#Reclamation Mod Project (and other misc. mods)
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performance seems good
theres slight hiccups in vanno
rn im messing with oculus settings to see if i can get rid of the performance issues
great mod
it really creates a good atmosphere
i noticed a few issues though
the crier artifact from the banshee hunt mission doesnt make noise
the sound from the heli in bolotky is deafening
and the ambience in bolotky is a bit loud
other than that though its great
r u planning on changing the distortion sounds?
there is a mod that already improves it but im js curious
no, use that distortion sound mod
better shadows might need something beefier
needs ue4ss put in logicmods
little aliasy
@tough magnet
wym
i do feel like thats what a dying dude would sound like
but it doesnt feel right
maybe a patch to remove it would work
im givin feedback for reclamation
for what enemy
ima try ur new shadows now
hmmmm
yeah its down ig
oh nvm all of nexus is broke
funny thing is
I reduced the original sound clip by 80% of its original volume
There's something with the volume multipliers in some sound cues that just throw everything out of whack. Bolotky ambient sound is another one
thats weird
Ngl i dont like the voice lines at all id rather just have the old hunger sounds :/
I hope you guys realize when I asked you to test my mod, it was to test it, not just input your opinions.
But I appreciate it regardless.
oh mb i thought it was for feedback
i would upload the videos i got but the mb limit
you're good, i'm not trying to sound rude. im just specifically looking for constructive feedback, saying you don't like something without context or explanation as to why doesn't help me.
oh ofc i try to be as constructive as i can
theres no use js saying something is bad
i would list the good things i like abt the mod
theres js too many to list 😢
I do have one question, are the castle and kolhoz getting their own ambient tracks like the other maps?
kolhoz should have working ambience already
Hmm maybe i missed it, ill go back and check
also i would like to put it on the record that while 90% of the visual stuff is complete, most of the audio stuff is placeholder or still experimental, so like i said i do appreciate your input, but if you can provide specific examples or a description when you bring something up that provides a lot more insight.
ofc
especially for audio, because everyone has different hearing and uses different headset stuff
things can genuinely sound drastically different between, say, a quest 2 speaker, or a $400 3.5mm headset
i use a quest 2 speaker an most the audio ive heard so far is great
bruh
especially the anomaly
ill try it out
you'll know what i mean by difference in sound though, its stark
this is permovay
you can always just play on your phone speaker and then headphones and its essentially the same thing
The ominous rumbling is🔥
rly tried to mimic stalker vibes with that
on that note, is bolotky ambience significantly louder than permovay? i'd assume thats how both of you experienced it, going from permovay to bolotky
yes
aight
ig i can just reduce the volume in post
are either of you able to discern specifically what about it is much louder? the gusts of wind, the fauna, the ominous rumbling etc
or is it kind of a "sum of its parts" loudness
okay, i figured
you probably aren't hearing all the ominous sounds without headphones
but the ribbiting and crickets checks out
would earbuds work
yeah its just that the q2 speaker is basically a phone speaker
good to know
so u miss out on parts of the frequency
good mids and highs bad lows
i'll try and knock out all the audio stuff this weekend
great
the textures are fine as far as i know as well so thats good
besides that one vanno mod issue
yeah i'd have to specifically try and make a patch for that mod
way too much effort for a mod i've never touched
if most of the audio changes aren't well received by you guys, then i can remove it from the mod and keep things like the music and ambient stuff
as far as, for example, the screaming artifact not working; that's the type of issue i appreciate you pointing out. you two are essentially the frontline warriors for helping me improve the mod
that would make some sense
it scales with the ambient setting
think i did it a little too loud when i made it idk
I enjoy the majority of the audio changes and would love more if possible
gotta turn down the moans from the rift being destroyed too its insanely loud
like 20-25% quieter
think you can just edit the mixer in uagui
hold on
yeah the second one change it from .6 to like .4
ill try n set some time aside to clean up audio stuff
was there any visual stuff that blatantly needs touching up on
are all the zones finished visual wise?
