#Reclamation Mod Project (and other misc. mods)
1 messages · Page 3 of 1
Just ingame settings atm
this pretty much only goes out to r3mains unless anyone else is acquainted with modding but
i need ideas for alternative materials to use for artifacts
might try my hand at making the artifacts more industrial looking instead of... video game crystals?
unless i can manage to clone and edit the original artifact material to make it function drastically different
I think ITR2 has some very industrial looking artifacts https://into-the-radius-2.fandom.com/wiki/Artifacts
yeah from what i've seen they look pretty cool
but tbh i wasn't sure if other people felt similarly
🤩
try that
theres
PrizeGlow, UVMult, ExponentIn, RustAmount, WindSpeed (S)
which i feel like could all affect the emis
nvm
also cant edit materials
only instances
epic
pretty sure i just have to work the geometry around it
some of the vanilla artifacts look terrible too
thats cool asf
personally i felt like the artifact material on the guns/armor was kinda.. egregious
what parameters did you change
did them wrong
think it was movementscale
.005 default idk what i had it on here
its not prizeglow
should i be editing these parameters in uassetgui?
wait im not done
think you can edit them in a mesh? idk
still need to figure out what controls the emissive
would love to have artifacts that have subtle movement to them tho
would make them feel a bit more alive
movementscale
otherwise i'm about to start giving them materials that are not artifact related, like rocks
might have to uvmap ig
would it be possible to edit night-eye so its a toggle instead of needing to hold it in one hand? i was curious about that
otherwise its pretty bad as soon as you can buy nvg, and steps aren't very good either
regen is really the only artifact which matters
would have to recreate the whole thing
TempMin and TempMAx
1387.0398>9774.313
reducing the max to like 4000 was nice
are you editing the parameter in uasset gui or what
relinquish the forbidden knowledge
yes
is it already there?
erm
yeah reduce TempMAx to like 4000
and edit MovementScale i think
for the wacky movement
i would only want the most subtle amount of movement
its at .005 default
even then
think in the vid it was at 3
it might mess with your stuff
i dont want my changes stepping on the toes of your mod ig
fair enough
harvester doesnt look too bad
only issue would just be any refs that arent there due to sdk ness
idk whats going on with the btr though theres like 5 different bps in the folder
making the btr fly
actually idk what will happen if i do the btr
theres a ref to a navmesh
and idk what will happen if its fucked up
so where are you adding the row for these parameters
@vital fractal
ALSO
since you made the light sequence if you want to send me a skybox image i will use it
this is the default skybox
no idea
dont think it uses one tbh
without the clouds theres nothing there
i see
is that asset with the parameters already added
uassetgui sucks so bad to interact with my god
erm...
regen & unknown, grail & crier, helix & heavy helix, broken shard & shard
heavy ass helix
helix the one that looks like a knotted bun
i doubled the amount of movement
its barely noticeable but super nice
it would just be nice to be able to speed up the movement and not necessarily the amount it moves
still working on steps + night eye
plus all the late game ones ig
oooh
yes
putting out a quick patch before i leave
fixes, what i'm hoping to be, all of the texture issues related to dynamically climbable environment
you can still use oldallmaps
actually i updated it with the same sequence i sent you
did you make the ground brighter or is it just my new sequence that made it brighter?
if i can mess with the btr i have plans
plans beyond measure
also making it fly
Attack helicopter in pobeda factory mod when
no way I'm adding a flying btr to my mod but feel free to upload that for yourself
I just want a death state
genuinely fuck the btr
i was going to ask earlier if its possible to change the material of the body
its like a destroyed heli right?
