gun that outperforms my needs cause of stashes, and P+ being really strong.

#

And because the enemies scale up, compared to me dealing with swat mimics with a pm in pervomary

#

It's such a different feel to the game, and it brings up problems i have to solve that i never had in the base game.

molten pine
#

STALKER is largely the same

#

Sometimes all you get is the makarov and Toz-34 (double barrel)

#

sometimes all you get is some dinky piece of shit

#

but STALKER almost entirely follows the logic of "guns are a bullet shooter"

#

a gun firing one caliber is going to mostly do the same damage as another gun in the same caliber

#

because that's how guns work

#

ITR is very strange in its damage model (vanilla)

#

Upgraded guns just "shoot harder"?????

opal bluff
#

About that, can you advise me which stalker i should play if i want to try it out?

#

I saw like 3 different ones

molten pine
#

So

#

STALKER Shadow of Chernobyl is the oldest

#

Clear Skies is (dont play that one)

#

and Call of Pripyat is the most put together game out of them all but doesn't have as much content

#

it does have the best mod though, being Gunslinger, which has a lot of love and quality put into it while preserving the original feel

#

aside from those 3 games

#

there is also STALKER Anomaly

#

Anomaly is what I could call a "stand alone free stalker game"

#

but instead of having a story and narrative, it's mostly a sandbox that you then put mods ontop of

#

STALKER Anomaly has a modpack for it called GAMMA that's very well put together all things considered.

#

So:

#

-Shadow of Chernobyl
-Clear Skies (dont)
-Call of Pripyat
-- COP: Gunslinger
-Anomaly
-- Anomaly: GAMMA

#

If you want to get an authentic view of the game, I would recommend playing SoC or CoP with Gunslinger installed.

#

If you want to play it for free and have a good time

#

I recommend getting Anomaly and installing GAMMA

#

Anomaly feels a bit empty by itself

#

but I have to warn you, GAMMA kind of expects you to know whats going on

#

so you'll really have to like

#

hunker down and be patient and expect failure

opal bluff
#

I see, thank you for the descriptions TohruThumbsUp

#

Also i must know something for your mod

#

Did you buff the BTR?

molten pine
#

I buffed the damage yes

#

and probably the sight/hearing

#

other than that, not much TO buff

opal bluff
#

Oh boy, i'm already finding mostly armoured gunners in factory as it is Pecho_Scared

#

That'll be fun to figure out, if i get there

molten pine
#

The BTR is mostly the same

#

You really shouldn't notice much of a difference from vanilla if you treated it how I did

#

on my vanilla playthrough, I was kind of underwhelmed with the BTR

#

I played it safe and stayed hidden and it never even saw me or shot at me a single time

#

ever

opal bluff
#

Same here, it barely noticed me too

molten pine
#

in my STALKER playthrough, I played it a bit riskier than I did on vanilla

#

and I got shot probably 3 or 4 times separately

#

never died though

#

so just pretend its really scary and youll be fine

opal bluff
#

Sounds good. Do you know what's the higest tier of guns i can find in parvomary? I'm trying to figure out a plan for that voice recorder KannaSip

#

And village as well would interest me, if you know at the top of your head.

#

I already know factory cause you said it a while ago

molten pine
#

but you can find all of the high tier pistols including the deagle.

#

You can also find the AKs.

#

But not the AK74M

opal bluff
#

Oh that's really good info

#

I assume village is like sec3 and 4 guns in that case

#

And factory from sec3 to sec5

#

Makes sense, thanks

molten pine
#

Yeah, it's totally viable to farm out Pervomay if you're struggling

#

not that Pervomay is easy

#

but it's certainly

#

easier

opal bluff
#

I'd call it "doable". Village doesn't even feel doable, for now

#

In parvomary, you can sit on top of the bunker

#

And blast everyone by luring them

#

As they can't hit you that well

#

Clearing the strugglers still needs some planning however

#

Village needs some creativity. The last time, i lured everyone in a hole with a combo of shotgun + 1 nade, and then bombarded them

#

That was to get the documents..

#

But that's good info, now i know that i can farm pervomary a tad for better gear first.

molten pine
#

My method for doing the Village is generally to run into the garage of the one house and hide behind the car

#

and blast every single thing alive until they stop walking towards me

#

I spent about 150 buckshot there once

opal bluff
#

Mmh

#

That may work actually

#

Till 2.6 drops that is

#

Ty for the advice

opal bluff
#

i have like 8 hours on this single save and i've still not managed to get any double barrel somehow. Time to scale things up and learn how to clear factory or village with these settings.. and an sks

opal bluff
#

i'll actually try your method for village if i can't find anything else, i'm hesitant only because it won't work anymore when 2.6 drops

molten pine
#

it probably will

#

it'll just have problems

opal bluff
#

i'd assume that you'd get overrun on nightmare

#

given that they can run in now

#

maybe if you have a saiga i guess, so reloading does not hold you back

opaque ingot
#

just finished my first time trying it

#

at first i was like this seems normal maybe a few more spawns then normal

#

then i found a db shotgun inside the first brown crate

#

then when i was doing the first mison that's not the tutorial i had to fight thu like 7 Fragment 3 of them where armored