haven't touched castle
so any changes from the other maps will affect it but otherwise, no. my save isn't far enough to go inside
removes the door mesh
i genuinely have no idea how stalker just removed the front gate
but this suffices
probably scales the mesh down really tiny if I had to guess
no it doesnt edit the mesh
dang
my work ethic has been pretty poor lately
kicking myself in the arse and booting up UE to work on some stuff right now
adjusting the volumes for bolotky level ambience, the coughing/grunting when you're low hp, removing the deadshot sfx + fixing screaming artifact
@tough magnet @silk echo have either of you two had anything to report back error wise, or if you wanted to share some thoughts go ahead
No errors that i can think of, the only feedback i have is i would love to see more stuff remastered
could you elaborate on what
i'm also curious what your thoughts are on the fall sfx changes, i used tarkovs
they're kinda beefy but sound a little like a horse gallop
ok hopefully fixed screaming artifact
who wants to test
theyre nice
id like to but i js got off work and am tired
if u could send the file tho id install
wait whyd u remove the deadshot sfx
that was cool
i was told it was corny
yeah, i suppose its subjective
i don't even use the deadeye so i was impartial to either sound really
yea
could just make it one of the optional files, i suppose
thatd work
really trying to avoid splitting hairs with people because i know everyone will have nitpicks
no yeah i agree with the sentiment
u can take recommendations but
i guess for example someone might not care for the sounds i made for entities
or maybe they find the amount of grass i have in my mod to be too dense, etc
i still have to find a couple sounds to change
the leaping sound for the spawn
it's like a 'woosh' kinda cartoonish sound
imo it was good but if u can find sum better go for it
what i'm saying is there's sounds i have yet to even find the correct files for to change
the spawn jumping sound is one of them
oh yea
that's one of the most annoying sounds in the game for me, can't locate it. rip
aw
yes i redownloaded just for her
music:
zack fox - boy im on yo ass & lets kick his ass
i made a video unrelated to itr
have we found any new graphics settings that are best for this mod
when I turned off tonemapping and whatever else r3mains did with the config
that was about it and likely all there is
alr
don't feel obligated to use it if you don't care for the changes of the config
i havent used it yet so im gonna try it out
it looks better than vanilla imo
From what ive seen i agree, still need to try it though
aight
have either of you two felt compelled to take screenshots or record some clips while you play
i got a clip but couldnt upload bc of file size limit
next time i raid a big poi tho ill record
and castle if i remember
you can always upload to youtube or whatever unlisted
there's no upload limit on yt at all
I have a few screenshots and i have clip recording software, did you want something specific?
not really
after my run should i stream another with rrp
up to you
any eta for the public release of the mod?
not really. i haven't exactly given myself a deadline and i've had less and less time to work on it
I'd say the mod is like 85% complete, maybe 5% visual stuff 10% audio tweaks and changes
nice, looking forward to the release. It already looks amazing
No worries
Seems promising good work
i make mods for Into The Radius VR https://www.nexusmods.com/users/146506038
watch stream im using it
I'll be on my pc in a couple hours I might check in
yes
not released yet
feel free to make videos once its out
Aight bet
fog distance changer edits the surrounding walls of the zones, wonder if thats possible without it breaking anything
thought about doing these concrete walls?
also the factory walls
tried
or least i havent tried messing with the material laters because it uses the plaster wall texture as a mask in factory, which is why they're bright af compared to permovay
i can probably take a look at the factory walls
did you not use the plant draw distance thing i did?
beyond that i cant really think of anything else
maybe changing fog color? dont think that really works
what if you tried messing with IntoTheRadius/Content/ART/Meshes/SM_ForestWall_ZUp
i like the scythe sounds
what about changing the loot crate textures?
im not just retexturing everything just to change it, just things I felt were necessary
Didn't see this. you made it a separate pak if I recall, I figured you already had it
hold on let me get it
i thought it would be nice to include in the main file
#1452184807818657965 message
here
are you still doing the artifact changes?
maybe, but it would probably be seperate
frenzyc was supposedly doing an artifact overhaul as well, so if he completes that and it's high quality then i may not follow through
mostly out of respect to the time he put in & also to save myself time
my personal life has severely handicapped the development of this mod so if there's anything else you would want me to take a look at this weekend or next, i'll try to work on finalizing everything
feels nice
did you try the broken down houses in kolkhoz?
also the swamp ambience at the helicopter needs fixing
otherwise i cant really think of anything else, im sure other people may have ideas
i forgot about the audio for the heli so i appreciate the reminder.