prob
hm
always thought it was
could maybe replace the SK
when i did my armors the player sk was fully done so i could just export it
psk importer doesnt like skeletons
yea
if this works we could really do anything with the harvester
if all you want it a proper death then idk how i should do it
no idea what my limits are or really what to even do
maybe i can overhaul its behavior and make it a sep mod
ye i mean
the little spawns mod for it is solid enough imo, idk what other ideas you'd have for it
seekers and sliders need the most love when it comes to animations, they're so bad
i know a couple people that can rig and animate but that wouldn't be for a month or more
seekers need a delay/tell for their laser attack and also some nav mesh adjustments so they don't stand 1 foot in front of you when they need to attack
sliders idk what i would do with them but their attacks are very silly looking
idk what all i can with behavior
mimics are untouchable
removing the lod on these
or making it better
idk why but i cannot get this shard to have the slider mat only the broken one
also taking ideas for alternative materials but the slider mat is the one the rift uses, and the mimic/seeker materials look kind of mid
override in bp
yeah i tried and the model became invisible lmao
tf
im braindead ig
regular shard?
ye
weird
if that doesnt work check my ex61 entity mod i think the mat was different
fair enough
so the color changes on these artifact material dupes
how do i go about adding the parameter to adjust
i didnt even know that was an option
go back and open the new parameter and change the name/value
save when youre done
check the namemap to make sure the parameter has it
should
did you remember the param for the color shift
HueMin HueMAx?
or was that for the bloom
er that was TempMin TempMAx for the bloom eh
ima just hope that the shit chuck did kept the paramaters ok
bc idk how to work with a spline and uagui doesnt give me all that data
hueshiftpercentage
nah its not something hed know
i mean
it did
somewhat
it just couldnt actually recreate the code
but it usually does all the defaults and parameters in them
dont think this actually has an anim
yeah do that
what
fuck that
wait
hold on let me check something
hm
and removing that extra slot makes the mesh invisible
you can look
oddly enough the mesh for the broken shard has the extra material slot but its working properly
i cannot get this working
f
its crazy because I could have sworn I changed the materials to the mimic one, before
wack
ill finish harvey tomorrow
or firday
wanna play something
wonder if i could throw more effects on it
i plan to atleast give it proper hit effects and something on death
whats the material for the fragment sphere
its like the reverse of an artifacts coloring
/Game/ITR_art/Mats/blackSpehere
spehere
yes
lmao genuinely i need help
cant override it for whatever god forsaken reason
it looks good though
its gotta be a different bp, right
no

Reclamation Mod patch 1 canceled
some artifacts have different hand poses on different hands
in vanilla
Just now noticed this
looks fine
if it dont work just
skip
regular one is fine with the regular mat
bruh idk
...
can anyone with the mod take note of the volumes of electrical anomalies and then vote on this poll im about to post
1⃣ the volume is fine
2⃣ its actually pretty loud
3⃣ its quiet
4⃣ its TOO quiet
just need a show of hands
stupid thing
but theres this one instrumental to a song which i think would fit an itr mod preview perfectly
stupid thing? what
no me
my idea
is stupid
yk what ill just shush
dont think the food is included in your big reclamation file
at least the drinks r the original
yeah its an optional file in the rations mod
i suppose i forgot to say that in the description of rmp
it includes everything but the moonshine
ahh
i dont remember why i made it optional
i think because i have custom sounds made for the model of it
yeah if you wanted to use actual artifacts reskin then you could just download that without having sounds that dont match
that is why it exists
not sure if all my new content justifies making an update trailer
depends on how much there is
meh
i can either release it now and let people enjoy the surprises (lol)
or
wait the next couple days to make a video or something
i've got quite the migraine so i don't think i'll be recording anything tonight
unfortunately with a mod of this scale i can't please everyone. there will always be 2 people that like/dislike 1 thing
incredibly based
there is 1 thing im torn on
i rly like the new distortion i posted, but i also enjoy the original one in the mod
offer both versions
that shit looks lit
yea
js put urs in
but i can see why someone wouldnt want it
harder to see
though i love it bc of that
they're so easy to avoid lmao
i think most ppl would like it
fuck the haters!!!
thas what im talm bout
i need to design a new sound for the grail sound effect
the original one
@tough magnet i'll add my moonshine drink model in the next update
not releasing it tonight tho im tired af
Question. Is the Old kolkoz now included in the reclamation mod with Version e or is it still separate from r3mains?
