#STALKER Overhaul Mod

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hushed moss
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Yeah i already did lol

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The mod is basically done now. I have a few big bugs to fix but then its finished. Hoping to iron them out tomorrow night

trim yarrow
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Sweet

hushed moss
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Alright @molten pine here the mod with everything updated.
There are a few minor bugs and some minor things I left out but all the gameplay minus enemy drops is updated.
Things I left out:
-Enemy drops. Couldn't get it working in a way that isn't broken.
-New Menus. Frankly just not something i'm interested in learning at the moment and not critical to the mod.

known Issues
-I did add the stalker name to difficulty presets; however, the way you had done it was not working so I made the changes in localization instead. The side effect of this is any place in the game that uses the word "normal" gets replaced with "stalker normal"
-There may be a bug with spawning. In my current test game, spawns have become far more challenging than they should be and I have a suspicion something is preventing fragments from spawning. It could just be bad luck though. more testing is needed at this point.

molten pine
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Do you know if Nexusmods allows me to add you as a mod editor or smth

hushed moss
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im pretty sure thats a thing.

molten pine
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Steam workshop has stuff like that

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I'll look in a moment

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I'll just give you full access if so

molten pine
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Feel free to credit yourself however you feel appropriate when I do

hushed moss
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Stuchoo

molten pine
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You should now have access

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Do whatever your heart desires with this.

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I appreciate you picking up the mantle, my streams are hitting averages of 200 so I really just dont have time to make this mod anymore.

hushed moss
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yeah fair enough. tbh i just really wanted to play it lol

molten pine
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Have you uploaded the mod to the page, yet?

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I kind of want you to so I can confirm that you have the ability to

hushed moss
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no im still waiting for access

molten pine
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oh

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sorry I forgot to hit save

hushed moss
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im not sure if its delayed or something

molten pine
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try now

hushed moss
molten pine
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Yeah you definitely have access

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hm

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I'll upload what you have and let me know if you don't have access by later today

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I've uploaded it.

hushed moss
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okay yeah I just got access

molten pine
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That'll let you edit that to your hearts content.

austere sparrow
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Also, for clarification, Stuchoo, what menus are currently broken?

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Is a new game required for the update?

hushed moss
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And the menus are the vanilla menus now

austere sparrow
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Pardon my ignorance, but which menus are you referring to?

hushed moss
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Iirc stalker mod had customized menus

austere sparrow
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I'm guilty of only ever having played using the mod, so that's why I was unsure. šŸ˜…

hushed moss
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just did a bit of testing. enemy spawns are not bugged. I just had a few unlucky tides in a row in my test playthough. That being said, once i get the motivation I may make some improvements to enemy spawning (Prevent high level mimics from spawning right outside shortcuts and prevent melee enemies from spawning in sniper spots)

distant arrow
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That’s dope, was one of the things that bugged me (finding fragments in sniper towers)

hushed moss
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like I said, I may do that later. Itd take a long time cause id have to figure out (by trial and error) which spawn is where

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but it would be a massive improvement

distant arrow
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Thanks for doing all that work, now I can probably chuck away my 2.5.1 installation šŸ¤˜šŸ¼

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Well once the winter mod is finally fixed I guess lol

trim yarrow
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@hushed moss you did gods work around here

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Amazing man, I think the community will really appreciate your efforts

trim yarrow
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Is the mod on nexus yet?

austere sparrow
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So, I've been playing on an existing save, and I haven't noticed anything blatantly wrong so far.

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Although, I am having performance issues with ITR in general, that I can't seem to fix.

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I exceed the recommended specifications, but it just does not run well for me. I haven't even turned on any upscaling either.

hushed moss
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This mod doesn't impact performance at all.

austere sparrow
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Sorry for the confusion, I wasn't accusing the mod of doing so.

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It's been an issue for me even before I tried the mod, for whatever reason.

distant arrow
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Streamer killed a sniper & got an ASVAL šŸ¤”

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Full condition too

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I think the odds are too high, last time I watched someone play the mod every single mimic dropped a gun

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Compared to the original after like 25 hours I had only seen 2 double barrels drop

distant arrow
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Spotted a seeker spawned on top of the catwalk in kolkhoz trainyard (sniper/mimic) spawn point

worthy light
twin verge
hushed moss
hushed moss
hushed moss
austere sparrow
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Sorry about that, this is the only place I really post here. I didn't mean to string along confusion.

trim yarrow
austere sparrow
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I tried it shortly after I posted here, and it did boost my performance somewhat. I still have a lot of instability, but it's better than it was.

hushed moss
austere sparrow
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I'm using a 2080Ti and a I9-9900K, with a Valve Index. I have increased everything aside from render resolution and upscaling, which are too intensive to use.

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It's primarily an issue when I move near buildings.

hushed moss
pulsar shale
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Man this is a tough mod, I'm getting a bunch of armored enemies and AKS/MP5 Mimics in the first few missions.

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is it meant to be that way?

austere sparrow
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Unfortunately, althiugh it is weighted, it is completely random what you encounter. So, you've just run into some bad luck.

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Some runs, I'll barely face a challenge, and others an army.

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I didn't encounter my first slider until I was almost twenty hours in.

molten pine
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@hushed moss

DMH10S has sent you a new personal conversation entitled "Strange Glitch on Stalker Mod 1.05".

DMH10S said:

I noticed a very strange glitch on Stalker 1.05 for ITR. The AK-74U specifically has been acting very weird. Every single time Ive found one, its not been fully functioning. I think the game is treating it as an item instead of a gun. The only thing that shows up is the name, description, and condition. No suppressor mounts, magazine compartments, etc. I cant even change the safety. I think the game is treating it as an item, like toilet paper or the toothbrush. Im not 100% sure though. I can send footage if you want a better description. Its a very minor issue, and its happened on every single AK-74U that Ive looted. Nothing else.

hushed moss
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Weird. Pretty sure i had the attachments working in the last update. Ill look into it

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AK74U was the gun I really struggled with the broken attachments on.

tepid condor
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Hi, I have a question on this mod. Are enemy perceptions supposed to be significantly increased? I loaded a new save with this mod and it feels like I pull half the map every time I fire a gun.

I look a look between base game and the modfiles and for some enemy types I'm seeing different perception stats (ie, for NPC.Monster.Mimic.MP5 I see a SenseHearingRadiusRange of 8000 in the mod and 5000 in base game). The only bit of documentation I'm seeing in the mod description about it is from the v1.04 changelog with hearing ranges being halved and sight ranges being increased (along with a narrower fov), but I'm not seeing how this manifests in the mod because the values seem all wrong for that. Are these stat values intentional? Or have they just drifted from the base game when it updated to 2.6?

molten pine
tepid condor
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I looked through the spreadsheet and I'm not seeing the differences listed. I see the changes in enemy perceptions implemented in the GameDifficulty settings, but the differences I'm seeing in stats are in the actual NPC data

hushed moss
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I haven’t gotten around to looking through it, but iirc enemy hearing distance was increased in stalker mod.

It wouldnt be something I changed as i kept everything exactly the way it was in v2.6 minus a few minor things i couldnt get working

elfin shore
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Overall this sounds incredible and wish you the best on it! It sounds like its going to be quite the undertaking.
I think it'd be a mod I'd grab once it's out.

hushed moss
pulsar forge
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been a bit since I last checked up on this mod / ITR in general, have any of you succeeded in porting all the previous content from (correct me if I'm wrong) v2.5 to v2.6? :)

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and a quick question, am I still able to use my v2.5 save file with STALKER Overhaul after updating it to v2.6, or do I need a complete new save because of the update to v2.6

austere sparrow
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Everything, aside from enemies dropping items, has been ported over. And I've been playing on my original 2.5 save file and haven't noticed any glaring issues so far.

pulsar forge
hushed moss
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You're right that the NPC hearing radius changes are not documented in the spreadsheet. What is documented and is likely the reason firing one shot in pervomay brings every enemy on the map to you is that the loudness of some weapons is drastically increased

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the mosin, for example, goes from 3.3 to 8

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In the v1.04 patch notes, it sais "-All gun volumes adjusted, along with enemy perception changes. Enemies now see farther, but have a narrower FOV. Hearing radius is cut in half, but some guns are over twice as loud to compensate. Pistol calibers and silencers should be more effective for remaining relatively undetected."