like i mentioned maybe you can mess with the outer wall mesh of the maps
idk what that would ential but i think i would be cool if they would be like
taller
already tried
didnt seem to do anything noticeable
ye
i almost wish i could give the fog walls collision
beyond that it feels good
i hate that they don't really work as boundaries but more as fast travel
bolotky is great especially
i know people would dislike that change though
yeah more of a bother
yeah i probably put the most work in bolotky
maybe next weekend I'll throw on the headset and try to just run through and checklist as much as I can
did you ever think about changing the map textures
I considered it, but there really is no point
The game is so incredibly small in scale that having the map at all is kind of pointless (imo) but I did consider removing the icons off the map
fair
having safe houses and shortcut icons be invisible would be neat
god the edges of the maps being a teleport/fast travel and then having 3 direct unlockable shortcuts to the main maps really ruined the games sense of "size"
yup
damn i really cant think of anything else
yea i feel as though ive mostly covered everything without a lot or any bloat
iunno
recreated /Content/ART2/Environment/Blueprint/BP_EnvironmentSkyBox_Radius_C
mainly just sets up the locations/materials of the radius and debris
ill mess w it tomorrow
Question. In @vital fractal live streams the anomalies sound different than vanilla. Is that part of your mod once ready, @smoky venture ?
yeah
These sounds are awesome. Great job! 🔥
think the issue is that all these materials' parameters are set in the maps themselves
not much i can do there
wonder what replacing the cloud tex would do
skybox is for sure yeah
you can replace some of the clouds but most of them aren't designed in a way to fit the environment
are*
yeah
theyre arent horrible as is
really hate kolkhoz
fucking eyesore
never actually got to kolkhoz on 2.0.0 think it was locked behind a mission
could you take some screenshots
unlikely ill be testing it any time this week
forgot
if I remember next time i stream
I messed around with the lighting again but didn’t really get anywhere
@vital fractal
so the helicopter ambient sounds
could you remind what it is so i can locate the issue rq
nvm i booted it up
yeah i see the issue
fixed it
@vital fractal dunno if you're still doing runs with my mod but i can give you the bolotky heli audio fix if you want it now
going to look at factory walls and all of castle prob tomorrow or saturday
if there are any other fixes or minor suggestions or what have you i can take a look this weekend and then wrap it up for release.
nah nothing i can think of
clouds were small, cant really notice the difference
feel like id need someone else to judge
im downloading your color edits, is it just a logic mod?
yes
its the same as the graphicsquality ini
i just made it a logicmod so i could distribute it in a better format
if there's any way to make the black levels higher (so darks aren't pitch black) then that would be good
like a reduction of contrast to some degree
could just be my headset tho
the light levels with tonemapper are good but its just that darks are too dark
problem in vanilla anyways
you can mess with the color levels ingame w the commands thats just what i came up with
still is quite dark
especially kolkhoz
just kolkhoz actually
yeah
no i agree
though i love the atmosphere
still need to fix those damn haybales too i guess
nah theyre fine
they're a pain in the ass
if it would be a pain to do
dont waste your time on them if you were gonna do something else
its a nitpick
i dont mind updating the mod later down the line and if truly necessary i can do semi regular bugfix updates or whatever post release
at this point im feeling a little bad holding onto it
1:50 in my stream today
shows the haybales i dont think theyre bad
really just wish kolkhoz was brighterrrrr
lod on bolotky factory
ive changed every color variable in the lightmap but nothing made it not red
if you have increased fog distance then they revert back to vanilla low quality coloring from vanilla lod
what does
bolotky factory
the brick
my brick texture is dark red vanilla is bright orange
not sure if you're familiar with LOD at all
just goog rq
might be in the mesh itself?
i might have made the grass a little too dense
think thats up for you to decide
only nitpick is that the grass doesnt render in the scopes and i have no idea on how to make them do so
isee
you're technically the playtester here so
if you think its a bit too dense i dont mind taking a look at it
or wait that was your edit wasnt it
if you're feeling that then do so and there can be 2 versions
for people who just want giga grasslands i guess
im watching your stream thing past 1:50 and honestly kolhoz looks really good with the amount of grass
does it affect your performance?
same
kolkhoz just sucks anyways
idk has a silent hill vibe that i really enjoy
my mod at least makes flashlights necessary to some degree
and night vision
if only flashlights werent bootyass
didnt you make a mod for them?