@smoky venture kaboom
it includes old kolkhoz v2
you can also use the older version of it if you want
I’ve been theorizing for the past like 3 hours what to do with the harvester
it will explode like the rifts
im think when it dies ill make it oscillate and scream for a few seconds, then explode with a lot of the rift effects
like the spawn effects
for my own balance changes later I want to see if I can make it spawn it shit
but in like a really ominous way
in a 1.0 esque way
That sounds awesome. Looking forward to seeing it.
nice
@robust grail
next time you're on your pc could you package these with your energy drink reskin mod, increasing compatibility with my mod (my custom sounds for my drink don't match yours) and it would allow others to just install yours over mine if they wanted 🙂
it goes in /Sounds/WaveCue/SFX/Things
you were the one who left the comment on my mod page about the electrical anomaly sound right?
I’ll take a look, but it won’t be for another week
I’m away travelling
Why are they incompatible? I just changed a texture file
its not that they're incompatible, it's that sound replacement I made to match the drink model replacement don't match an energy drink, someone mentioned downloading your drink on top of my mod and brought that up
the audio i use in my mod is closer to a pressurized seal being popped open, for reference
@tough magnet I'll be merging the drink replacement into my next reclamation mod patch, but in the mean time feel free to download the update for 'The Drink' on the rations mod page. It has significantly better collisions now
crier artefact sounds will be fixed for anyone having issues with those, in the next update
Yes
since the comment chain became kind out of control, would you say the ambient sound of the anomaly is too quiet? and not the zaps from when the player is hurt by it?
I gave the sounds about a 25% volume increase, across the board
old and new grail sound
Grail
Yeah the ambient zap is the important one to warn you that your in danger. I was having trouble hearing it over other anomalies.
okay, well i've increased the volume quite a bit for the next update
Zander - the ultimate mod tester? 😏
anyone who plays with my mod and reports feedback/issues is the ultimate mod tester to me 
^
ill be sure to install "the drink"
igu
just make sure to be on the latest patch and you'll have it
seriously cant figure out how to make it have an actual hit effect
the character spawning is a separate bp i could overwrite if we want crazier spawning effects
@slim stag pls let me know about electric anom and crier artifact when you get the chance
I'll put a few hours in tonight 👍
do we still think kolkhoz is too dark?
could increase the indirectlighting on the sequence
got the hit effect just cant figure out why it isnt dying right
ask @solemn talon
I think its fine personally - but maybe like a 10% increase wouldn't hurt
just during the day or overall
oh hm
could do like 20% brighter during day and 10% for night if that isn't unreasonable to ask
shrug
I wouldnt mind if it was as bright as any other map 👀
i mean
its dark because it doesnt have proper sunlight
i could increase indirectlighting a little but it wont leave it like other maps
probably not
The electric anomalies are a little better now. They don't get drowned out by distortions anymore, though they are still a little harder to pick up on compared to vanilla.
The new artifacts are pretty sweet looking. The regen seems to oscillate in time with your footsteps.
It also rolls around when you place it on a flat surface, so you may want to simplify its hitbox haha.
I don't have any cheat mods installed so I can't tell you if the crier sounds are fixed until I get a banshee hunt mission.
yeah, i'll be fixing it in the morning
i might mess around with the distortion and reflector volumes to compensate for the electric anomalies
i might redo the models on the triangle and star as well
maybe i do it now
thinking about adding a small amount of blue to the grail
spice it up a bit
I didn't realize how much the foveation settings mess up artifacts in particular until today.