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this seems to not be the case, as unless ive misunderstood what hearing radius range means in the DTs, hearing radiuses were moderatly increased rather than decreased, making pistols attract enemies around 100% farther away and rifles attract enemies 200% farther away. (wheras it sounds like the intent was to make rifles unchanged and pistols 50% quieter)

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also the FOV changes are just not there

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not that it would make much difference given enemies check a full 360 degrees around them when they stop walking

hushed moss
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even in terms of enemy visual range

tepid condor
hushed moss
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youd be surprised. Changing the names of presets was actually giving me a lot of trouble when updating.

zinc steeple
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that thing is like a fucking flare

zinc steeple
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i don’t know if this a thing for the stalker mod in general or for some reason just affects the hard settings

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made a new save, did stalker hard

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and if i change any thing in the difficulty settings it does not spawn enemies

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like having tracer rounds for the player specifically was doing it every time i walked back into a zone or reloaded a save

hushed moss
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weird. no idea what would cause that. Is stalker mod the only mod you're using?

faint gulch
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If you set it to stalker nightmare it sets enemy count to none

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Go check for yourself

faint gulch
hushed moss
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I can take a look later. Iirc there should be a highly increased enemy spawn setting and that should be stalker nightmare.

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Its possible the way i changed it doesn’t actually work anymore though. iTR modding can be very finicky

faint gulch
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Honestly i appreciate whats been made already

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I know it must be nightmareish to work on this mod without tools

zinc steeple
hushed moss
subtle echo
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The mod page states that if i use an old save file then all my guns will break. If i dont have any guns in said save file am i able to use the mod and continue from that save?

hoary scarab
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Is this mod on nexus up to date with the one in discord

hushed moss
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Latest version is on nexus

zinc steeple
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is stalker hard that much worse than normal or am i just bad at the game 😭

hidden current
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I've heard it has quite a steep starting curve because the randomized enemy spawns, could've just gotten unlucky so far

pulsar forge
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i read a while back that you aren't able to add a suppressor to the mosin (as it'd be too overpowered), does this still apply with the v2.6 update?

distant arrow
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It’s always taken a suppressor. You just have to upgrade it via the machine just like the pistols.

pulsar forge
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Oh, I thought Ziggy removed the option to add suppressors to a mosin as it would be too overpowered

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thanks tho!

distant arrow
pulsar forge
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Ah okay! Yeah, I meant for the mod (not vanilla) No worries.

zinc steeple
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yeah it’s removed in the mod

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and you can’t put a laser on the mosin either

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in my current run the game has been hinting at me to use the m14

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found a brand new one and collected like 4 mags

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but i don’t know if the extra ammo and repairing mags is worth the firepower

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they’re both gonna tell the whole map where i am

pulsar forge
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that's unfortunate, but I guess it does add a bit more of a challenge when using the mosin (as it makes more noise / attracts more hostiles)

pulsar forge
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i decided to start over, I had a few AKS-74U's and some other weapons

zinc steeple
pulsar forge
zinc steeple
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i am an avid 5.45 and 5.56 hater

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7.62x39 fmj is my favorite mid game round

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are they decent in the mod?

pulsar forge
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no clue, it's my second playthrough with this mod

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I used to play it on 2.4/2.5 but haven't played for a few months, 2.6 came around the corner so I felt like playing again (I'm pretty new to stalker and ITR in general, I only have about 20ish hours of real playtime and 30hours in total)

hoary scarab
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no supressed mosin? D:

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nooo

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my first playthrough of the game ive been using this mod

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its added so much tension, and each run is so different

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one run, i entered in the first area, and all the enemies nearby were mimics, and I had a shootout that took 6 in game hours

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used all my resources, but the gunfight drew pretty much all of the surrounding areas I was relatively safe to loot

pulsar forge
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i like it more than the base game to be honest, it's more challenging and generally fun as you get to scavenge for loot you want, instead having to purchase it in the shop

hoary scarab
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Its so much fun!

molten pine
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Mosin is incredibly good gun but its lack of functionality leads to some scary scenarios due to the noise it makes.

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Thus, no suppressor.

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The mosin is much cheaper than the base game, I'm pretty sure.

pulsar forge
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Yeah, understandable. Imo, unsuppressed mosin looks (and feels) the best

molten pine
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I agree. If you want long range and noise-suppression, youll need to spend more money.

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If you want long range and stopping power, but dont have 30,000 dollars, you can buy a mosin.

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Easy way to deal with armored enemies since 7.62x54r, even the normal ammo, has good AP.

hoary scarab
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what is the Heavy Barrel option for the SKS

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is it the same as base game, 30% recoil reduction?

pulsar forge
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quick question related to the day and night cycle of the radius, I was playing with the stalker mod (as usual) yesterday and noticed that time went by quite fast. It got dark very quickly, and while I don't mind it getting dark, it happened rather fast. I know that a day and night 'overhaul' mod exists, but is it compatible (or already present) with the STALKER Overhaul mod?

dawn ingot
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Well the stalker mod changes the cycle time iirc, so probably not

pulsar forge
ripe kite
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Not sure if i am right here - but i tried out the Stalker overhaul mod, but for whatever reason, after closing ITR, the Savedatas linked to this mod disappear

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my vanilla save is unaffected

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Any Idea how i can fix this? i played this mod for 5h in on Session because it really improves the game a lot

hushed moss
hushed moss
wraith loom
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Pretty sure the stalker mod makes the days 2 times longer, so it would only feel shorter if you have been playing with the mod that does 4x or 8x

pulsar forge
zinc steeple
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To be honest i’ve been lowkey struggling with missions that have me hop through multiple zones

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especially if i have to travel to factory or kolkhoz

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Both going in with the mosin and the vss i’m still making it back to vanno at night

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i don’t know if it’s because i go out with 20-30kg of gear or if the 7 am reset doesn’t give you enough daylight

pulsar forge
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i'll give the time change mod a shot on sunday (away right now), see if the 4x or 8x is compatible/works with STALKER Overhaul

austere sparrow
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I'm not sure if I'm simply fabricating memories, but I swear time was slower in the previous build.

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Again though, I genuinely can't be certain.

pulsar forge
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Maybe Ziggy changed it to 2x, but it still feels rather quickly (the time) imo

hushed moss
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Its something i can look into

pulsar forge
zinc steeple
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that spawn just ate 9x39 fmj and walked it off

ripe kite
# hushed moss I've never encountered that issue so its likely related to your PC somehow. Not ...

i found the solution on reddit, this defo worked and fixed my problems:
This setting also was the reason why Nvidia failed to save all my Alt+F9/F10 recordings:

In case someone comes across this and it's not after an update:I had this same issue. In my case it was Windows needing the game to be granted access to my docs folder. I didn't notice the alert because I was in game when it first happened. Showed the saves in game, but the folder wasn't there when I looked after.
Virus & Threat Protection -> Protection History -> allow on relevant event.

zinc steeple
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this mod does an awesome job training me to hit the deck

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the btr has shot at me so far away i couldn’t see its light

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unironically i wish it was a bit louder

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just for the added panic

molten pine
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so I made sure to make it scary this time and I feel like I did a good job, but I still never died to it myself. Definitely got hit and it definitely scared me.

zinc steeple
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Does it’s accuracy have anything to do with difficulty?

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It has sniped me quite a few times running through the woods near the greenhouse building

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Might just be a skill issue

zinc steeple
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especially before i get good loot

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love the adrenaline of hoping buckshot puts in work on the armored enemies

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600$ for like 100 shots sign me up

molten pine
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I only ever got hit with one round at a time in the three times it shot me

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every other shot it fired missed me

molten pine
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buckshot is also better at longer ranges, as I'm sure you've discovered

zinc steeple
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for the price and it’s common drop in the radius

molten pine
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Buckshot is amazing, but it's not without drawbacks, including volume and lack of convenience.

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Sometimes the armored enemy just won't die.