i dont think they're terrible, besides the lamps those are awful
yes
i still want to figure out what makes kolkhoz so damn orange
aint the lightmap
the radius
no idea
hmmmmmmmmmmm
ngl im actually impressed with how the game looks
who is this zefir guy
i've owned the game for 6 years btw
played and beat 1.0 in like 16 hours and then the rest of my gametime is from making the mod
hm
maybe i stream the game sometime
you've done a good job giving the mod some exposition from what i've seen
thanks
i think these moviesequences may be it
issue is that uagui doesnt support them
cant edit these
interesting
i dont know if i asked but what were the overall sentiments on the anomaly sounds, i more specifically the electric fields
HOLY FUCK
it was the levelsequence
im very interested to see what you have going on with this
yeah you cant edit them
i just ripped them from 2.4
not really much you can do
but i will use this because ive wanted it personally
same time
12
send it my way
hold on let me test the others
np
theres also ones for the tides but those prob dont need changing
only issue i can see is that the falling ash is not in the right place
its like 20ft above the player
atleast in kolkhoz
ope
i do kinda fuck with that
it makes more sense as to why there wouldn't be much ash in the texture pack
i mean could just remove it
nawh i dont hate the ash
im interested in seeing these changes for myself at some point
tomorrow or whatever if you want to dm it
sure
appreciate it
yeah this is good only issue is kolkhoz in specific has high fog density at the start distance and it gets bright as hell
Will you release this as a mod🙏
yes
i want to see if i can alleviate this fog
dont think the issue is the lightmap, i think its however the fog is implemented
okay
good news
all the global lighting/coloring of each zone is in these sequences
bad news
uassetapi cant process them and they have to be manually rebuilt in sdk
BUT
if that were to be done
then more intensive map color and lighting edits are possible
like
more snowy and bluey ass frozen wasteland
out
looks a little chilly
Like from the original frozen wasteland thumbnail🤔
exactly
@vital fractal you ever messed with M_AnomalyEffect_01 in WorldMaterials/EffectMaterial
its the material for the distortion
no
would you guys recommend playing this with STALKER or scavenger?
its just a visual overhaul, so it isnt really dependent on it, im doing a stalker run in my streams with this
I will def play it with scavenger im wating on it to play it in combination with R3mains custom items. A whole new experice. 😁
i have a finding
ive recreated them in sdk
means we can actually change them
little issue is that you need to edit the namemaps before you package each time which might get annoying but i have no idea how to call python to do that easily
we could do a lot with this
@smoky venture
i wont set this up for the cutscenes
more work
vanno doesnt have one it just alternates the lightmaps themselves at 20:00
stalker is less compatible with my mod
stalker makes a lot of random audio changes that i would need to put some work to make a patch for
that's all though
yup. its just preference. if you like the monolith voices and stuff then you can just roll with those changes.
probably going to finish it this weekend or next if there weren't any significant additions i planned on making
don't have a lot of time to work on the mod lately so the scope has narrowed
is that timeline the full day cycle?
Neat, wish you the best man
yes
coloring, lighting, and all fog
would love to have mornings and daytime be much more brighter but dusk and night time necessitate the use of flashlights and night vision
only thing that you cant do is anything that would be in the lightmaps
though you would probably have to tune it around your night vision i know you said it was blown out?
but in theory you could also put them in here
and edit them through the time aswell
like
time-adjusted fog density/distance
that would be great honestly
a lot you could do w this but i cant say id know what to do with it
lower fog during the day for those screenshots and fog at night for the sheer terror
only think on my mind is to make something for frozen wasteland
but you could do a lot
all this does is proceduraly edit parameters on components in the lightmaps, i just dummied the maps themselves with the components it needs and it seems to work
only tested pervomay
i'll probably be around my pc in the next 2 or 3 hours
theres some random components from other .umaps sprinkled in but i removed them mostly because they dont do anything
i can be done with this by then if you want to take a look
in my sdk though
uhhh i think i have the old version installed on my drive
im a big fan of the color grading increase as you get closer to the radius i just hate how contrasted it is
as i've said before about the shadows and black levels being too dark
i dont think that would be in here
more just overall visual design
and good old unreal look
yeah these are all in the lightmaps only exception is factory i think that 1 light at the military checkpoint in the main umap goes alongside this
you could edit literally
anything
through the time of day
moving radius or something
increasing light intensity would basically do what i want to solve
hypothetically
artificial light sources are almost always completely blown out, especially exterior ones placed over the landscape. just completely washes the texture out
like the baked lights?
thought they were okay
youd have to find it in the map and dummy it to reference it
really need to figure out how to python these map references though, no idea where to start
i am not well researched or versed in any of this
i've wanted to avoid using reshades because of the performance impact but it might be one of the few ways to easily accomplish relighting
reshade wont work for people without steamvr
?