#

then when i finally got to the place after dyeing twice i found not one but 2 armored seekers

#

maybe dident help that im playing on ironman mode

#

that and i found out the scar is 55k

rotund nexus
#

hey im debating trying this mod, though im fairly new to itr in general, should i wait to try this mod out?

dawn ingot
#

have you beaten the base game?

rotund nexus
#

no

dawn ingot
#

you should do that first

rotund nexus
#

ok

#

i just was planning on modding the game and this seemed like a good all in one

dawn ingot
#

ot makes the game much harder

rotund nexus
#

guess i'll just get the scavenger mod and call it a day

dawn ingot
#

it also changes the playstyle a ton

rotund nexus
#

i see

dawn ingot
#

again i would recommend modless

rotund nexus
#

ok

molten pine
#

Yeah my mod is very difficult

opal bluff
#

i also advise moddless first

#

neither scavenger or stalker

#

if for some reason you really want to use one, i do not advise stalker at all as it randomizes things and gets rid of the "safe progression" the base game has.

#

both scavenger and stalker are nice once you feel bored of the base game and want to mix things up, but the base game is designed just fine

molten pine
#

2.6 is out and updating this mod will be done, but it will likely take some time as this is far from my first priority.

#

I appreciate people who like and play my mod, but I am rather busy so I apologize for the delay that will likely occur.

opal bluff
#

Any clue on what to do with saves we have from the previous version? I was thonking of leaving them there till you update the mod, but i am not sure if that'd work

plucky jolt
#

I thought Stalker was breaking the game by causing a crash but it seems it’s the Holo Edit (turns holo sights green) despite it being a very simple change. The mod does currently work with 2.6 from what i played earlier. Is it suggested to disable until it’s updated or should it work OK?

buoyant pond
#

Amored slider when?

fringe drum
#

It's actually doable.
Copy the Slider entry in the enemy DT, set "isarmored" to "True" and give it a new gameplayTag to add it to spawn lists.
buuuut. It would look like a normal Slider (armored variants use a dedicated skeletal mesh with the armor added)

wraith loom
zinc cedar
distant arrow
plucky jolt
plucky jolt
distant arrow
#

Stalker won’t cause crash I was talking about the holo edit

molten pine
#

Hello, quick update.
Yes I will be updating the mod to the new ITR version, no it will not be a very quick process. On top of not having time for it, its very time consuming to begin with and a lot of the work I spent days or weeks on will need to be redone from scratch, depending on what files were updated.

It will be updated and thank you for caring. DM me for any questions.

worthy light
#

Yippie future update

molten pine
molten pine
#

Really sad news

#

It looks like in order to update this mod, I would have to redo just about everything.

#

Here's the official update to this.

I used WinMerge to inspect and compare the files to eachother from Build 2.5.1 to Build 2.6 and it appears that I would have to redo nearly all of the work that was done before, the things that I spent upwards of 40 hours working on, of plugging in numbers and going through every value. Everything is written down on the spreadsheet, sure, but it's all time that I really can't commit to doing.

If anyone is interested in taking over or anything, please let me know, but I just can't sit here like that again, I simply do not have the time.

We need mod tools.

#

That said, I won't leave outright.

#

I will very shortly be providing doccuments outlining the file differences between 2.5.1 and 2.6 as well as all the files in my mod that would need updating.

#

The following file archive is the collection of differences between 2.5.1 and 2.6 organized into an HTML format using WinMerge.
WARNING: The 7zip archive is 162 megabytes but when extracted will be larger than 2GB.

#

The following archive is the unpacked version of my mod. All changes are viewable on the spreadsheet available here. https://docs.google.com/spreadsheets/d/1feMdYvjWVPTD41sqWfN7P4iD60LM5RORJJRGIWpIITI

#

From my brief investigation, it looks like even some of the art assets like the helmet have different model paths now, so an incredible amount of things would need to be updated, I think, but I'm frankly overwhelmed just looking at it.

#

I may return to this when mod tools are added, but I just can't handle this workload on top of everything else I am doing.

opal bluff
#

Mmh.. if someone randomizes the enemies, we can add scavenger for a similiar experience

#

So we leave out guns balancing and randomizing all the loot again

molten pine
opal bluff
molten pine
#

Per day.

opal bluff
#

oh no, i'm talking just the enemy randomizing

#

at least, i hope you missunderstood

#

cause if you didn't, that's scary stuff

molten pine
#

You need to understand.

#

Each enemy spawn point has 1 to 3 enemies on it.