Your heavy helix and regen models hide the issue quite well
(in the small chance you weren't aware of this, I tested and it, and it is an issue in vanilla too)
didnt even know this was a thing
harvester is being resistant as fuck to not just flopping over when dying
but i did get hit effects working
its on the sk itself
MAYBE BECAUSE MY FUCKING EXTRA RIPPED PAK FROM STALKER OVERWRITES THE GODDAMN BP
ITS BEEN LIKE 5 HOURS
i have done
so much bs
just becuase
i didnt check to see
ooooh
for what artifact
triangle
this is it atm
basically originally
i couldn't figure out how to deform a spring shape i made into an hourglass
this time i just said fuck it and made rings instead of a spring and then deformed it
nice
also changing my nvgs
cleaning up the jumbled ass code on them and making them work with scopes
and making them brighter
or not brighter
but light better
for some reason i couldnt figure out how to set a material of a skeletalmesh so i just duped the artifact mat to have less bloom
harvester reclamation project
true
shaped a little better
might switch the custom model i made for star for another stalker 2 artifact
though ngl i was a fan of what i made
damn i fucked up the harvester it aint moving right
okay harvey is working good
one of the functions didnt have a name in the analyzer but it was one or the other
does harvester only spawn in stalker mod?
and weightedspawns
spawns way more in weightedspawns hard
but i actually got on in pervomay in my last stream
right in front of my base
was stuck though so it wasnt really an issue
do they only sp awn in hard?
the hard version of weightedspawns
think theyre in the regular
but in the hard version they spawn in a lot
stars design i had come up with btw
wanted to make an 'artifact' cut diamond kind of design
ima mess with the modifier more
do we think splitting the harvester into 225 pieces will affect performance
i also fucked up my nvgs
i could make the harvester drop shit
what do we think about
hmmmm
im thinking of attacks i could try to make this do
yes
having it disappear with the rift particles but scaled up probably wouldn't be terrible though
i did make a lua mod for enemies to spawn shards when killed, but i couldn't get it to attach to mimic bps
and it wasnt exactly performance friendly because i barely know lua
weird
theres better ways for enemies to spawn shit
wonder if i could make an algorithm
thats basically what lua is
anyways the performance hit was checking for actors and death states
#grinding
would be cool for every artifact to have their own model now we're here
put in a full work day with these jesus
yo could anyone help me with the installation of the mod?
js put the main and secondary file in paks
did that
didnt work
uninstalled the game plus deleted all my previous mods
and didnt work for me
reinstalled the game
only put the reclamation mod files and the game looked the same
are you manually installing or using vortex?
manually
if you're manually installing can you post a photo of your paks folder
is it easier with vortex?
sure
when i get home gimme some time
our best and brightest minds working together
we'll get this figured out my brother
star, night-eye, neon, triangle, crier, grail
you're the guy from reddit that had installation problems tho right
yes I am the guy
You need to extract the files first and then put them in the folder. It looks like you just moved the downloaded zipped files in there
alright that did it tysm for help
btw maybi ask some questions about the mod?
probably won't answer immediately but go for it
So i seen the trailer on yt and there were these all custom weapons/reskins of existing ones.Is this a separate mod or will they be added later in the mod?
Chucks Custom Items and R3mains Custom Items mod and all their pre-requisites
make sure to also extract them from the archives! the .paks go on the Paks folder as Moxxie mentioned.
they're in the mod but I'm working on new ones atm. the ones in the chat.
those aren't in yet
ty update out layer today
Oh wait are you the one making the reclamation mod? The stalker one? Or is this a different one!
If it's the former then I'm loving it
I like the visual changes alot
ye
No worries. They're based on Stalker 2 artifacts
Tubular!
I had designed a couple original ones, which were cool, but didn't really fit.
Im guessing they'll be added next update of the mod
Yah. Later today probably
Question if I update your mod will that make it so I have to make a new save or nah?
No
Sweet
But if your artifacts are all jumbled you might have to rearrange them
Well I've been playing with the scav mod with my brother and a couple other mods so we have our artifacts organized
The artifacts will have new collision surfaces on them, take note of that for the future. There will be a little "invisible pocket of air" surrounding the item that let's it float when you set it down
What else is coming in the update today? Or is it just the artifacts!
