Not even a torrent available? Seriously?
Not even a torrent available? Seriously?
Question. I have Dust installed alongside pretty much all my QoL mods. What happens if I install this on top of all that crap? Will I still able to choose between FNC/Dust/Vanilla or I need to activate/deactivate stuff around in FOMM prior to installing this?
Does this conflict with the Outfits Addon for CoC or both can co-exist?
Will that Jenn Hale character have an easter egg line in which she says "I should go"?
I wish Duga-3/Chernobyl-2 was ported in SoC/LA:DC.
Ah, that's too bad, so there is no hope of merging the two mods toghether to get the best of both in the same package?
Thanks anyway, I will still try out HCTM, especially for all the new maps as some of them were not in B2F.
Not sure if it's yet another bug of X-Ray, but at the very end of LA (when you're supposed to meet Ghost outside X-2 in the "Generators 2" map) there is supposed to be a flyover cutscene of said map which then spawns the player back in Cordon to start freeplay. However, despite having full health, full hunger and full thirst, as soon as the cutscene starts my character dies saying that I need to fix my thirst/hunger problems, screen goes black, snooring audio samples play in the background, then after a while the ui reappers with the clock going incredibly fast but nothing happens and can only reload a previous save only to have the bug happen again.
So, the install notes say that you can install this on top of B2F, but how does it actually work? Are the features from this going to apply to B2F aswell? I'd love to play with accurate historic B2F stuff but using the features from HCTM.
Ah, so basically he's just recording video clips of it that you will then only use with voiceovers and the like, correct?
That's a shame, I thought they would be included with all their assets, but unreachable via normal gameplay. I have tons of complete dialogue scripts for potential questlines for canon stuff that never made into any FO game, would've been interesting to have a chance and see them come to life.
Anyway, thanks for the update.
A shame those worldspaces won't be actively explored. Hopefully either someone will make some mods using them or at least provide 'coc xxx' codes so that they can be explored on our own, even without quests or anything.
Simple question. Are the new vehicles (either cars, planes, bikes, boats) going to be "historically correct" or they will be modern ones? I mean, the game is set in 1991 (or around that time anyway), having 2017 cars in it would feel out of place.
I could suggest the accurate ones for the time period if you wanted to.
What a delusional waste of everyone's time.
If Change.org had any relevance, the world hunger issue would've been solved by now.
THERE IS A GOD AFTERALL.
I play on master. I wouldn't mind if only some "special" monsters would be spongies like bloodsuckers and other medium-large sized ones but everything bigger than a cat or a mutated rat is tougher than a brick.
You would expect to kill a dog with a single shotgun shell at point blank range but nope, at least two or three before they go down.
Don't get me wrong, I'm liking the overall features of your mod (especially the fact that all enemies now go down quicker, I find it really stupid that in 'vanilla' LA you need something like 3 or 4 full magazines of AKM with AP rounds to kill a single zombie, even when landing all the shots to the head), it's just the lack of ui that bothers me as I don't share that '100% immersion or bust' mentality.
It's not a bad thing that people want to play with less crap on their screens, it's just that I personally prefer it that way.
I guess my "issue" can be solved rather easily, but I have no idea which are the files that I need to remove from your package. Would you mind pointing me in the right direction? Because I would like to keep the new blue dots for dead bodies and the new compass you added on the minimap, but revert the overall ui back to the stock LA one, if possible.
Sorry in advance for being a pain in the ***.
Thank you, it worked. Do you know by chance what file to edit/remove from this mod so that at least the rest of the ui pops up again? It's the only thing I'm not interested into but I can't find a way to re-enable it.
In which folder are these files even supposed to go? A little more information wouldn't have hurt.
May I ask why why the Zombies don't go down before receiving 3 or 4 full clips of AKM with AP rounds in the head?
I get that playing on Master shouldn't be a walk in the park, but this is a bit ridiculous.
I just finished my first playthrough of Mass Effect Andromeda, I thought I could rest a bit, but nope. The Zone is calling.
It's been a hell of a ride, thank you lads. Never played Lost Alpha despite being available, wanted to wait for the DC to get the full experience.
I guess now it's time for Lost Beta (Clear Sky) and then Lost Charlie (Call of Pripyat).
Amirite? ( ͡° ͜ʖ ͡°)
I'm a modder and that's not entirely true.
Sure, most of us don't do it for the "glory" but because we want to customize a particular game to our own liking and/or needs.
Then, if once released the mod is liked by the community, it's a giant plus.
But in cases such as this, it's a legitimate question to ask why exactly this particular mod was made. Maybe he likes Duty so much he wanted to have more of them in the game, but removing content that actually works as intended is never a good thing.
I'm not familiar with Stalker and its structure that much (as far as this game goes, I'm just a regular player that loved vanilla SoC to death) so I'm not sure how "flexible" the game is and how hard would it be to simply spawn more npcs somewhere else entirely and give them similar routines to other factions. But I mean, it's not like there's a shortage of areas to "colonize" with the stock CoC and its huge map, which brings us back to the initial question:
Why remove an entire faction to make space for yet another base of another faction? It's just silly.
For people with arachnophobia, are the spiders possible to patch out (or switch with something else)?
Not really as I haven't played FO4. But I do know for certain that immortal npcs are in FO3 and FNV aswell, childrens and companions can't possibly die via normal gameplay unless you use mods or play at hardcore difficulty in the case of companions.
I thought it was just a matter of preventing them to break the game by dying or something.
If left completely unchained by any form of scripting, could a random npc potentially decide to go on an adventure of his own?
I'm pretty sure throwing nukes at childrens and companions doesn't kill them, unless playing HC difficulty or with mods. There's a toggleable flag called "essential", have you been living under a rock?
Why don't you just make story-relatd npcs immortal like in Fallout? That way you wouldn't have to bother with having to worry if they jump in a pool of radioactive water or not and could keep the "unscripted feeling" you talked about.
I remember seeing a long time ago a no-spiders patch (though I have no idea if it was official or unofficial) made to help people with arachnophobia and allow them to enjoy the mod.
Will it work with the final version of the mod or a new version of it will need to be made aswell?
Best news so far!
I noticed that if they were bugged and didn't spawn, it doesn't matter how many times you reloaded a previous save, the only way to trigger them was to restart the entire mission from the very beginning. So thank you very much for this!
Yes, but why can't we do it? Is it missing or is there some obscure setting I'm not aware of that let's me return grenades aswell?
Nice to hear about 1.1.
Just a small request: I'm personally having troubles with loading some of the maps (The maim menu simply bugs out and there are no new missions to start and most of the campaigns are gray and not accessible). Is it possible, when the new version is out, to release also a complete list of the codes needed to launch each map separately using the console?
I mean, when I couldn't finish map_stalingrad I just skipped and loaded map_leningrad for example, but I don't know the names of all the missions plus I don't know the chronological order they are meant to be played.
tl;dr
Is it possible to have a small list of all the map_xxx codes in chronological order? Shouldn't be hard to write down a bunch of names..
It looks a lot more polished than many other similar games. But that's the problem. It's just another survival game with crafting. Ye, no zombies for once, thankfully. But it's still the same concept. Only with a Death Race feeling.
Anyway, good luck with the development. I'm curious to see the final result.
ChaosZeroJK
joined
This member has provided no bio about themself...