ah
throwing this here, the indirectlightingintensity in the postprocessvolume led to the terrain being light while everything else wasnt, maybe a solution
everything is working but the pobeda fog and it was fine before
idk what i did
yeah that is something im interested in
i would probably lessen the effect displayed in your screenshots (looking at the grass and trees)
once i fix the pobeda fog ill get this exported
the names and references are so ass to work with they show up differently between the umap, sequence, and the designator in it
so i cant fucking tell what shit is actually supposed to be named
understandable
literally got it right the first time but now i fucked it
if you can lessen the effect maybe like a third on the indirect lighting (idk what time it is or how much else you've edited) but just a slight reduction in the baked lighting would do wonders
cuse im noticing the boulders in the back are pretty bright too
no im just trying to recreate it
that was an ss of a fucked version
ah
okay turns out i never got pobeda right
fuck me
holy fuck
the name for the component in the sequence is in the export information of the umap, even if the name of the component in the map itself is different
okay this bs is done
7am
150% fog
noticed the color edits you made changes fog to orange/yellow during dusk and dawn
i have actually got a semi decent trailer going i think
can't say i'm an editor by any means though
@smoky venture around 0:31 on my new stream shows kolkhoz w the old sequence
do you think its still too dark
that looks great
what i mean by black levels is like
i want to reduce anything that is so dark its seen as black on the screen to more of a dark grey or use indirect lighting to illuminate it
if you take a screenshot and reduce the contrast slightly that would recreate the effect of what i'm referring to
hmmmm
i need to figure out this fog aswell
game just needs a brightness boost without making things that are already bright, brighter
adjust r.color.min
I did it in my color edits but maybe not enough
The Reclamation Mod Project is a comprehensive audio and visual overhaul for Into The Radius (2019) with a focus on a horror-driven experience, inspired by the S.T.A.L.K.E.R. franchise.
ITR: https://store.steampowered.com/app/1012790/Into_the_Radius_VR/
My Mods: https://www.nexusmods.com/intotheradiusvr/users/myaccount?tab=mods
Song: КИНО...
Hell yeah

Cant wait to play it
Awesome video. Great vibe with the selected music!
Thanks. I knew I couldn't pass up on a Kino song about smoking 🤣
I mean, that’s just what the radius is about as well. So you hit it right on. I admit I like the tune. It’s got something to it. 🙂
@vital fractal perchance
unrelated to the screenshot but idk if r.DefaultFeature.AutoExposure has other options besides binary implementation but it has the potential to look very good
misc12=r.tonemapperfilm 0
misc13=r.TonemapperGamma 2.4
misc14=r.Color.Min 0.008
misc15=r.Color.Mid 0.8
misc16=r.Color.Max 1
this is with ^
still going to edit it a bit
attempting a STALKER mod audio patch for reclamation project
whats wrong with it?
stalker sounds are supposed to be quiet
fragment footsteps and aggro sounds are significantly quieter than every other single entity sound
it's not really a matter of balancing, it's either an oversight or poor design choice from ziggylata
i just recreated vanilla cues anyways
Please don't make seekers vanilla levels of loud in stalker🥺 🙏
dont know what that means
😢
if you're going to tell me to do something at least explain why
are vanilla seekers too loud?
Yes way too loud
In stalker they're like quieter
then i'll find a middle ground
they aren't supposed to be so quiet that you don't realize they're there, though, because I designed the audio to be terrifying
I admit that the seekers are a bit too loud when they scream at you as they run at you.
In vanilla they're loud enough that it was one of the reasons I switched to mainly playing stalker, each time I encountered a seeker and it did the scream I was genuinely worried if I'm not gonna be the cause of a noise complaint
Consider the fact that you're also advising me based on vanilla sounds
Do you want to hear the difference?
I can't right now
Unfortunate
@vital fractal completely unimportant but
the concrete fences are no longer bleached
so whatever other things you had in mind feel free to remind me
nothing else i can think of
Green radius looks great. Like a real place.
if i were to make an environment sequence preset later for this would you throw it in as a sep file
also did you get your shadow level with those commands?
sure, and yah it was just basic black level adjustments
should I try to make a vanno expansion patch..?