Just minor changes
Your mod works really good with the scav mod and remains custom items it's rad
the mod is mostly feature complete
Only thing is it's hard to see enemies sometimes but that's just itr lol
It's fun
are you on the update that adds new mimic materials
it helps with visibility
The second module "patch" files are super small downloads, make sure you're always up-to-date
That's where all the new stuff goes, so you aren't forced to re-download the Main file repeatedly, anyways.
No clue I downloaded it basically when it came out
So I should redownload the second file?
I downloaded it with vortex! So do I like delete the second file and redownload it
Yeah make sure you have the new updates when they release
Yeah
No need to touch to main file. It won't be updated, so just hold onto it
Good to know I'll do that next time me and my brother play
Me and him have been swapping every raid we have our own kits and whatnot it's quite radical
very cool. i would recommend the "more missions to increase security level" mod to go with that
He's been using the slinger from the scavenger mod as his pistol while currently in using the pl-15 but I found a 1911 so I might use that
and "Nomad"
Well the shops disabled so security level doesnt really matter
Nomad though might be coop
*cool
it's not about security level it's just about quests
Unless you aren't doing any progression?
Sheesh cro been cooking in the back
edible artifacts mod when🤤
what do you think tastes the best
the stone flower artifact looks like it would taste like a cookie
Gimme the crystal
Ill eat it
these two🤤
im considering actually making smaller edible versions of these
what does this even mean
because the food blueprint doesnt have any code so i assume it would just work
they would all come in like a pack and would heal 5 hp each to make them useful
sour skittles
because the food items have a thing where i can change what they refill that being hunger health and fatigue (i assume)
Ngl looking at the artifacts they do look cooler but dang they look a lot bigger!
yes
at some point i will probably edit the hand poses and make them scaled to STALKER sizes
Yea! It would be cool to have an option to not have the new models tbh since this is my brother's first playthrough and I don't know how he'll feel about completely changing the artifacts and them being bigger, but alas it is what it is
They do look cool
Which one is regen? Since that's really the only good one ngl
Dang, sorry to hear that. I have no intention of separating my mod into individual mods (the ones that are released were prior to rmp being finished)
Regen is the spiky one on the very far left
the urchin
I would not consider my mod "first playthrough vanilla-friendly"
Well he's liking the game and in general the maps do just look better with the mod
I legit just downloaded it since it made everything look a lot more real
I liked the color
It'll probably be fine!
THE FOOD CAN HEAL and there is no mod for that?
maybe
havent tested it
was thinking of making the meat food items heal and the rest would remain like normal
because i dont think you can make it do two things
possibly even make the energy drink be drinkable multiple times and not despawning upon being fully used up
get to it mr man destroyer
now im not so sure because the vanilla food blueprints are empty
these food blueprints are powered by witchcraft ts pmo😭
@vital fractal can things from a blueprint be hidden or not viewable with uassetgui?
ohh maybe it isnt there because it isnt changed
like it was with the mimic weapon
I mentioned this b4 but this update probably the last update for the next month
yes
removing the random collider on the harvey
actually just making it not collide w the player
solid
also do you have any new ideas on what could cause it so i cant add new lines in uassetgui because editing it through the json is difficult
you can add new lines
it auto deletes whenever i try to save
do you change the parameters in them
before you save
i dont know, this is what im trying to enter into a new line and then what ive entered in a new line
where are you getting this row from
the food piece blueprint from the sdk
where i changed the foodtype from food to healing so its showing up
so youre manually adding a row?
i dont see what youre trying to do
idk if you have to copy them
might be missing namemaps
was trying to add the color temp parameters to blackspehere earlier to no avail
similar situation ig
same thing is with how much hunger the food restores
i cant change it if the parameter is the default value
for example on the pineapple it shows up
so im trying to add that row to be able to change it
im pretty sure i did it somehow with the mimic stuff
via json editing but it isnt working right now
well i cant find that row in any of the parents
it worked on the pineapple through jsons
js shows how cool pineapples are
hell yeah
rsh and papple
totally tubular dudeee
@smoky venture is there any ways to change the more visible seekers and mimics to blue? I have the Visible enemies turned to blue and your latest release 1.1a has been installed after.