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Other rounds have that security.

zinc steeple
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the pump shotgun only having 5 rounds is definitely uh

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it’s gotten me killed

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I try to be good about reloading it after shots

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but with the buckshot gamble

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and every enemy hearing it

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oh my god getting swarmed is panicking

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I honestly don’t know if i prefer the mosin or the pump for early to mid game

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i feel like the mosin is louder but i don’t have to worry about ranged enemies

molten pine
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They both suffer from "loud"

zinc steeple
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i think like

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literally everything in bolotky heard me from the village

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with the mosin that is

molten pine
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I checked

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Mosin quieter

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Not by much.

zinc steeple
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Oh damn

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but both are fucking flare guns

molten pine
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I'm not sure if this is kept upto date

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but

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this was upto date when I was working on the mod

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because I made it

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and every change I made was doccumented in here

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but I no longer update the mod, so if anything was changed, it may not be doccumented

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Stuchoo should have access to edit this spreadsheet, but I don't know if they're particularly interested in doing so or if they were just willing to keep it up to date for the sake of it.

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Which I do really appreciate that they've done so.

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I don't have the time to upkeep this mod, so the fact they were willing to do so is a huge lift off my shoulders.

zinc steeple
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but i wouldn’t be surprised because every time i use the mosin i kill the entire map

molten pine
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Oh yeah, there was some confusion with that

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because the hearing system got changed

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yeah I have no idea anymore lmao

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🄓

zinc steeple
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and the enemies have damn good vision now

molten pine
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I guess uhhhh, good luck

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🄓

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SMGs are really good now too

zinc steeple
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the kedr is damn good in vanilla

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the makarov is the only bad weapon

molten pine
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SMGs tend to not be worth it but, the idea that you can use them well enough in one-hand and they're so much more portable make them so much better in my mod.

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Just incase you weren't aware, you can put the SMGs in your backpack instead of on the holsters.

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They also have decent handling when one-handed

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except the AKS74u

zinc steeple
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i am an avid 5.56 and 5.45 hater that’s okay

molten pine
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They're also much lighter too

zinc steeple
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this was from today

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val mimic got eyes

molten pine
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I really love what my mod does

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I think it almost captures what STALKER is about in VR, though I do think if I could go back

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I would further try and change the sight/hearing system to be more accurate to those games

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rather than have it turn into a big dogpile in one spot on the map

zinc steeple
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it’s kind of op but like

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i can see them

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they should be able to see me

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not that far

molten pine
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I think the biggest issue with the mod is actually not the mod's fault

zinc steeple
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but i like that they aren’t dumb anymore

molten pine
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The mod pushes ITR to it's limit, imo, of how tactical the game can be, right?

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But the problem is, when you do that, it starts to reveal holes in other places

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like bad geometry that has invisible parts or parts that can be shot through

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notable on some trees and rocks

zinc steeple
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not being able to use my mag pouch laying down

molten pine
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and this really detracts from the experience in some ways.

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You know what I mean?

zinc steeple
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It makes me really excited for full mod support

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other than the jank the game always has

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it makes it feel fresh

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i have like

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let me@check the hours

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230 hours

molten pine
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I don't know if mod support will fully fix it, but hopefully it'll open the door for more possibilities.

zinc steeple
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It’s really impressive what the overhaul does without it

molten pine
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Yeah it took me 6+ months, I think. I had help of course.

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I tried to do a lot more but ran into too many hangups.

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One of my favorite changes is the one to flares, actually.

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I like that flares actually work and create a huge, well lit battle-zone.

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Like, you're stumbling in the dark trying to be sneaky, you get shot at, you gotta deal with it

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shoot a flare into the air and now it's visible

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took a lot of trial and error

zinc steeple
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utility is super underrated

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I always keep 2 flares and smokes

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i wish we had actual night vision of some sort too

molten pine
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I'd decribe the night eye artifact as actual night vision

zinc steeple
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flares are really fun but the night eye would be 10x more useful if it could be a toggle

molten pine
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oh yeah I agree

zinc steeple
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i’ve done nasty things with a pistol and a night eye but

molten pine
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Another reason that SMGs are sick.

zinc steeple
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actually being able to hunt at night would be 10/10

zinc steeple
molten pine
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Kedr is the best SMG to one-hand

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just checked

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No silencer though

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anyway, have yourself a goodnight

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I'm glad you appreciate the mod I put so much work into, even though I no longer work on it

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All I did was make the experience I wanted

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It's not perfect but

twin verge
# molten pine No silencer though

The PP-91-01-B variant of the Kedr uses an integrated silencer, but it's not included in the game. You could probably model swap and replace the sounds to the Kedr B suppressed shots though. Maybe I'll look into that if people are interested.

molten pine
twin verge
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Yeah I mean model swaps are almost entirely arbitrary to build with the mod tools on the way. That's why I cut my mods I was working on.

hushed moss
hushed moss
molten pine
zinc steeple
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that or it’s just bad luck

zinc steeple
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was not a problem early game

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Ate through mags though…

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is their velocity changed in mod or is it that bad vanilla too?

molten pine
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I dont think I changed it

zinc steeple
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it is impressively bad

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but the radius gave me 2 crates for free so

hushed moss
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thats some wild luck

zinc steeple
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not same time i should say

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the pervomay train station spawns them a ton

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well i mean it’s random but

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that’s where i get most of my random ammo from

hushed moss
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Maybe I'm just dumb but Ziggy how on earth did you initially navigate these .dat files and figure out what is what?

hushed moss
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yeah i cant even modify these without the game crashing on startup. No idea how you were able to do this

pulsar forge
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i think Ziggy used some black magic..

buoyant pond
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hex edit?

hushed moss
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I mean i can edit the plain english stuff, the problem is the game doesn’t accept it.

strong mountain
dawn ingot
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Seems to be loading screen tips

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But I do believe Ziggy did it with a hex editor

opal bluff
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quick question, has there been any important change to this mod compared to how it was at 2.6 release?

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i've seen a guy made a yt video 1 month ago, and the hard preset actually looked playable

outer oyster
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idk what to say as the hard preset is broken for some reason

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at least on my end it is

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as when i set it to hard it sets the enimies not to spawn for some reason

opal bluff
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oh, that's odd

outer oyster
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yeah

opal bluff
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have you started a new game?

outer oyster
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no fixed it through the difficulty settings

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but its set that way by default so it would not matter if i did start a new save

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and i had been going along for two tides thinking that it was the optional file i forgot to remove

opal bluff
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usually mods like new saves, that's mainly why i asked. But that's not what i meant

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what i meant is, when ziggy made the mod, the hardest difficulty was nightmare

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unless you abused bugs and some luck, it was not as playable by default. I was only able to get to the cassette mission before calling it a day

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(yea, that was its purpose. To not be as playable)

outer oyster
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i get that, but i what was bringing is that hard preset is actuality broken

opal bluff
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imma just do a magic trick

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@hushed moss

outer oyster
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im gonna see if i can get a screenshot of the issue reaql quick

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heres the screenshot

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btw i reinstalled the mod just before taking the screenshot

opal bluff
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oh, that's just cause enemy count is set to none

outer oyster
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but its the hard preset though

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not custom

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to bring enemies into the mix it would have to be a custom preset

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i also just tried to start a new save to see if anything was different but its the same here

hushed moss
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Enemy spawns should be highly increased for hard, but i made a typo and so it defaults to none.

hushed moss
zinc steeple
#

Check if it’s actually set to hard

#

i enabled tracer bullets for a tide

#

when it reset nothing would spawn

#

and i couldn’t change the difficulty preset off ā€œcustomā€

#

every time i would save it and exit

#

id come back and it was changed

#

actually had to delete the save

#

wasn’t far thankfully

outer oyster
#

and while that was happening i thought it was a mod conflict of some kind not the dang settings

#

i lucked out by looking at the settings when i did as i would have not found what was going on

#

though the settings dont reset for me though

opal bluff
#

i assume that's higly increased (and may be the reason for the "hard preset" bug)

hushed moss
#

Im aware of the issue and have it fixed on my end. Ie it will be fixed in the next update.

opal bluff
#

also for curiosity, do you happen to know by how much subsonic rounds reduce noise?

hushed moss
#

I don't actually know... I don't think stalker mod changes it in any way. At least its not in any of the files i just skimmed through looking

outer oyster
hushed moss
#

assuming I dont decide to add any more new features: soon.

molten pine
#

Which files are these?