I'd have to download it and line trace stuff, then likely rip any meshes that mod uses that have new UVs
Cause I know it messes with a load of my textures
vanno expansion in theory always seemed pretty cool, default base is cramped
@vital fractal unrelated but could you possibly tell me if the screaming artifacts work next time you play (my save is not far enough yet)
it should be constant schizo whispers
they were working in the first version I used just not very loud
if I actually do another crier mission I’ll check again
but I don’t do those
multiple ways you could do it
take the expansion computer mesh, separate it and use the one that’s mapped right, then maybe make another material completely for the second floor meshes
i spawned on and they do work now
true
I could probably knock that out today then I'd really like to get this artifacts working. I might slip them in for Reclamation Project release if so.
would you have any ideas why snb edited the computer mesh, anyways?
it may be possible with the artifacts materials it has something to do with the amount of faces/edges on the mesh dictating the bloom, since the meshes are so small and have probably 6-8x the amount of faces as the default ones they're incredibly blown out
ig it would be the only mesh that is used once in vanno
yeah id think so
yeah it’s a show flag on the capture component
ok so ill update the scope resolution mod
and you can include the default 256x256 version in your mod?
also need to overwrite the elcan bp because it’s overridden in there
that works ig
if you want to mess with the color min-max to fit your headset and then send them to me i can probably find a middleground between them all or include different options
I mean the ones I made before are fine
only issue is just kolk feels dark
rest of the zones are okay
but if I do make sequences for this mod I can fix that
Is there going to be a noticeable performance impact?
with the mod as a whole?
yup
should be minimal or no performance loss depending on specs
most textures are the same exact resolution as the vanilla textures, very few are actually higher resolution
@smoky venture include this in the main mod, ill update increased scoperes to overwrite if using both
actually
fuck is kolkhoz so dark for
indirectlightingintensity is the same as bolotky
huh
still doing this bs with the fog
aight
i lowkey think the shadows are like
dont think changing the transform will do anything
confusing ass shit
ok bad news
the sun light is unmovable
and the whole entire scene lighting relies on it
the fog is overblown because kolk is just closer to the sun
hold onnn i think theres a param
aight
okay that aint work it needs to be moveable
but i thinkk i can edit the fog settings
ill do that tomorrow or later today
fair enough
ok i got it
pushed the directional inscattering of the sunlight back beyond the map
need to mess w it more
You EU?
Only 10am here, so unfortunately I won't be releasing it until later, when I'm home 
I've got my nexus mod page already written up, so luckily I can just hop on and upload it when I'm home
Is it going to include everything? You already uploaded some retextures earlier
Mostly everything. I kept a few texture/model replacements, like for the energy can as optional
@vital fractal unrelated but I did notice last night that the seekers use the same audio file for the fragment* aggro sounds but don't share cues, and I have no idea where the seeker cue is
What I mean by that is I was able to reduce the volume of fragments but seekers still play at default/vanilla loudness
I also noticed that your scope fix removed all my scopes from my weapons, so I'll have to leave that as a warning for mid save installations, and you probably should on your mod page.
strange
shouldnt have
anything change since the last version you sent me?
seriously dont know why it would do that w the scopes or else increased scope res wouldve been doing this the whole time
well i left it as a warning, not sure if it was a fringe case or not
not sure, only had scopes on my weapons at the time and didnt have time to fully test
@smoky venture
is this the lighting from the screenshots
yse
will test later
The ground in kolkhoz is significantly darker/grayer than on previous maps
is that intended?
yeah thats a thing
idk why
downloading this now
think it might be because the sun is so much more level compared to the other zones
why is the vanno shop ambience so scary in this mod😢😭😨
Just vanno? Everywhere is scary af 😄
I think this piano ambient sound is the most scary
Though i really like the nature sounds, especially bolotky
are so intense
like
the one before the one this week
the last 2 hours
i was genuinely freaking the fuck out
what happened🤔
@vital fractal might need to edit the seeker bp that uses the fragment aggro soundcue and lower its volume mult or something
hmmm ok
fragments/phantoms/seekers are all set at 10 volume multiplier in the bp but seekers are easily 4-5x the volume for whatever reason. i tried to mitigate it by lowering the overall sound
but yeah its like stalker mod where the fragments and phantoms are kinda quiet
the scream it gives when it catches you offguard right?
the aggro sound when they notice you, if thats what you mean
there is an aggro, idle, attack, death, and defragmentation (if they're a fragment)
all melee entities use the aggro sounds, like 7 audio samples
its in the bp
wasn't sure if it would be that simple as lowering the mult from the bp instead of just having the cue be low
yeah
but like i said all of the melee entities are also 10
so its odd that seeker is significantly louder
hmmmmm
there may be some explanation to it but you would be more likely to discover it than i would
could normalize seekers aggro cue and raise fragment and phantom to normal levels
weird because i looked at it in fmodel and it said 10
i also dont use stalker or anything tho
nope might be looking at the wrong one
stalker doesnt touch the bp
change the seeker bp volume
the sound it uses?
the bp
just edit the seeker bp
day 1 patch 2 incoming...