rename the visible enemies to start with zz
so it loads after
yep
you can do that with any mod, that you want to load after reclamation project
Any letter combination thats past "ZF" will work, i.e. ZH_, etc
just so you know handposes are stored in a datatable which means that its all just numbers and the only way to see how it looks is to go see in game
yeah, I was messing with handposes in the past
the plan was to use the TP hand pose for artifacts aha
js lettin uk u got 2 links to the same mod at the bottom of ur mod page for rrp
the harvester ones
ye fixed
i'll add your mod to my desc
is it genuinely not possible for food to heal & restore hunger? just one?
just so u know tho ur mod isnt packaged properly for vortex or anything
its in "new folder (5)"
pretty sure because there is only one parameter that says how much it restores
what an odd limitation
this is awesome tho because i have so much canned food and always waste my money on syringes
solid mod idea brother
even if i potentially made it restore both health and hunger it would be either to op or not give enough hunger to even be worth adding hunger restoration to
I mean in that situation I would just edit the params for my personal liking which is why I asked
How's everyone feeling about the new artifacts?
they look too good🤤
should i make the artifacts oscillate more
wouldn't be much but im not sure if its currently enough for most people to even notice
The artifacts look awesome in game!
@worthy inlet @hasty zealot would either of you two have some free time to test a lua mod im working on this week? honestly just need to see if it significantly affects performance, plus a couple other things
I could do that! what's it do?
baseline, I'm trying to get entities to drop shard artifacts. I've gotten this to work for BPA_Char actors, like fragments and phantoms, but not mimics yet.
I'd like to extend the functionality more, or honestly, figure out how to translate it to a logic mod so it can be used with stuchoos MCM and allows for customization for people
the performance part is mostly just to see how intensive it is when its dropping artifacts, in say, the middle of a fire fight where you might be killing 5-6 entities in a short time span
I don't think it would be too intensive as KR ITR2 and (I think KR ITR1) both work fine. I'm happy to stress test it for confirmation.
the kill rewards mod for itr1 does not function. i had spoken to the author of the itr2 kill rewards mod and he said the itr1 modder who based it off his code never actually got it working but uploaded it anyways
shrug
I just went ahead and did it myself
I feel like something like this could be built off of Range Markers as a base.
Range markers uses "Bind Event to On Take Any Damage" nodes to spawn in the range measurement text. I wonder if there would be a node for actor despawn. If so, it might be super simple to do.
like this 👀
omg
what a purdy node
I actually just had a thought that could help with performance if necessary
Yeah its probably the same logic as humans kill markers in BP. Wouldnt recommend taking the lua approach. Nomad was meant to be lua initially but logic mods are far more capable and stable
Hit reload was nice but a ton of things dont work in lua
Yeah, I think translating it would be a good approach for getting my foot in the door with logic mods. I'll probably ask more questions in the future
Maybe I'll release the lua version and then start on the logic version as a successor
i mean the loot enemies guy did that without unity
context maker got all of em to work without the logic shi
should ask them
I made a working loot mod that does the same thing his does 3 years ago, it's not what I want at all
oh
I want it to have customization, and eventually MCM support
without having to edit tables and package every time you want to change something
thatd be lit
i had an idea to make some sort of small loot algorithim for when/if i can get the harvester to be bossfighty based off of common mod deps
I def like the new look of the Regens. The rest is pretty epic too.
this node is prob better for spawning in items instead of having them float
when does it spawn?
like
on destroyed?
its lua
i said this in the chat earlier
but anyways i've currently set it up to take the location of the ragdoll and not the actor and then spawn the item above it, with a delay
still nothing tho
when does it spawn it though
like on what event
bpa char seems to be fucky
i had to call a private function to get harvey to work
are you coding it in lua?