#

Should've @ me for this

molten pine
#

Oop, just realized I lost all my backups for my mod

#

rip

hushed moss
# molten pine Hm?

I actually just figured it out an hour ago or so. It was in the struct type overrides similar to playerconfig

hushed moss
molten pine
#

Yeah I know, just had a bunch of backups and stored info

#

Had to reset my harddrive forgot to grab it

buoyant pond
#

šŸ’©

twin marsh
urban salmon
#

Is there a way to somehow revert rift spawn rate back to 180 seconds? I love tacticoolness and slow advancement through enemy base, but 30 sec respawn makes me run like a madman.

opal bluff
#

while i can't answer that, i can tell you that knowing rift spawns + how to approach each point of interest helps a lot

#

and ye, sadly you can't take it slowly. I had to find different ways to enter each Point of interest for this reason to rush it

urban salmon
#

At this point I suppose I need to overwrite this mod with another one
found "MonsterSpawnGenerator" and "CooldownSeconds": 180.0", seems like right stuff

hushed moss
opal bluff
#

like in the first map, i was at the first anomaly field (the one on the hill), and a sniper was able to shoot at me from the top of the police station

urban salmon
#

Ok, seem like I've got what I wanted. Rift cooldown 180s + no Altyn (dark glass and blocking view of my pouch and mags - completely atrocious).

opal bluff
#

i'd need 200% increase to actually see them, but 150 is enough. The default is painfull when they are in a good spot however

hushed moss
hushed moss
opal bluff
#

And only sniper have this "issue".

#

Everyone else kind of spots you at max render distance, which is fine

fringe drum
#

That's because the view range difficulty is a flat multiplier to all enemies' perception.
So unless you make it so snipers can spot you as far as any other mimic with normal difficulty (which doesn't make much sense), it is unavoidable.

opal bluff
#

True, but there's a lot of room to work with. I think you'd need about 200% fog mod to actually see them

#

Even if they shot you at say.. from 100 to 150% distance it'd be fine, i still like the idea. It becomes quite an issue if they manage to see you from 200% however, as getting to them safely is.. interesting

#

using the fog mod makes it playable on my end, but i still think it may be important to point out

fringe drum
#

Sure.
But once again, to fix an issue that only crops up in the highest difficulty, you would have to nerf them significantly in the "normal" difficulty, which should take priority in terms of balance.

"Normal" enemy perception (vanilla x1.5) :
AKM Mimic : 120m view range
Sniper Mimic : 150m view range

"Highly Increased" enemy perception (vanilla x2.5) :
AKM Mimic : 200m
Sniper Mimic : 250m

Fog becomes fully opaque around 180m iirc.

So the only sensible solution would be to lower the multiplier to x2, instead of 2.5.
But it would nerf every other enemies in "nightmare" mode.

Or to lower the base perception of the sniper mimics, which would nerf them in lower difficulty presets.

There are no good clean solutions.

hushed moss
#

I was gonna fix it by reducing the highly increased sight multiplier.
Right now normal is 1.5, hard is 1.75 and highly increased is 2.5. Im just gonna move it down to 2.0 for highly increased.

#

Not a great solution, but but like you said its probably the best way to do it. Id rather nightmare be slightly easier than have sniper mimics have the same visibility as soldier mimics

fringe drum
#

Makes sense

opal bluff
#

that's what i was referring to

#

oh wait, that's firearm range

#

not sure if it's the same thing

hushed moss
#

Those numbers might be angles. The sight distances are along the lines of 8000 and 10000 iirc.

#

Genuinely not a clue what units they use for it because its clearly not meters.

opal bluff
#

Yea my bad, i tought that was sight range

#

But from experience, it feels like almost double still, so it may be an easier way to balance it

#

Not sure doh, as i am not sure what their modded value is.

fringe drum
#

I've stated them above.

opal bluff
#

I assume you're sure that they have not been changed in the mod @fringe drum ?

fringe drum
#

I'm using the mod's data.

#

Th mod doesn't change the individual enemy view range, and rather applied broad modifiers to all through its custom difficulties (hence why "normal" is vanilla x1.5)

#

The weapon range are the distance at which the enemy engages you once you have been spotted, but not the spotting range

#

But I do not know if the view range stills caps it.
Ex :
An enemy with 150m view range and 300m weapon range.
You get within the view range, so it spots you, then you go back 100m, so out of view range but within weapon range.
Can he shoot you ? Unsure.
It's hard thing to A-B test*

hushed moss
opal bluff
#

Makese sense

opal bluff
opal bluff
hushed moss
#

and at the end of the day, I generally play on the easier side of stalker mod. You have no idea how tempted ive been to nerf the Slider because i personally think its stupid that it will always survive at least 6 headshots from the highest damage weapon in the game.

#

but i understand that some people enjoy that level of difficulty

hushed moss
#

anyway new update is out. The enemy count issue should finally be fixed for you, and you shouldnt get sniped from beyond the fog anymore

outer oyster
#

kinda sad tbh

hushed moss
#

Ugh this is why i avoid making balance changes. Im hoping once we get mod tools i can make all these balance tweaks more customizable. Enemy sense especially.

outer oyster
#

also will updating the mod break old stalker mod saves or will i have to restart?

pulsar forge
#

read that the 'rate of time passing' from v1.04 was re-implemented. how fast does time pass now?

hushed moss
#

5 minutes per in game hour

brazen igloo
#

hello, ive been playing Ziggylata's stalker mod for into the radius but i want to replace the Altyn helmet with one with better visibility however any mod i try e.g. A Better Helmet (https://www.nexusmods.com/intotheradiusvr/mods/121) has no effect both installing manually and through vortex, its loading after the stalker mod if i understand the load order right but no effect.

do i need to start a new playthrough for the replacement to happen? or does it not work if i have the Altyn in my backpack or wearing it?

any help would be greatly appreciated

Nexus Mods :: Into the Radius VR

A helmet that does not obstruct view when worn. Great for streamers and/or people with low FOV hmd's. With 100% more pecho!

hushed moss
brazen igloo
#

i havent, ill give it a shot, thank you

#

it has worked, thank you!

quartz scaffold
#

heya all, new to trying to mod ITR but i mod most things so i find it odd that this doesnt seem to be working

it says on the page that reskins and things should work, i have the foldable weapons in backpack mod but it specifically says it should work with stalker on its page, yet only the reskins are having any affect in game. Cannot put folded objects into the pack, and none of the stalker stuff is in; i can load my old save with zero issues when page says it should break, difficulties arent renamed, nothings different. I've tried adding 'pakchunk' and a number to the start of each as the backpack mod said to do, so i assume load order in ITR is based on alphabetical, but that had no effect

#

i feel i have to be missing something obvious but after the last hour of fiddling im a bit stumped

#

unless theres anything here that should be an issue, but i've tried removing most of them and nothings changed

#

ive tried it manual and with vortex as well

#

the only noticable difference

is that trying to open the 7.62x51 menu of the shop crashes the game.

quartz scaffold
#

update: After a reinstall, the mod is working, but any weapon reskins do make the shop crash now despite seeming to be up to date. Odd, but ill take it!

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018 if anyone recognizes this error, its what displays anytime i get the shop crash. As far as i know this kind of error is usually a ram issue which seems out of place, if its a conflict with stalker... ah well, fuck em.

#

that said, i had no reskins for anything using 7.62x51 but that shop module does still crash the game.

strong mountain
#

One message removed from a suspended account.

#

One message removed from a suspended account.

quartz scaffold
rough badger
#

holy shit 6600 comments is crazy

molten pine
#

Anyway hello everyone

#

I see that they are adding a revolver

#

and thus, I have awoken

hushed moss
austere sparrow
#

While I expected the Nagant, I am not dissatisfied with the Rex.

#

A break action does seem to be the easiest to implement, on the technical side.

molten pine
#

Honestly, old guns are more involved for VR than slick modern ones.