I'll be using the secondary module as the update vehicle
sure
this frozen wasteland thing should not be taking anywhere near this long
oml
i'm just declaring that since its easier to push updates through that then uploading the main pak every time
oml
the scopes dissapearing is just the PSO
becuase i fucked the mesh againnnnnnnnnnnnnn
so what you're saying is... you ruined my mod release....
kidding
fix and i'll upload day 1 patch 2...
thing is literally fucking did this the first time
and i reverted it for some reason
when are you planning on doing it
was about to stream
what res are those for? default?
i'll do it now if you plan on updating your mod page
yes
i keep the increased with my mod
nice
might be schizo but idk
@smoky venture I have not updated it yet, as I been playing it. I noticed some bullets being off texture wise. It’s only some bullets and the ones that lay around stashed (I assume). It’s bullets and buckshot that’s done it.
Just fyi
If I take them and let them sit out at Vanno, when I return the texture is back to normal.
that is incredibly odd, i have yet to see that before
thanks for reporting it
@vital fractal adjusted the kolhkoz train track sound
cool
has that ammo issue that mirabee posted happened to you at all?
i have not once seen that
nope
it looks like that shell is using default texture map for ammo
repackaging these as well as the audio changes
i guess we'll see if that was the issue
ah do you want me to grab my scopefix
ya
ok
try this pack and let me know if it works the next time you're on
if so, i'll update my mod
You are welcome.
Where do i need to put it in? I was using Vortex when installed.
It just goes in your paks folder. If you're using my HD Ammo mod, disable that and enable this instead
i guess you wouldn't 'enable' it in vortex. just drop it in IntoTheRadius/Content/Paks
looks like you've been promoted to bug tester
hope the scopes work
trying to gather the energy to test the scopes because im tired af
old people problems
Done, ill test it tomorrow.
where on the tracks does that cue play?
nvm
its still p loud but not speaker destroying
pso still invis for me
with your 1024x version installed
newest?
new scopefix works i just tested it
also tested the 1024 works fine
just deleted it and it works - this was after downloading the latest version off nexus
so maybe it was a corrupted download, not sure
my patched version works tho
i'll upload it in the morning
kolhkoz looks good though
you can see the radius with r.fog 0 or no fog in distance changer but honestly gradually seeing the radius as dusk hits is cool
I've had a couple instances of all the grass abruptly disappearing or reappearing in bolotky that causes a minor lag spike. I'll see about trying to get a video of it sometime tomorrow.
I can only assume all of these problems are stemming from vortex installs
1mb update
I gotta say you did a great job with the Bolotky ambience
ty
you will probably appreciate the progression of the different level ambiance
this mod boosted performance for me i think
I was able to recreate all the grass disappearing, but not it reappearing with a lagspike
Modlist when testing this:
strange
only happens on low foliage density, which means that medium or high density technically performs better haha
doubt thats something thats fixable
yeah low foliage could be the issue
i'll edit the mod page to say you should have high foliage ig
Im pretty sure i had this rarely happening before reclamation mod
@smoky venture the patch you gave me seems to have resolved the texture issue with some bullets.
it would make sense if it were a vanilla bug, the increased density and render distance would make the bug much more noticeable
not sure if the grass completely disappeared, but occationally there would be no grass or it would randomly pop up around me
the delayed grass pop-in is definitely a thing in vanilla when initially loading from other areas or saves, but I've never seen the grass all vanish afterwards
just curious zander but what are your pc specs
cpu, gpu, quantity of ram and speed (if you know it)
Top - bolotky. Super nice marsh I love how it feels now.