#

I manually added like 28 to each one, theres 20 to 40 nodes, depending on the map.

#

So thats 28 x 5 x 20/40 (give or take)

#

and then

#

you have to manually type in each enemy that spawns there onto each one.

distant arrow
molten pine
#

If you install the mod, it will definitely function, it's not like the game won't work at all

#

but it likely won't work as intended, it will have side effects on both the mod side and the game side.

misty gate
#

Thank you for all your hard work on the previous version, Ziggy. It was an awesome experience (and still is!)
Nobody blames you for not wanting to do it all again from scratch just because we don't have modding tools ❤️

Absolute legend.

opal bluff
#

Hell i may find a way to revert to 2.5.1 sometime just to replay it

hushed moss
hushed moss
#

i just figured out i can open them in asset editor

hushed moss
#

Any chance you can write up a quick guide on changing the enemy spawns? Either that or join a call so i can ask you a shit ton of questions? The existing guides only really cover visual changes

molten pine
#

Itr/config/levels/zone/<area>/

#

From there, there are monster spawn nodes and you'll have to manually add in entries into that and then fill in every entry.

hushed moss
#

Ive manager to get to looking at the monster files in assetEditot, but i cant figure out how add additional monsters to each node

#

I also have no idea how you figured out which node is where

molten pine
#

The files are unpacked so you can see what I did.

#

And yeah, we dont know which node is where.

#

I believe I did this as efficently as I could and it still took me 3 or 4 days with an assistant.

hushed moss
#

Is assetEditor the only way to view and modify the .umap files?

hushed moss
#

Is it not possible to edit it in a similar form to the way its shown in Fmodel?

molten pine
#

youre supposed to use uassetgui

austere sparrow
#

Is it possible to revert to the previous update, to continue playing with your mod? The new 2.6 additions are nice, but your mod is what has truly made the game for me.

hushed moss
#

nevermind. i think i figured it out

#

wow. so i can barely even copy and paste from your previous work. It actually has to be done from scratch

molten pine
#

yes

hushed moss
#

wow. i understand why you'd choose not to go through that.

molten pine
#

a second time*

hushed moss
#

whats the serial offset here? I notice its N/A in new entries I add but all of your entries have a number

molten pine
#

I dont think you put one in

#

save the file

hushed moss
#

ahh. youre right. filled in the second i saved

#

are there any specific spawners you know just for testing purposes?

#

also does the harvester work as is or did you have to make changes to it?

molten pine
#

is that building in the center of the map with the two floors and roof

hushed moss
#

alright. and are the monsterSpawners the only thing you had to change in the monsters .umap files?

hushed moss
#

It also looks like you made changes to an "alternativeMonstersMax" property here and there. what does this do?

molten pine
#

at once

hushed moss
hushed moss
#

so even having added "alternativeMonstersMax" and setting it to 1 or 2 on everything, I'm having enemies spawn like crazy

#

oddly enough, its spawning far more than just one of every type

austere sparrow
#

You've created a warzone.

molten pine
#

Okay so for this problem, this was something specific.

#

A few of the spawns on buffer don't work properly.

#

It also depends on your difficulty setting.

#

If you go onto "easy" for example and you have alternate monsters set to 1, easy would subtract the monster count by 1, setting it to 0.

#

For other spawns, this works fine.

#

For some of the spawns in Buffer, it will spawn every enemy on the spawn point.

#

It might be a good idea to identify which ones cause this and remove the enemies from it entirely if you're worried about it. I should also be clear that I never checked every spawn in the game for this, I just never saw it be a problem outside of Buffer.

opal bluff
#

If there even is a mod for god mode

hushed moss
molten pine
#

You probably want to identify which spawns are the problem

#

And treat those ones specifically rather than blanket increase the population by 1

#

Thats a lot of enemies you add

#

You go from basically 20 per map to 40 per map

hushed moss
#

Fair enough. You sure it waent just every spawn that had only 1 monster? When i walked through it was alot of places

#

And is the difficultly overhaul how you fixed it? Because all ive done is copy your spawn tables

molten pine
#

For population

hushed moss
#

I tested on easy preset

molten pine
#

Try out different difficulties and youll see it

hushed moss
#

yeah i just did a quick test and you were right.

#

but the question still stands: you didnt account for these weird spawns on reduced in your original spawn tables, so how did you deal with it?

#

ahh i was right. you did just fix the problem by removing the decreased enemy count setting

hushed moss
#

im around two thirds of the way through pervomay now. I'm hoping I can finish pervomay by the end of this weekend. If anyone here wants to help I'm happy to show you the workflow. It's not difficult at all if youre just replicating ziggy's work. just super repetitive.

molten pine
hushed moss
hushed moss
#

pervomay is done. if i can't get the macro set up the rest will take significantly longer because I do have a full time job and a life lol

hushed moss
molten pine
#

Oh sick

hushed moss
#

if youre curious, im using mini-mouse-macro to automate all the clicks and running it at 40X speed. So now its around a minute per node instead of like 5-10 minutes per node

#

it only really works because im assuming you made every node the same

hushed moss
#

Bolotoki is done!

hushed moss
#

factory done

opal bluff
#

jesus christ

hushed moss
#

kolkoz done

distant arrow
hushed moss
#

Annnnnd Castle is done.