#

Semi auto shotguns are so boring for example

#

Im in VR, I should have to PUMP.

austere sparrow
#

I do have a soft spot for manually racking bolts. Physical actions are the bread and butter of VR satisfaction.

zinc steeple
#

running around with the dvl-10 and an eotech is exhilarating

#

it’s actually a really nice gun for indoors if you don’t miss your shot

austere sparrow
#

Easier said than done for me.

zinc steeple
#

i feel the eft eotech is helpful

#

i swear it’s bigger than the ingame model

#

but tbh on hard mode i’m not really enjoying it

#

that two headshot shit is not only depressing but like

#

when i’m getting swarmed it’s absolutely not fucking cool 😭

distant arrow
#

The rift in bolotky is spawning enemies at like 1 minute intervals. Is this intended?

hushed moss
#

yup

#

its mean to force you to approach rifts differently. No more sniping out all the enemies from complete safety. at some point you have to push in

fickle pivot
#

i never realized that was the stalker mod

#

i thought i had just gotten worse at the game after taking such a long break

quartz scaffold
#

i definitely think revolvers make sense for earlygame guns. not sure of any reason i'd choose one over a semi in ITR. Should be cheap and super reliable. Granted, rex's arent cheap.

fickle pivot
#

:c

#

id love to say that if it was produced it would be cheap but no itd probably still be a pretty expensive gun

#

id choose the rex over anything in itr simply because its the rex

quartz scaffold
#

it always looks very cartoony to me as far as guns go.

fickle pivot
#

prototype moment

zinc steeple
#

i mean

#

it should be a good early game gun cuz it’s a pistol

#

but i feel like because it has to be individually loaded (probably, maybe we get a speed loader?) and the fact it’s gonna be fucking loud

#

should mean it does more than enough damage to be end game worthy if you’re willing to make noise

fickle pivot
#

fucking loud GigaChad

#

they will fear the sound

#

speedloader would make sense

#

load them up like mags

quartz scaffold
#

sidenote

#

but im annoyed no vr game has like a literal ankle holster. I understand most people dont have foot tracking so it can be finnicky (but i still keep a knife in my boot in B&S successfully)

#

imagine playing a more standard shooter, and if you run out of bullets, you got a little 5 shot .22 revolver in your boot with unlimited reloads. i think itd be neat, surprised nobodys tried it yet, but i guess there arent enough proper games yet.

#

ive never really been a fan of games making revolvers magically hit harder just because its a game though. feels very artificial. the only difference from a .357 or .44 out of a revolver compared to a deagle is the deagle is going to have about 2 more inches of barrel if both guns are the same size. I've always preferred they go the route of Firepower on a Budget, not the best option but a cheaper one to make up for slow reloads. If they introduce the Rex as basically a cheaper deagle alternative with a slower reload i'd be pretty happy - maybe throw in a significantly higher durability too.

fickle pivot
#

yeah rex reliability should be good because muh revolver never jam!!

#

i wouldnt be surprised if it dealt less damage than the deagle

#

given how we dont really match caliber to stats

quartz scaffold
fickle pivot
#

it was a joke

quartz scaffold
#

i know

#

i think we're pretty much in agreement

fickle pivot
#

also cylinder misalignment wouldnt cause an explosion it just wouldnt fire because the firing pin wouldnt hit the primer

quartz scaffold
#

i've seen it happen, it absolutely can

its not common, its just a catastrophic malfunction with a wheelgun tends to be a lot more severe than with an automatic

#

if it had any kind of regularity i dont think anyone would have ever adopted them

granted, chain fires happened semi often with black powder, but thats not quite as bad as people expect

quartz scaffold
quartz scaffold
glad veldt
#

its disabled by default since its only used in hoverjunkers

#

Reason most VR games don't is because its annoying to use since you don't normally have full control over your legs or don't have legs at all

zinc steeple
#

if my sacrifice is mag size, reload speed, and how loud it’s gonna be?

#

it’s okay if it’s the highest damaging pistol

#

doesn’t have to be by much

#

but something to make it worth the drawbacks

#

or make it super cheap

#

up to them

#

id really like to have a pistol that could one shot sliders finally

#

not sure if the deagle does that but i’m pretty sure it doesn’t

glad veldt
#

the m9 does with a headshot

#

with +p

wraith loom
#

guys, somethings wrong with the wd40 in the store, I tried to buy some, and it broke the store. By that I mean when you add wd40 to the cart and press buy, no money is deducted, and you can't interact with any of the stuff you bought. The kiosk will still tell you to "take your items", even though you can't, which makes the store unusable (until you load a save, maybe, I haven't tried this)

austere sparrow
#

Is it safe to use the mod with the new update?

hushed moss
#

I've just updated it

austere sparrow
#

My bad, I hadn't checked yet.

#

Thank you for the quick update, my friend!

hushed moss
wraith loom
#

love the revolver change btw

hushed moss
#

thanks. I thought its a pretty fun change. Massive shoutout to Saedriss for explain the weapon variant making process to me

hushed moss
wraith loom
#

started a new save, wd40 works fine, but the cleaning rod disappeared when I hit buy, and it still deducted $1,000. Saved and reloaded to confirm the issue, and it persisted, also, my revolver disappeared when I loaded the save

wraith loom
#

also, items are no longer deleted when at 0% durability, cause I saw that preplaced items and stashes are back.

#

they were just at 0% durability

rough badger
#

is that a bad thing?

hushed moss
wraith loom
#

Yeah, the update broke it prolly

hushed moss
wraith loom
#

no just the stalker mod and a couple others, I'll send a screenshot of my pak folder

#

its all at sec level 6 now

#

new game btw, not old save

hushed moss
#

ive definitly noticed weird stuff load order wise on my end as well

wraith loom
#

yeah shop disable is in my scav preset folder, I'll move the entire folder out of my paks folder and see if it works

hushed moss
#

Oh wait. Try renaming the file i sent so it ends with _P if you still have issues

wraith loom
#

moved the preset folder out and bought both a toothbrush and cleaning rod, it works

hushed moss
#

Great. Revolver should stop disappearing as well (mods which change the shop break the weapon variants).

wraith loom
#

revolver still disappears, not sure whats up with that

hushed moss
#

Thats very weird

wraith loom
#

pretty sure it only loads paks that are located in directories WITHIN the pak folder, right? So I don't think its the scav preset folder, I'll move it to its own entirely different folder just to be sure

#

yeah, confirmed the issue, its not the preset folder.

hushed moss
#

just confirmed, the revolver disappearing is happening on my end as well.
@fringe drum sorry to keep bugging you but maybe you've had this happen? My unique weapon variant disappears when loading a save.

fringe drum
hushed moss
#

i see. I wouldve thought the new variant would spawn in at all if the tag wasent there.
What Im seeing is the new variant is there initially. But then you save the game then load and it disappears

fringe drum
#

Yeah, because your files are technically valid, so it forces it at runtime. But my guess is that there is some sort of validation process when saving/loading

#

So if an item isn't in the tag files, it gets removed. It allows saves with outdated/removed item to be loaded I guess

hushed moss
#

i see. so how did you get it to accept your tag? i copied your file structure from z_shop_disable but presumably theres something else

#

or is it just trial and error

fringe drum
#

I don't use UnrealPakGUI
I use the unreal packing executable directly, using batch files.

#

To do that you'll need a batch file, and a text file.
The batch file must contain something like that :
"C:\Program Files\Epic Games\UE_4.27\Engine\Binaries\Win64\UnrealPak.exe" D:\SteamLibrary\steamapps\common\IntoTheRadius\IntoTheRadius\Content\Paks\z_shop_disable_mod_P.pak -create=C:\Users\nicol\Documents\UnrealProjects\ModStaging\to_pak_shop_disable.txt -patchpaddingalign=2048 -multiprocess
pause

So, executable for UnrealPak, then destination folder and filename of the final pak, and path to the txt

#

(its a single line)

#

you'll have to replace the paths with your own, obviously

#

And then you need a txt file, the one referenced after "create="
Within it you put the source file and their destination.