Bottom - kolkhoz, ground is slightly greenish but not even close compared to other locations
yea thats just kohlkoz lighting in a nut shell
It became even darker with that command
rtx 3060ti (late edit: 8gb model), i9 14900k, 32gb ddr5. ITR just doesn't run buttery because I usually have some other stuff open at the same time
hb got i9
darn, well you can revert with r.tonemapperfilm 1
fair enough. your pc is much better than mine
i noticed u added audio changers in the recommended mods
did u take ur audio chanegs out?
no, I never added anything to mimics on purpose
if you want stuff for them that's why I listed frenzycs or the monolith changer
alr
yup
Would it be possible to change lod colors as well?
yellow bricks are now more red and it noticeably pops when approaching
that's listed on the mod page, don't think there's anything that can be done about it, at least I have yet to find LOD textures for them
They might be baked onto the prefab mesh, idk
Genuinely welcome anyone to help figure that out, it's #1 priority for the mod
whats the res of the texture for the wall
if its the only one that does this maybe its the mips?
if its replacing the texture completely then it shouldnt
unless lods have the textures funky like that
lod textures would be their own files
weird
if youd be willing, a climbing variant of this mod would be lit too
so all of r3mains stashes are still accessible
what do you mean?
pretty sure dynamically climable environments or whatever, if that's what you're referencing, is compatible with my mod
love that pic of the hideout
genuinely no idea why scopes arent doing for me it was actually updated
manual override on the capture component instead of trusting the packaging
that is what i mean
ill try it out
i didnt know if itd replace the textures or usm
sum*
It is, im playing with it
might mess around with seeker and slider audio today
@smoky venture do you know of an "easy" way to replace a model from the game files with another model from the game files?
Is it possible to do this internally?
or do you need to export, convert, and do the whole workflow from scratch like anything else?
I'm wondering about replacing some of the "dry grass" (a,b,c,d,e) with some hogweed
ITR 2.0 has an updated hogweed model in the game files
you just reimport the model per file yeah
wdym?
if you have an fbx or whatever of your grass
other than maybe in uassetgui, which i don't think it would necessarily work because the meshes are baked into the uasset, i don't think you can change these internally
if i understand what you're saying correctly, the fastest way would be to just extract the psk and then convert to fbx in blender; then import that mesh for every grass mesh you want to replace
you'd obv need to do that for the textures as well
I tried to import pskx and gltf files
neither worked
I've never used blender...
sigh
you export from fmodel/umodel as psk, then export from blender as fbx
...blender?
yeah
🤷♂️
blender is awesome
when you do export to fbx
make sure you change
Forward to -Y Forward
Smoothing to 'Smoothing Groups'
how do I do the texture
I have a png
do I just need to drop that into unreal on it's own?
so all I've done so far is replace existing assets in their existing file path locations
but If I'm replacing a model, where does the texture png go?
and naming?
I want to replace, say "dry grass a" with the model for hogweed
you just want to replicate the same naming mechanism of the files you're replacing and then drag n dropping into your ue project with the same file path
I'll rename the hogweed model to be "dry grass a"
so for example you'd have your sm_hogweed.fbx which would be your mesh, and t_hogweed_albedo, orm, n etc
so does that mean the png texture is also like "dry grass a"?
I mean I know what it says, I just don't follow the logic yet. because I'm not replacing one file - I'm replacing two - a model and a texture
yeah its the same exact process
Bush_01 is the 3d mesh
so if you wanted to replace hogweed with that you would name your 3d hogweed model Bush_01 and import it into your ue project under content/art/envir/nature/bush01
and then if you wanted to replace the bush texture with the hogweed texture you would take your hogweed and rename it per the texture and normals
take note that you have to create dummy versions of materials as well
do you want to hop in vc?
I'll probably ask again later
I'll be swamped and travelling in the next week
I thought I'd just poke around to see if I could do what I wanted fairly painlessly
but it seems like it will require more reasearch and tools
its a lot easier than you're thinking, it would take maybe 10 minutes to explain the entire workflow
but its up to you player
I won't have time to do it though, so I'll have to revisit it later
I gotta eat and do some other things now
no worries gamer, figured i'd offer since im free atm
zefir js a chill guy
i need to get these artifacts figured out
the materials for artifacts are so fucky. the amount of bloom changes per map
and the bloom is seemingly only applied to some edges or faces of the mesh
don't quite understand the logic behind its lighting conditions
oh god
@vital fractal i found the LOD textures
its worse than the default ammo
all of the LOD textures on a single map are uv mapped onto a single texture Stare
FUCK
this is so insanely demoralizing to even try to attempt
wow
genuinely might have to brainstorm with some of my friends how to go about this, if its even worth the trouble
new anomaly discovered
reclamation project 2.0 update i guess