#

@molten pine here's the updated source files for v2.6. I've also included the reduced enemy count difficultly change but havent touched any other difficultly changes. The rest of the stuff in the mod seems like it would be significantly harder for me to follow your steps so hopefully having this done makes updating the rest of it less overwhelming.

#

If anyone want's to play with randomized enemies, here is the .pak file. This should be compatible with scavenger mod so you can combine the two for a similar experience to stalker overhaul. Just be aware I havent tested this much so there could be bugs

opal bluff
#

Yoo this is crazy. Thank you a lot @hushed moss @molten pine

#

did you keep it as ziggly did it?

hushed moss
#

yeah i just copied the exact values.

#

ziggy did all the hard work when they created it. I've just made macros that let me make mass changes in 1 hour instead of in 10 hours. I can't fathom how ziggy did all that work manually before

opal bluff
#

I've always been amazed by mod comunities. At times, you get a single guy making hours upon hours of content. In other games too,

#

look at rimworld and minecraft for instance

#

it's also why i am quite excited that we'll get mod tools at some point

#

imagine how crazy this will get once we can add our own enemies and weapons

molten pine
#

I sat at my PC for 12 to 16 hours for 3 days straight and just did it

molten pine
opal bluff
opal bluff
#

In theory, it shouldn't considering they affect 2 different things

fringe drum
hushed moss
hushed moss
opal bluff
#

So like, higly increased was like 1.5x instead of the normal x2 in the base game (i may be getting the numbers wrong doh) for damage and hp

#

i was wondering if you changed these as well to adjust the difficulty basically

#

Oh nvm i think you replied to that already and i missunderstood

hushed moss
hushed moss
#

@molten pine is it okay with you if i upload the randomized enemy spawns as a standalone mod on nexus?

hushed moss
#

alright just uploaded it. Pecho_Love

pulsar forge
#

haven't played ITR for a few months, has there been any new updates / content added to this mod?

opal bluff
#

stuchoo remade the enemy randomizer however

#

so that got updated to 2.6, everything else didn't

#

you can add scavenger mod for a similiar experience

#

the difficulty did not get changed either (which i prefer)

#

i also quite like how scavenger's loot pool was done, it feels right

pulsar forge
# opal bluff it got fucked by 2.6

oh okay, will this mod (stalker overhaul) be updated later down the line for 2.6?

edit: if not, i'll just be playing on previous updates as the stalker overhaul mod made the game 10 times better imo lol

pulsar forge
opal bluff
#

i strongly advise to try 2.6, as it makes the game much more fun thanks to the new AI

#

also, the game overall looks nicer

#

it wasn't Ziggy who updated it

opal bluff
pulsar forge
opal bluff
#

it's quite different for enemies AI

#

the fact they go inside buildings is scary now. They try to flank you, to play together, they use cover more, they go at their optimal shooting ranges, hold angles..

#

overall just smarter

#

scav mod can be used to randomize loot (it's very well done, i'm playing with it right now)

pulsar forge
#

that's really upsetting

opal bluff
#

it's a bit less generous compared to what ziggly did

#

as ziggly's mod was meant to be played with random enemies, scavenger is with normal enemies

pulsar forge
opal bluff
pulsar forge
#

is that mod compatible with scav?

opal bluff
#

yup

pulsar forge
#

awesome

opal bluff
#

just be mindfull stuchoo only updated the numbers, so there may be bugs and all that

#

not much playtesting

pulsar forge
#

ah that's fine

opal bluff
#

be mindfull 2.6 is much harder AI wise too

#

when you set your difficulty

#

i played on nightmare for stalker, on scavenger, i am not going past increased IN the normal game

pulsar forge
#

mine is either normal or low, I don't remember (but that was when playing with stalker overhaul)

#

it's my first save soo.. still pretty new

#

though I have about.. 40 hours of playtime? not sure haven't played ITR in a few months (my gunstock broke, don't like playing fps games or gun games in general without it)

pulsar forge
#

respect for that since when I was playing on normal / increased I died 20 times when doing the first mission (though it was my first playthrough at that time so)

hushed moss
#

I might have time to fix that today after work.

#

My biggest concern is that technically the harvester can spawn now but i have no idea what ziggy did to the harvester and whether it actually works as is. Its something i may also try to test today

molten pine
#

@pulsar forge I may update it in the future but I am not given the luxury of time.

molten pine
pulsar forge
molten pine
#

Gun damage went up so enemy health also went up, for example.