I'm using BPA_Char:OnDeath and BP_CharMimic:OnDeath
it registers and hooks on bpa_char but not any of the mimic blueprints, which is why i mentioned trying to track the location of the ragdoll when it spawns and using that instead
nah i dont really know it
hold on
maybe try enable ragdoll
lots of these are private for some reason it may have something to do with it
could also try onhealthend
i might need to wrinkle my brain a bit more
thought I had the sauce
was going to trigger the loot drops based off sound triggers, specifically the mimic screams
i was so certain it would work
instead my game blew up
debugging is devil practice
@smoky venture just a quick thought on the anomalies that you reshaped to this spikey shape. It looks great, but I think it should still have the blue hue it had before. It’s harder to tell them apart from the reflector anomalies. Just my take. 🙂
For some reason i can barely see them
i think they js fine rn
they still make that loud sound
and are pretty easy to avoid
Yeah, they're supposed to be less visible, they aren't exactly a threat otherwise. This was a deliberate choice.
And personally, I hate the blue.
maybe later i'll rip the original texture and upload it as a misc file
if you had ambiance playing at all, then it shouldn't be
the loops are multiple minutes long, maybe they just weren't playing at that duration
anyways theme for game jam is revealed today so im goin to be anxiously working on that for the next month
itch.io competition where people make indie games
I'll probably upload the music I write for it afterwards or smn
That's Alan
Alan, the lucid hot dog
im 90% sure oldallmaps for factory is fucked
i think theres an extra skylight that isnt edited from 2.7-2.4
or no?
idk
something aint right with factory
with the new Pak?
nah just with the mod
which i think you integrated
like
theres some ambient lighting that is not dimmed down during night
Can you take a screenshot
bad example
I haven't had time to hop on vr at all today to look at the new pak or anything, anyways
I see
does it look similarly blown out without nvgs
hard to explain
not exactly but you can tell that theres ambient light
Did you happen to take a screenshot without them? And have you noticed the issue from other angles/perspectives
I'm not sure what you could really do tbh
Curious to see it though and if it can be narrowed down
yup the skylight just isnt turned down over the time of day
i love having an official itr1 sdk
lol
also theres just his
debris
tf that is
eh just remove it
i fix
not gonna test it
we dont test things these days
just upload them
nah jk
and i need to get a vid for harvey
no its just factory is like that
kolk is nice with the fogwalls lining up with the actual fog
baked lighting on factory is just dogshit
yeah
i've been saying this since day 1 the lighting in the game is not great
but they did what they could i suppose
1⃣ the subtle schizo whispers are nice (no)
2⃣ its not schizo enough (yes)
another poll incoming for everyone
1⃣ VR headset speaker
2⃣ 3.5mm headphones (wired)
3⃣ bluetooth headphones (wireless)
ok
?
ok
i shouldve streamed today
wanna play with the
new mod
or i shouldve worked on harvey
i aint do shit todayyy
no big update just adding optional files that were requested since i have some free time.
If you ever make your custom items mod you oughta add zefirs as a snack🤤
truth nuke
1⃣ yes
2⃣ no
why
making one
thats a fighting game yea
I can use your artifact models for the edible artifacts right?
im confused as to how you plan on implementing this
like, custom items?
i mean ig
i did have a few things to say regarding this, not necessarily questions or anything like that
but that, it would be better for me to send you the models instead of just ripping them off umodel, and that if you plan on scaling them down to the size of sunflower seeds or relative scale then you will likely also need to reduce the quality of the models to accommodate for the quantity of them that will likely be spawned
theyre that high quality?
well yeah i modeled/sculpted them with a 6k-8k vert budget
is that a lot?
anywhere between 4-8x the amount of detail from the vanilla artifacts
idk how much of a rush you're in but if you can wait until after April is over I don't mind remodeling scaled down versions of the ones you want to use
to be optimized that is
Can't make promises before then, all my free time is going towards this game I'm working on
im in no rush
fair enough
what kind of fg do you play
fighting game?