#

"C:\Users\nicol\Documents\UnrealProjects\IntoTheRadius\WindowsNoEditor\IntoTheRadius\Content\ITR\Configs\Infos_sec\" "../../../IntoTheRadius/Content/ITR/Configurations/Infos/"
The line for example, tels the game to take all the content within the first referenced folder, and put it inside the games Content/ITR/Configuration/Infos

hushed moss
#

so the text file needs to point to every folder with uassets (or related) in it?

fringe drum
#

"URL TO YOUR TAG FILE\YOUR TAG FILE" "../../../IntoTheRadius/Config/Tags/YOUR TAG FILE"
"URL TO YOUR CONTENT FOLDER" "../../../IntoTheRadius/Content/"

Those two lines should do the trick for you, as long as the Content folder is clean of garbage files

#

You can point to every file and their destination. But it's a waste of time
If you use a Content folder that matches the game's when you created your uasset etc, you can reference the entire folder

hushed moss
#

alright. So I just need a .txt file that points to my mods content folder and config folder.

#

Man how on earth did you figure this shit out lol

fringe drum
#

Read the Unreal Documentation, this is the actual way to pak stuff

#

UnrealPakGUI does that in the background

#

but it limit itselfs to files within Content

hushed moss
#

i mean I know theres built in packaging, but I wouldnt have thought to use a batch file to hijack it like that

#

anyway ill try this out and let you know how it goes. thanks for the help!

hushed moss
#

yeah it doesnt like something about my content folder. Sais theres a missing file

hushed moss
#

think i got it. was missing a backslash

#

yup its working now. Saedriss you are the fucking GOAT.

fringe drum
hushed moss
#

when I read up on it the documentation made it sound like they only get created when you export

fringe drum
#

And I'm glad you managed it with the .bat file.
If you are consistent with your workflow it's superior to using UnrealPackGUI, you create a .bat for each of your mod, and you just have to double click them to properly package each mod

hushed moss
#

yeah its a nice system. only issue is you either need to modify the .txt file for different mods, copy it it over, or keep a version of the .bat for each mod

zinc steeple
#

no idea if this is just a game issue or a stalker mod issue

#

but anytime i eat the big canned meat it disappears

#

open it up

#

stick knife in

#

and i get one piece before it evaporates

#

little cans work fine though, aswell as every other food

#

oh and you can’t load the revolver in the shooting range, again not sure if it’s the mod or the game itself

opaque coyote
#

ty zig

molten pine
#

@opaque coyote hearts

opaque coyote
#

Ok so I didn't see in the update catalog or in the hotfix this mentioned but, whenever you try to use the actual revolver you can't load bullets into it.

#

so its straight up non funtioning

zinc steeple
opaque coyote
#

I think that one is an "old" revolver

#

Hence why it works

steel sail
#

Pog, a good "just in case"

zinc steeple
opaque coyote
#

that one is infact a "old" revolver

#

also a new bug to be reported

#

tried to buy pineapples from the shop

#

and it didnt actually give me them

#

as in when bought they just popped out of existance

zinc steeple
#

oh nice

#

you can still eat them properly though if you find it

#

the only stable food is small meat cans and cake 😭

#

actually i didn’t try to buy one it might not even

hushed moss
#

Just keep on reporting them. Im hoping to have time to look into bugs tonight

fringe drum
#

Looking at the latest version you uploaded here :
There is no AmmoContainerInfos entry for the regular MP412

hushed moss
#

I figured the rex loading bug was something like that. Just have no idea how i managed to do that.

Thanks for looking into it for me though. One less to track down

hushed moss
hushed moss
fringe drum
#

does it have the same row name ?

fringe drum
#

It's a lot of trial and error, been there

hushed moss
#

I mistakenly thought identical names were fine because alot of the native ones have names that read as the same but are actually slightly different

fringe drum
#

yes, they are number, incremended or with a _X whend copied from another

#

the rowname doesn't matter at all, unless you give the same to two rows Pecho

hushed moss
#

yup. makes sense. At least now I know.

fringe drum
#

But granted it's easier to figure out when actually working in unreal engine, from the outside it would be hard to guess

hushed moss
#

looking forward to mod tools for hopefully a dummy unreal project. even if its gonna mean rebuilding most the mod by hand

#

ideally well be able to add in our own data tables though for the game to reference though to avoid conflicts when we want to add new stuff

fringe drum
#

We will probably be able to do a merge on startup.
Basicall each mod will have its own version of each DT with only the relevant stuff, and on loading up the game, they get merged into the base one, one after the other depending on load order, and overwrite/add stuff as needed

#

This is how I would approach this, personnaly.

#

So if a mod adds 10 new weapons, they provide all DT with only those 10 entries, and they get appended to the base ones

hushed moss
#

that would make sense. and would allow mods like stalker which drastically changes most the stuff in iteminfos to stay compatible with most stuff

fringe drum
#

as long as two mods don't use the same item tags, no issues, and if two mods change the same thing, last loaded wins

steel sail
#

So wait, what was the pricing difference between before and Hotfixes 2?

#

Nvm, found it

austere sparrow
#

You're a hero, my friend.

wanton parcel
#

How do i fix this

#

happens on launch btw

steel sail
#

Is ti just stalker?

steel sail
#

Stuchoo, when you adjusted the harvesters respawn feature, did you quicken the respawn time for the rifts? I feel they respawn faster.

#

Also, the update page speaks of custom upgrades

#

I'm curious to what these upgrades are

hushed moss
hushed moss
steel sail
zinc steeple
#

started an ironman run on stalker nightmare and it’s making me suicidal

#

painfully reminded shotgun mimics fucking hurt

#

i blame the iron sights on the revolver and not my obvious lack of skill

outer oyster
#

yeah the old revolver kinda sucks to use ngl

steel sail
#

It has 60 dmg base, plus chp rounds that make it deal less than the PM

outer oyster
#

but atleast it has you collecting .357 even if its chp or fmj

#

that could be used for the rex

hushed moss
#

My goal was to make it on par with the PM.

Its meant to be a shitty starter pistol

#

Even if its worse than the PM, i like to think its more fun as a starter weapon

outer oyster
#

makes sense

#

agreed

#

its more fun with that then the pm as a starter weapon

steel sail
#

The only saving grace for a start is that the PM pistol is cheap

outer oyster
#

yeah but you still get a free repairable one under the floor and another one from the supporter pack

#

and 2 pm mags under the floor as well

#

over by the metal shelfs where it normally was

steel sail
#

Under the floor?

#

Really

hushed moss
steel sail
#

What?

#

Those have been the linchpin for the one life runs

zinc steeple
#

i think it’s kinda like

#

terrible for the increased enemies

#

i mean running and dropping a mag is magnitudes faster than trying to load shots back in

#

and then the revolver randomly closes on you

#

but to@be fair it is called nightmare for a reason

#

but it feels like more of a detriment than anything else

#

maybe if i get used to the iron sights it puts in serious work idk yet 🤷

outer oyster
#

I wasn't looking for them

hushed moss
hushed moss
#

looking to release another hotfix soon. Anyone have any other bugs they've encounted in 1.07hotfix3? This is what I've got so far
-Fixed excessive weight on 5.45fmj box
-Fixed low durability on night eye artifact
-Fixed low durability on shard artifact
-Fixed low durability on steps artifact
-Fixed starter PM and PM mags being reachable though the floor in vanno

outer oyster
#

so it turns out flares break the shop when you buy them

#

meaning you can't interact with them after they are bought

#

and i had to load back a save just to fix it

zinc steeple
#

had yellow durability

#

took it out

#

took the shot and it disappeared

hushed moss
#

both are likely more zero durability issues. Ill look into it

#

yup found them in my files. Both will be fixed in hotfix4

outer oyster
#

so the ammo count upgrade for the izh-81 only gave 2 more shells instead of 4

#

is this a glitch or a feature of the mod?

hushed moss
hushed moss
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Just uploaded another hotfix. Hopefully this is the last one for 1.07
Safe to update mid playthrough

hushed moss
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Just uploaded 1.08! This version adds a ton of music from STALKER Shadow of Chernobyl, while also updating for version 2.7.2 of ITR. See changelog below

-Replaced music cassets with stalker campfire music
-Replaced main menu theme with menu theme from Stalker SOC
-Various game difficult bug fixes
-Fixed pecho plushies not appearing.
-Fixed explorer paintings not appearing.
-Various other worldspace fixes.

light island
hushed moss
molten pine
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he playin the mod

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hes having a ROUGH time

molten pine
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bro I think you gotta buff the revolver

hushed moss
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oof

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if hes using the old revolver its shit.

molten pine
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How'd you separate "old revolver" from everything else

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I don't think it was made very clear to him that it was different

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he saw the MP412 in the store and said "this is a 10,000 dollar gun?!"

hushed moss
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the one in the store should be a regular MP412.

molten pine
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Yeah I get what you mean

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but he literally unloaded all 6 shots point blank and the guy didn't die lmao

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and I don't think he realized it was even a different gun

hushed moss
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ah yeah. theres still no way to change the look so i guess it could be confusing lol'

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but either way, I did it by creating the new tag .ini file, creating the new tag for the item, then adding it to all the info using the regular version as a template.

molten pine
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Maybe a more specific description might help

hushed moss
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Saedriss showed me how. I think it was in this chat if you wanna see how exactly

molten pine
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Nah that's okay, it's just cool that you did

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Still, even something as blunt as (this is not the MP412)

hushed moss
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yeah. Maybe something like "Looks similar to an MP412"

molten pine
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I recommend watching the vod to see what he thought. He seemed to enjoy it but he was having a ROUGH time.