#

Every change I ever made in the mod is doccumented.

pulsar forge
#

i can just convert back to the previous update anyway, if I were to dislike not playing with it (a lot would probably be different since my first playthrough was with stalker overhaul, too used to all the content that the mod provides)

molten pine
#

I made explicit care to make sure everything was all documented in clear organized fashion.

#

Both for reproducing the mod and for people to see.

#

The only issue is I didn't expect literally everything to break.

#

Literally everything

pulsar forge
#

yeah that's highly understandable

#

i've never really modded any game before, but I could give it a shot sometime (if you were to be unable to update the mod for like, a year or more)

molten pine
#

I would wait for mod tools tbh

#

Pushing for those instead would be better than taking the plunge.

#

Using a mod sdk would also be more educational for you to also learn how unreal engine works

pulsar forge
molten pine
#

They said they will

#

Just not when

pulsar forge
#

oh, best to wait for that then

#

cause like, what if the next update where to break everything again

hushed moss
#

I may take a crack at loot tables or damage tables this weekend cause ill probably have the time. I doubt ill do it if i cant find a way to macro it though

twin verge
#

would removing security levels from shop be something that would require a lot of work, even if standalone?

hidden current
#

Can't recall what files you'd have to edit but I'm guessing it would be as simple as changing required security level for each item to 0

hushed moss
#

you could probably just open up Saedriss's z_shop_disable_mod from Scavenger Mod and Copy what was done there except set security level to 0 instead of 6

hidden current
#

Yeah I really can't see it being too complicated, maybe just a bit time consuming if it is a case of changing it for each item in the shop

hushed moss
#

thats what macros/autoclickers are for

hidden current
#

I feel a big chunk of programming is trying to automate as much of it as you can Pecho_Troll

hushed moss
#

Yeah. Im think about making a guide on how to use macros to improve the modding workflow but it seems kinda obvious so idk if its worth the time to make it

hidden current
#

I'd probably make use of it since I'm too lazy to set up such a thing myself while being stubborn enough to just power through it manually Pecho_Troll

plucky jolt
#

Just been looking through this thread at updates and wanted to hit a couple of notes. First @molten pine thank you for all the work you did to make the original mod, it was clearly a passion project that many of us absolutely appreciated in bringing a very satisfying (while albeit terrifying by design) experience. I 100% understand not wanting to do it all again but very much love that rather than burning it all down you opened it up for others to continue.

molten pine
# plucky jolt Just been looking through this thread at updates and wanted to hit a couple of n...

Yeah. I'm not boasting when I say this but explaining, I am currently the largest Chivalry 2 content creator and on top of making youtube videos and streaming 5 days a week or more, I simply don't have reasonable time to dedicate to doing this all again. This was a passion project but I appreciate everyone who liked the mod. Im glad I documented everything and released everything how I did. Maybe when mod tools come back.

plucky jolt
#

I also want to say a deep thank you to @hushed moss for looking into working on this. It’s deeply appreciated that you would take up any part of the project let alone find a way to get so much done on the key component that most of us enjoyed so much. Regardless of if you work on any more than this I and many others are forever grateful.

hushed moss
#

I still may update the whole mod slowly over time. But itll be over a very long time. There are just so many different systems in the mod to update and im very new to ITR modding

plucky jolt
hushed moss
#

The problem is many pieces are made to fit together. For example, the heath , damage and shop changes for the most part wont work as individual pieces

#

They need to be implemented together to make any sense

plucky jolt
plucky jolt
shut mauve
#

although i forsee the character limit getting in the way actually

hushed moss
#

If we could make changes in written code form this would be worlds easier.

dawn ingot
#

@molten pine for the mod, i noticed that there are replacements for Sounds/WaveCue/CTR/Shooter/WhereAreYou/, did you make them silent? because i dont think i changed those with my mod

dawn ingot
#

alright i guess i did that then

molten pine
#

Any changes were you, yes

#

cause I just slapped it in the .pak

dawn ingot
#

ill have to check my mod when i get back home lol

#

alright

molten pine
#

Also

dawn ingot
#

i was thinkin of helping the other guys update the mod for 2.6, so i guess i gotta update my mod first, if there are any changes to voicelines

molten pine
#

you guys who are updating the mod, you guys are insane

#

honestly

#

thank you

#

To be straight forward, im having some medical and mental issues currently. Like I said before, I'm also the biggest chivalry 2 content creator right now and a 5 month long awaited update is coming out on monday. My days off are monday and tuesday, so I also get to skip my days off because I need to be pumping out videos and streaming all day on top of it.

#

I've been stressed trying to think about how to even find the time to update this, so you guys doing so is taking a load off my shoulders.