the strongest battlegrounds from roblox👶
the what now
@slim gazelle is this screenshot tough or what
Why ask me specifically?
felt like it
"man destroyer 36" has subverted his question to you
the color changes and sound decrease for the rift are nice
nice
make the banshee artifact have a chance to play random enemy sounds
that wouldn't really work if people use sound mods
dont any sound changes not work if people use sound mods?
well yes but my point is that if someone has monolith voices and i base the artifact enemy sounds off vanilla then it would be drastically different
tbh though im a big fan of the schizo whispers, the screams from the banshee were awful game design
cant you just make it use the mimic sound file so it would auto adjust?
no because it's built from a cue
well actually yeah maybe
Just recreate the cue with enemy sounds ig
did u include the kolk changes I made
actually I don’t think you updated since I sent that over
i have not
i have a couple sound adjustments i want to make that i havent gotten around to before i update
slightly scaled down 9x19mm
should fit inside every magazine properly now
i genuinely think this is an issue with some of the weapon scalings themselves and not the ammunition
yeah
trying very hard to align this 9x19mm perfectly for every mag
idk why im feeling compelled to do it but hooray
mp5 and grach mags are perfect now
after april might go back and re-EQ all the ambience and monster sounds
could spend a lot more time clearing up the mixes for them
Hey how about you take some inspiration from stalker oblivion lost remake 2.5 it looks kind of unique and interesting
you'll have to be way more specific than that
i would say i drew most of my inspiration from clear sky and call of pripyat, to be honest
I mean I guess landscape, artstyle of the levels, the grass, the sky, maybe some of the anomalies, and other stuff, sorry for not being extremely specific but just try the game, how it looks gives it a unique look
basically I like how it looks so it would be kinda cool if you took some inspirations from it
I can’t show you right now, tough I think I can show you with pictures later today or tomorrow
sorry
when i get around to making my custom items should i rename all the artifacts based off stalker versions
so regen would be urchin for example
Pretty sure that would make alot of mods incompatible unless you remade every artifact in the sdk
permaybehaps
@smoky venture On the mod trailer, in the description you linked the generic a "myaccount" page instead of your account
https://www.nexusmods.com/intotheradiusvr/users/myaccount?tab=mods
thats because its everyones mod
holy aura
(i'll fix it)
no should be fine
just overwrite the rows in the user# dt
I was thinking the same thing but doesn't this mod load at the top?
So anything that changes item prices or stats would override it
no
cuz its not custom data
that would only be the case if there was another user dt that had the same row
maybe i do that when i make custom items or new artifacts or whatever
itr2 needs to look more like this mod in my opinion, its always felt to bright and not dead enough
since the blacksphere material is bright as fuck on mimics
what if it was just their eyes that glowed
i fear that it may be too little amount
Reminds my of Frenzyc's ITR 1 Style Enemies mod for ITR2!
those glowing eyes scared the life out of me more times than Id like to admit.
Oh sick, do you like that design at all? I might try to roll with that in that case
I was originally going to spend the next month or two UV mapping the explorers materials onto them so they look human
but it would be a lot of work and would stop me from working on other stuff
I love it! I haven't used ITR1 style enemies in a while, but when I did, those were easily some of the best jump scares I've experienced in this game.
If the eyes/visors arent enough to make them stand out in the darkness of my mod, i could also add it to little bits of trim on the armor
I was thinking originally "do the helmets" but that would probably make it too easy
you might also be able to add an emissive map.
the blackspehere has one already i think
its very bright
wont know how it'll look until i test though, i'll report back
Im thinking just the eyes might not be very visible
😍
if youre making the eyes glow or making them look human you might need to remake the hunter and police mimic models somehow because they are very low poly by default and dont have eyes
I already did
shotgun mimics eyes kinda look like stars and police mimics have angry eyes

kinda like that
Probably won't do just the eyes tho
designing the sound effects for this game has led me to a huge stockpile of useful audio recordings that I might also use for an update to this mod
but eyes only looks so cool🥺
you would never actually see it