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I hope he comes back to it at some point.

hushed moss
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the Stalker Enemy spawns make it really brutal

steel sail
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It doesn't help that Surplus makes the dmg (60) down to 45

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It's worse than a PM

hushed moss
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theres a reason I removed all the free PMs

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I kinda wanted the player to start off effectively unarmed. I figured itd be fun to have the player start with a weapon bad enough it could make the PM feels like a possible improvement. You can still use the old revolver in pervomay but yeah itll be a stuggle

steel sail
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Pay for advantage for Stalker Mod via Support PM

molten pine
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the world and game is already suseptable to being really hard, I don't think there's much reason to keep kicking them while they're down

velvet pendant
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Quick post before driving. Ive encountered a couple issues that im curious if they are known bugs or an issue with my game.
Weight light on watch is always white, never changes when travelling light or heavy.
Loose sunflower seeds in the world cant be eaten for some reason. Have not tried ones in a bag yet.

hushed moss
molten pine
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Making bullets suddenly worse is a bad way to handle it, imo.

hushed moss
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its damage is middle of the pack for pistols. THe reason its so bad is cause revolvers are akward as hell to use

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old revolver does 60 damage. the OC-33 does 57 dmg and the G17 does 62 dmg.
The Rex does 150 dmg and the Deagle does 195 dmg

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That said iirc the rex does more damage than the deagle in vanilla cause i think the devs wanted the rex to be OP

molten pine
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6 shots of surplus ammo is all anyone is gonna have with the old revolver

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And unlike a PM which can rapidly reload its shitty bullets, it's too weak

molten pine
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one thing I think you may have misunderstood when balancing weapons is that all the weapons do around the same damage

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per caliber

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It's an important balance metric because guns are more of the tools to shoot the bullets

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The rex and deagle should be relatively on par with eachother for damage

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and the old revolver should only be marginally worse

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the issues with the revolver should be in ways of durability, accuracy, firerate, anything that isn't damage

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when you nerf the damage, it makes the gun feel like fucking beans

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at that point, you might as well just give them the PM

glad veldt
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Just seems like a strange kick in the nuts to give you essentially an airsoft gun to start with

hushed moss
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fair enough

molten pine
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The change was a bit crazy.

hushed moss
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not sure id say its cruel. Its very easy to find a makarov to replace it with in the zone.
What I really dont want to do is make the Old Revolver better than Makarov. Its meant to be a starter weapon and the player is meant to replace it with a better weapon as soon as possible

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to the point where I'm think about trying to make it chambered in 7.62x25 right now

distant arrow
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I hope Ziggy helps get the mod back to where it was. It is indeed Ass at the moment with all the fiddling of the damage etc

hushed moss
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I've been very careful not to play with the difficulty of the mod

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THe old revolver is shit but so is the makarov. The goal was to give you a more interesting starter weapon, not a more effective one

hushed moss
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nothing has actually changed. The only things I've actually changed from when Ziggy managed the mod are sounds and mod compatibiliy

distant arrow
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Gotcha, when you mention sounds are you referring to the enemy perception of sounds or the loudness of the guns?

hushed moss
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neither. I havent touched either of those cause it would significantly change the difficulty.

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I added proper attenuation to mimic footstep sounds (so you cant hear mimics from across the map anymore), Made similar changes to fragments and phantoms, and adding a ton of music from stalker SOC to the game

distant arrow
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I’ll have to revisit the stalker save file!

molten pine
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Do enemies still have their variable health? Are the health values still the same for enemies? Same spawns?

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Oh and lastly, if you do decide to adjust values for damage, the important thing is that it's caliber wide for the most part.

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The biggest damage differences are from sawn offs to full sizes and like, Makarov PM to Kedr.

hushed moss
molten pine
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Makarov P+ to Kedr P+ is 64 damage vs 75 damage.

molten pine
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Oh and one more question

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the deagle does 195 damage per shot with FMJ

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what does the Old Revolver and MP412 do?

hushed moss
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Deagle is 195 damage. MP412 is 150 (might buff it), Old revolver is 60. Might change the calibre of the old revolver to justify it having lower damage

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I just have to work out fixing this first

molten pine
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Though I would make it like

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the same damage as the PM

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considering it has no magazine and is slow to reload.

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see if those work

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good news, he said he'd play it again

worthy light
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yippie

molten pine
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I recommend old revolver, if chambered in 9x18, be made to do 54 damage with FMJ (1.0)

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this is a massive buff over the current revolver in both ammo and in damage

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as currently you're likely using CHP which makes your damage be 45, with .357 rounds

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which is pathetic

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I recommend matching the MP412 to be the same damage as the deagle, or within like

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5

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give or take

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Also, if you do change the revolver to properly use 9x18

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I recommend changing the name of it to "Old 9x18 Revolver"

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That way it's very clearly a different gun

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@hushed moss

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7.62x25 also works but it looks a bit silly

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whichever caliber you pick, it just has to be in-line with the damage of that caliber

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magazine options will always be better for the same damage model

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the way I see it, the revolver is always going to be worse when it isnt doing significantly more damage

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(definitely cool though)

hushed moss
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yeah the reason i wanted to go 7.62x25 is cause the nagant revolver fires 7.62x28 which is close enough that i was just gonna use the name. Unfortunately i dont think I can fix the visual issue

past stream
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theres two revolvers?

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is that why my revolver i bought does shite dmg?

hushed moss
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Chippa Rhine can be chamered in 9mm so maybe ill use that

past stream
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also i see your modifying the revolver above? would be cool to see it chambered in diff calibers

hushed moss
past stream
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hmm, it could be cause..

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so, i still had 1.06 of the mod untill i updated it yesterday

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cause im getting into itr again

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i bought the revolver cause it was bugged and was 100 bucks in the 1.06 edition of stalker

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when i upgraded ig it turned it into the old revolver?

past stream
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idk, ill have to maybe buy a new one to test it

past stream
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regardless, still love the mod, a Subsonic silenced ak is the only thing keeping me alive in blotky

hushed moss
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welp at least now I know. The worst is when someone complains about a bug i had no idea about

past stream
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however you spell it

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ye

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huggies and i wish u coding luck

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and no lua errors

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i know nothing about coding

hushed moss
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actually, i dont know why you were able to buy the Rex at all with v1.06. As far as I know the rex shouldnt have showed up at all. It turning into the Old Revolver concerns me though

past stream
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i was however on the latest update of ITR

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when i bought it it had a bugged description

hushed moss
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yeah not surprised there were bugs. Im just surprised the revolver was there at all

past stream
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idk, it shouldnt be much of a problem now since the mod and game is updated

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guess i just gotta buy a new revolver

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im still sad i cant fan it like a cowboy

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no cowboy explorer

hushed moss
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yeah. Let me know if you have any issues on the latest version. if there are bugs I wanna know

past stream
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Yessir/ma'am

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one question

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is item drops still off or were they re-enabled

molten pine
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It's smaller

hushed moss
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yeah gonna try it now

past stream
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OH

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i just remembered now

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when i was playing with the stalker mod

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the mosin for some reason had a 10k upgrade to add burst fire to it

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i tested it in the firing range and it did nothing

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i can grab a screenshot in a bit

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burst fire mosin would go crazy tho

hushed moss
past stream
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ah

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Noice

hushed moss
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no idea how i managed to do that one. DT edits really put my brain into low power mode

past stream
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maybe you could piggyback off that bug and make a mosin clip upgrade?