#

I appreciate it immensely and I'm glad it was received well enough for you to even try and do it.

dawn ingot
#

hope you get better soon man, in the meantime ill help out to get this update out

molten pine
hushed moss
hushed moss
dawn ingot
#

ill probably be working on weapons if nobody is already doing that, damage, pen, all that stuff

hushed moss
#

Okay i havent tiuched that yet. Should we make a spreadsheet or something tracking which files have been updated/are in progress?

#

I was initially thinking of tackling weapons and/or loot tables this weekend depending on how it goes. Im not home this weekend though so i can only pull what ive already exported

dawn ingot
#

but im away for a bit so i can work in a few days

hushed moss
#

Yeah weapon damage and cost is in the same place. Ive already updated enemy health and drops

#

In general, im updating one file at a time and not worry what mechanic I’ve covered unlees im gonna release it as standalone

fringe drum
#

Weapon damages and other stats are set in WeaponInfos

hushed moss
#

But if i do have time to work on it today, ill try to put together a progress spreadsheet

hushed moss
fringe drum
#

Name, weight, durability, description, price -> ItemInfos
Armor penetration -> AmmoInfos
Capacity, ammo used -> AmmoContainterInfos
Everything else (damage, velocity,etc) -> WeaponInfos

hushed moss
#

There was definitly something in therr

fringe drum
#

So you can have a weapon rebalance that is fairly standalone, and compatible with everything else.

hushed moss
#

The stalker weapon rebalance relies on the enemy health changes too

#

Enemies have like triple the thr health in ziggys mod

fringe drum
#

In that case label is as a "Combat Overhaul" rather than a weapon's one. And package both weapon and npc changes

dawn ingot
#

@hushed moss did you buff enemy health with the enemy randomizer?

dawn ingot
hushed moss
#

And i need to test but the recent update may have bugged the way we do enemy drops. I have to do some testing

fringe drum
#

example

hushed moss
twin verge
#

Those two could be modules then, maybe 2 variants of each relating to different difficulties. Anything else would be apart of the main module?

#

I wouldn't mind rebalancing the shop for a different kind of play style, basically in my mod I tweaked it so ammo and magazines are relatively affordable and everything else is heavily taxed or has incentive to discover in the zone (if paired with Scavenger)

austere sparrow
#

All of you are legends for undertaking all of this, and I can't thank you enough for carrying on Ziggy's work.

twin verge
#

@molten pine hey man would you be able to tell me what functions are used for allowing certain weapons to fit in the bag? you allowed some smgs to be fit in the backpack from your mod IIRC

molten pine
#

like BP Holder or BP Backpack or something

#

Sorry I just streamed for 12 and a half hours I need to go to bed

twin verge
#

BP_Holder_BackPack.uasset ?

molten pine
dawn ingot
#

@twin verge did you upload the shop mod with the same values as the stalker mod

hushed moss
#

Oh no forgot

dawn ingot
#

cool

hushed moss
#

Progress tracker spreadsheet

dawn ingot
#

i started working on iteminfos, but ill need to know about the prices in the shop mod before i finish, so ill start work on weaponinfos

hushed moss
#

Sounds good. Ill get the levels loot things done next time i have time ti work on this

#

I really should take time to bugfix the enemy drops tho

dawn ingot
#

we need to coordinate on what files we're editing, if we work on the same files its harder for everyone involved

hushed moss
#

Thats why i made the sheet to help. Thats what the “starter by” tab is for

dawn ingot
#

btw all sound stuff should be fine, unless you saw somewhere it was changed

hushed moss
#

Those files were shipped with the 2.5 version of the mod so i assume something was changed

#

Its also not in Ziggy’s spreadsheet…

#

@molten pine did you make changes to mimic sounds? There are a bunch of files relating to that in your shipped mod

twin verge
dawn ingot
twin verge
#

I'll try to get around to it. I started learning gun rigging last night so I could replace weapons models... But I might just wait for mod tools to do that now

#

If I edit the params for the stalker values expect it around 12 hours from now

#

I'll pack the uassets and upload them here so they can be put into a FOMOD

hushed moss
#

Items infos should be relatively quick if you set up an autoclicker/macro for it

twin verge
#

dunno how to do that, i mostly meant 12 hours from now because that's when i'm usually working on mods (i'm NA)

hushed moss
#

I have a small section on it in this guide

#

Its how i did enemy spawns in 5 hours instead of 5 days

twin verge
#

i'll check it out

hushed moss
#

Id say it’s could hop on a call this afternoon and show you but im pretty busy this week and thus can’t cant commit to much modding wise at the moment

twin verge
#

no worries. i don't have much time to actually work on the mods myself, i mostly do it when i can't sleep

acoustic ginkgo
#

Hello @hushed moss sorry if the ping is a bother, saw you taking over the Stalker mod to an extent with the random enemy and enemy drop mods. Any chance you can make a mod that allows us to store the medium guns in our bag? SMGs and Sawn off shotguns? That was such a great QoL for the Stalker mod and would be great addition to a Scavenger playthrough

acoustic ginkgo
twin verge
#

sorry to rephrase, i mean the shop terminal overhaul. but i can just upload the changes to a pak for you

acoustic ginkgo
twin verge
#

yeah... saedriss doesn't want me making it compatible with his custom weapon variants i guess

#

give me a bit and i'll upload it

acoustic ginkgo
#

Not sure, heard the custom guns and the shop just has a compatibility issue. Thanks I'll look forward to it!

twin verge
twin verge
#

would anyone know if the stalker overhaul adds an additional weapon holster to the backpack, or if another mod does?

hazy grail
twin verge
#

that's what i was referring to. i'm going to update my mod with the extra backpack area below, alongside the ability to store primary weapons in the bag.

acoustic ginkgo
twin verge
#

No worries. I'm going to be updating this mod a lot today it seems.

opal bluff
#

If you're interested, i found what ziggy had in nexus

#

The backpack thing you were talking about @twin verge

twin verge
#

I've already uploaded it

opal bluff
#

Just the bottom area doh

#

Ah well nvm

twin verge
#

I'm going to upload a FOMOD with all the options for the game install but feel free to check out the optional files for my mod if you need it

hushed moss
#

@molten pine do you know what changes you made in L_Zone_buffer_Items (and same for other maps)?

#

looking through i havent noticed any obvious changes you made, but theres also like 1000 nodes so idk

molten pine
#

and grenades and such

hushed moss
#

also, it appears to me that 2.6 completely broke the functionality of setting a drop chance on enemy cores. Unless there is a piece somewhere I'm missing, the core either drops 100% of the time or never

twin verge
#

the cores from fragments?

acoustic ginkgo
#

Stalker added a random chance of any enemy to drop artifacts iirc

twin verge
#

yeah, i've incorporated that into my mod. but right now from what i've seen the mimics are the only one dropping items (ammo boxes) and it doesn't necessarily follow the same 0-100% integers

acoustic ginkgo
#

Also zefir, I only see your main file, looking at archive I see Ammo box 1.1a and Primary weapon 1.2a

Is the Primary weapon holder the new mod?
Also the ammo box/artifact mod, does it work with Scavenger? What about the new Standalone gun drop Stalker mod?

twin verge
#

Backpack is the backpack extension function from STALKER mod
enemy drops scarce-standard are my revisions of the enemy drop mods from STALKER (removed weapons and replaced with ammo boxes, incompatible with the standalone stalker themed enemy drops)
all of it is compatible with SCAVENGER

#

my mods can be used alongside the scavenger addon as well, just make sure mine are loaded after

acoustic ginkgo
#

Ok so I either have to decide ammo and artifacts OR the gun drops, hmm thats a tough choice

twin verge
#

yep. in my headcanon having a surplus of ammo seems more useful, but i enjoy having the option to set the difficulty to ones preference

acoustic ginkgo
#

Yeah, shall see what I feel, will download both and enable which I desire. Thanks!

twin verge
#

Yup. Enjoy

acoustic ginkgo
#

Also Nexus made me scared, says I NEED the 2 shotgun mods, not optional as you stated XD

twin verge
#

yeah just ignore the warning. i don't know how to change it

#

i forgot to give the shotgun version the _P extension anyways, oops

hushed moss
#

Non mimics seem to be dropping never

twin verge
#

that is so weird. i have the options set to 0.1 for the mimics

#

can you try the scarce version for me?

acoustic ginkgo
#

Also I realized there MAY be a conflict with the weapon holster mod: Backpack Expansion mod. Shall see since your mod uses same "bedroll" spot that that mod uses, OR they both work and can use the spot for everything

twin verge
hushed moss
#

I only tested PM mimic and shotgun mimic dropping their weapons

#

But in each case the drop happened 100% of the time

twin verge
#

i'll have to mess with the parameters tomorrow i guess.

acoustic ginkgo
twin verge
#

it should have that as well

hushed moss
twin verge
#

Ah. I see

#

But what about anything lower than 0.1?

#

I'm thinking that might just stop them from dropping entirely, but i haven't had time to launch the game and test

acoustic ginkgo
#

Ah I'm gonna hop in my modded ITR now and see, so will let you know if starting area mimics drop stuff, same with artifacts. Set on scarce for it

hushed moss
#

Artifacts ive had no artifacts drop on my end

acoustic ginkgo
#

Talking bout zefir mod

hushed moss
#

Yeah but were doing the same thing

twin verge
#

the enemy drop mods use the same paramters just different IDs and drop chance

#

his has artifacts and weapons, mine has artifacts and ammo

hushed moss
#

I just did a very targeted test today because when i played with it last i noticed the drops were too high

twin verge
#

yeah when i tried your version originally i was getting weapon drops from every mimic.