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would be expensive as hell tho

hushed moss
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@molten pine Not perfect but I think its acceptable

molten pine
molten pine
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ones especially around firemodes do not work properly

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everything from "not working entirely" to "missing sound effects"

past stream
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augh

hushed moss
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aight its working

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now i just need to test what happens when you update and there are already .357 rounds loaded

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nice the game doesnt care. the old rounds just disappear

hushed moss
# molten pine Very acceptable

I have a question for you
Did you find that some items seem to just refuse appear in the shop. I can not for the life of me get the spetnaz knife to appear in the shop

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Also, if youre at all curious, I did a ton of analysis on enemy when working on weighedRandomEnemies v2.0. I was able to show mathmatically why Stalker Enemy spawns feel so brutal
https://docs.google.com/spreadsheets/d/1iASnxr97koeCgCMqHzaNEvjXh26cDRlVkudxebsvjAc/edit#gid=0

hushed moss
molten pine
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I can try and direct you but I don't have the code anymore

molten pine
hushed moss
molten pine
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Like in the starting bag

molten pine
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I guess the first thing would be to make sure the item is working in other aspects, then let me see it in the store (in the asset editor)

hushed moss
molten pine
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Can I see the category in gameconfig that the machete is under, as well?

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The "slide showcase"

hushed moss
hushed moss
molten pine
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One thing to try

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try replacing the knife instead

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if it doesn't work, then it likely won't

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Also, I think there might be two machetes

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make sure you're using the right one, if there is two

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I don't remember. I'm just going off of memory

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There was a lot of knives

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ITR 1.0 really left behind a lot of extra stuff

fringe drum
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The knives variation got added with 2.4.0, but saw no real use.

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I think they toyed with the idea of adding cuttelry as valid items with the cake, but gave up

hushed moss
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yeah looking for more machetes now. ill double check which one is in the bolotoki stash cause that one should be the right one

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theres only one "machete" in iteminfos tho

fringe drum
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GameplayTagList=(Tag="Item.Weapon.Melee.Knife",DevComment="Military knife")
GameplayTagList=(Tag="Item.Weapon.Melee.Knife_2",DevComment="")
GameplayTagList=(Tag="Item.Weapon.Melee.Knife_3",DevComment="")
GameplayTagList=(Tag="Item.Weapon.Melee.Machete",DevComment="")

Only 1 machete item.

hushed moss
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its possible military knife is the right one

fringe drum
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it's the basic knife

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Thing is, you may conflict with the fact that the Machete already is in the shop. But only gets activated for Early Access players

hushed moss
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oh thatd do it

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theres a similar thing with the new camos

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as far as I can tell, something changes in the BP for the camos when you download the DLC. I bet the same thing happens with the machete

fringe drum
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That is very possible.
That being said if you are hellbent on offering the player a knife alternative, you could use the knife2 or knife3, change their model, fiddle with their hurtbox in their BP, and make your own

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They both have their own BP, mesh & texture, so you can pretty much do whatever with them

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This is how I made the shield back then

hushed moss
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nah its just something I saw in the shop when updating Ziggy's original work, and the fact I couldnt get it working has annoyed me since

fringe drum
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They may have updated how they handle "exclusive" stuff between then and now

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Due to the supporter pack

hushed moss
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mightve. I dont remember if it worked before I took over

molten pine
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You have to edit the BP to change the damage, which is how I boosted all the melee damage

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I'm assuming this was done by stuchoo too.

hushed moss
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yeah the kitchen knife works like a normal knife exactly how you had it

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i dont think i have it in the shop though

alpine imp
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Hey there. I joined the discord hoping to find a solution to an issue I am having with the Stalker Mod? I am kind of stuck at the startup loading screen. any ideas?

hushed moss
alpine imp
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I have that, the pakchunk0-WindowsNoEditor.pak which I was told not to delete from the mod page on Nexus and the Winter Wasteland mod which according to the page should not cause any conflicts

alpine imp
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To provide further information on this, I launch the game through Steam and use Oculus VR not Steam VR. It launches normally but will not go past the initial loading screen. Just tips for the game cycling through and nothing happening.

alpine imp
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Tried deleting that too. No luck 😦

hazy nimbus
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i see an old 9x18 revolver thing mentioned in the patch notes?

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what is it?

fickle pivot
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its just an mp412 rex with worse stats

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and by the sounds of it takes 9x18

austere sparrow
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A gun that somehow manages to make even the Makarov seem like an improvement.

hushed moss
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on paper its better than the makarov. its the akwardness of using a revolver that makes it feel worse

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imo its still more fun as a starting weapon, even if players are gonna throw it away asap. and now that its 9x18 people can load P+ into it

fickle pivot
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i dont play stalker just because too many incompatabilities to worry about but based on stats i think id take the shitty rex over a makarov

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stopping power>more boolets

dry cave
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Hello everyone, haven't touched ITR or stalker mod in likely over a year. Planning to hop back in, is there still a good Google drive sheet that helps lay out all the Weapon and balance changes?

zinc steeple
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yeah for stalker nightmare the revolver is kinda too underwhelming

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if i wasn’t getting SWARMED it would be better

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but i need magazines to keep up with the onslaught

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also did you do something to 9x18 subsonic?

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it feels way stronger than it should be

past stream
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im making a medal comp for how many times i died trying to do "A Farewell feast"

past stream
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first clip was me testing a shotgun model mod i downloaded

past stream
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yes the ippo technique actually works

fickle pivot
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wtf is the ippo technique

hushed moss
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I love Sliders in Stalker Mod. Yes they piss me off too and make me rage. No I won't change it šŸ™ƒ

hushed moss
past stream
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Left to right tucking your arms in

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having your playermodel off

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your hitbox follows right under your head

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going side to side really fast screws the mimic aim

past stream
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ive legitamately never seen them walk untill i started seeing them more in stalker

hushed moss
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yeah it happens in vanilla. creepy af when they do i might add

austere sparrow
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With name changes and model swaps, would it technically be possible to add in a nagant revolver?

hushed moss
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we cant to a model swap and keep the MP412 at the same time. Initially I was gonna make the old revolver a nagant revolver (and say it fires 7.62x25 even though iirc its 7.62x38 or smthn)

hushed moss
fringe drum
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It can happen sometimes even without the mod.

zinc steeple
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if only we had speedloaders

past stream
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i agree

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The revolver felt like it had something missing, then i was like "oh right, speedloaders"

fickle pivot
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i think its in a fair spot rn

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damage is absolutely nuts

austere sparrow
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That's a shame, I was hoping it could piggyback off of your work on the old revolver, since you have it as a separate entity.

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Out of curiosity, what would it take to be able to add in new weapons?

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Is it completely unavailable without official modding tools?

fickle pivot
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iirc yes

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can only replace or do the "special" weapons that stalker has with the rex and scavenger has with the rare guns

hushed moss
steel sail
dry cave
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is the latest stalker overhaul update supposed to have a "!" in front of it?

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like the .pak

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wait never mind that was a stupid question ignore that

hushed moss
zinc steeple
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nightmare does not fail to live up to its name

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the Izh shotgun paired with buckshot is not confidence inspiring to take on fixing a leak

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i mean there’s just so many dudes

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i can’t decide if i just buy slugs or hope the mosin distribution system does gods work for me

steel sail
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Fixing the leak is the more "oh shit this is a nightmare" when doing nightmare

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even more so when you enter from the shortcut side and immediately met with 15 seeks and gunners

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My advice is to do around 15 runs of Permonvy for some decent loot, and maybe stealth around the Factory for a couple of loot.

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Nightmare demands someone to grill their steaks slow and steady, otherwises they set themselves on fire.

past stream
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im thinking of doing a challenge idea after i finish my current stalker run

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Supporter pack only run

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Restricted to only the PM, AKS-74U, IZh-81, OTs-33, and Mosin-Nagant

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Only sidearms being pm and ots-33 and 3 primaries