#

i had someone test my mod earlier and it seemed they were getting ammo boxes 75% of the time but it could have been 100% and the boxes just clipped into the mimic ragdolls, dunno.

hushed moss
#

Yeah hard to tell. I can try testing more but at this point i want to get more of the stalkerOverhaul stuff uodated

twin verge
#

That's perfectly okay. I'll keep messing around with it, if we can't produce results then we can just revisit the module after we've covered other ground

#

honestly, even if it is 100%, we could just be trolls and make the mimics drop single rounds instead of the boxes, lol. would be a slight balance to it.

#

and while not optimal, maybe even the cameras that you can sell. at least in that case you could make a slight amount of money back from killing them.

#

i would even be willing to re-mesh the camera into something more adequate to be an enemy drop

hushed moss
#

Yeah. Mu thought train was similar. If the drops are 100% then it cant be very strong at which point its either needless clutter, or it can be used to troll

twin verge
#

although this would be wildly unpopular i almost wish ITR had a physically-based backpack so you couldn't infinitely stack items inside each other.

acoustic ginkgo
#

So I just played some and, think my save file or game is bugged or something

I don't have the Stalker random enemies mod yet rank into 3 armored enemies and 2 smg wielder in first area shrug

#

but the 2 police and 1 shotgun I killed drop nothing so the Terminal mod def not 100%

twin verge
#

what versions of my mod did you install?

#

just the STO_standard.pak and STO_Backpack.pak?

twin verge
#

updates on enemy loot drops:
the % chance seems to barely function if at all, there's really no way to tell. some enemies will spawn the loot item 100% of the time, some 0% of the time, some randomly. there are also items that won't drop, i haven't been able to get 9x18mm boxes to drop from PM mimics once, but the shotgun and mp5s will both drop buckshot and 9x19 boxes respectively.

fringe drum
twin verge
#

I remember fondly

hushed moss
#

@molten pine any input on the enemy drops issues were having? Did it work for you with just the NPCInfos edits or was there another change you had to make?

also, what did you change in L_hub_gameplay?

twin verge
#

😔 yeah my current fix i'm working on is making enemies drop weather monitors and sample containers and then changing the sell price of them in ItemInfos

hushed moss
#

if we cant fix it ill probably just cut it from stalker overhaul

twin verge
#

not a bad idea

hushed moss
#

The levels folder is done. I skipped L_hub_gameplay for now because I dont know what was changed there

hushed moss
#

Got the levels folder finished today and also took a crack at the harvester. I havent tested either though. Sort of avoiding doing the loot changes at the moment cause I suspect theyre gonna be a pain
https://docs.google.com/spreadsheets/d/1vVUYgnVRZICJUK4mynHnpeTfktYiHs9iFilVUO41zEI/edit#gid=1386834576

twin verge
#

I dont remember it ever working for me when I played your mod tbh

hushed moss
#

The drop chances were like 2-5 % so it would’ve been hard to notice.

#

Id go test in 2.5 but frankly its pretty inconsequential either way.

I think we just have to cut it from the 2.6 version

hushed moss
#

looking through it, I'm not sure the Loot folder DTs need to be updated

hushed moss
# molten pine It just worked

sorry to keep bothering you with questions but the harvester isnt spawning any enemies. Did you have to change anything to get the spawning component working?

trim yarrow
#

@molten pine is it just me or is your amazing mod broken in 2.6?

#

It creates insane lag for me

molten pine
trim yarrow
#

Alright sorry

molten pine
#

my mod isnt updated for 2.6 and these nice gentleman are updating it in my absence

#

No it's alright

trim yarrow
#

Which gentlemen?

molten pine
#

They're just picking up where I left off

#

A bunch of them are contributing like @hushed moss and @dawn ingot

trim yarrow
#

Your loot randomizer especially is really fun

molten pine
trim yarrow
#

Alright just give me a heads up or something when it’s working again

#

I need this mod in my life

twin verge
#

we've already got a few modules that work, whether standalone or optional files in my Terminal Shop Overhaul. If you need randomized loot you can use the Scavenger mod

hushed moss
#

on the bright side though, I've made huge progress updating other sections today

trim yarrow
hushed moss
hushed moss
#

@dawn ingot did you end up finishing the configurations->infos files?

hushed moss
twin verge
#

make it spawn loads of transparent fragments

hushed moss
#

thats the thing. Natively it will spawn spawns. When I try to change it nothing spawns

twin verge
#

ah

molten pine
#

You have to change it the index of the uasset

#

like, spawns should have a value in the BP file of like

#

-33 or some shit

#

go to the index and change all of the spawns to say

#

fragment_transp or whatever it is

#

theres more than just that one though

#

so youll have to go through and change all of them

twin verge
hushed moss
hushed moss
#

I got the harvester working spawning Sliders!

dawn ingot
hushed moss
hushed moss
#

alright @dawn ingot every file is updated on my end except the two you said you did

dawn ingot
#

Yeah I don’t have those completed, feel free to do them