Hi all, Just a quick note to let you know I've started work on the new Horror mod for clear sky. As soon as gsc get thier forums back up and running (unless its my end) you will be able to follow its progress there. I will be looking for suggestions and ideas for the mod and also team members since having a full time job and making a mod on my own became quite tedious last time around. The fog will be back! but im also going to do a non-fog version for anyone whos interested. Anyway im of to bed now gotta go to work in the morning (stupid Woolies) but i'll check back in tommorow :) Dancalx
more mutants less humans. way less ammo.
sasha;4571827more mutants less humans. way less ammo.
Way less ammo is already on my list of things to do :) Im also trying to make it so that the Npcs can run out of ammo and have to loot corpses to get more Its something ive implemented just about twenty minutes ago but is going to require quite a bit of testing and adjusting so I don't end up with mutants chasing unarmed stalkers allover the place.
I didn't make it!
Can anyone tell me how to change the amount of ammos the player can loot ? (What files to modify)
And for your mod, a good idea would be to give the player more low quality weapons. In CS, you can quickly have a great weapon, in SoC, you had to fight hard to win it.
It has to do with this file > death_items_by_communities.ltx It's all in there as far as what can be found on a dead NPC. The thing about weapons is that all you have to do is repair it and upgrade it. A crappy stock AK-74 in CS can be pretty dam accurate once fixed and upgraded. I was able to get one before leaving the Swamp and upgraded to max accuracy allowed by the Clear Sky technician. When entering Cordon, I picked off quite a few before making a run to Sid's place. It really helped since I had found the PSO-1 scope in Swamp.
Dancalx;4571851 Im also trying to make it so that the Npcs can run out of ammo and have to loot corpses to get more.
Who, please do share!
there's this one thing that would be really awesome man.. instead of just having the same fog throughout the game, it would be dynamic. thicker fog during rain (like, really thick, field of vision top 10meters) and fog easing up a little during the afternoon. thicker fog that forces one to use the map to find your way through would also have a great impact on mutants. listening would become a very important part of the game
For a horror mod, I feel it would be best to muffle the faction wars slightly. Not remove entirely, but slow them down somewhat (especially that damned Bandit base that respawns completely every time after clearing it out). After all, one can hardly waste manpower on far away objectives when there's the ever-present threat of a mutant attack.
Yeah any mods you guys make need to first focus on toning down the super-quick respawns of factions. I think it's ridiculous how fast they respawn. I mean hell I go and wipe out all the Military in Cordon and just as I kill the last guy, the first guy I killed is respawning already and you're talking maybe an hour in game time. All those who were complaining about the PKM being alive, no it's doesn't have a ghost NPC there, it's just that the first dam Militant to respawn will run up to the PKM to quickly shoot you down should be out in front of the base looting bodies and such. It really pisses me off!!! Anyways I know CS will get alot better with time because of the mod community and I'm all for changes. So good luck guys. Any testing you would like done, let me know. Also would there be a way to edit the stationary guns to at least give them a condition like a normal weapon. All that firing, plus the fact I've killed a couple guys where the PKM stands, using hand grenades. The PKM should at least be un-reliable to the Military guys now, at the very least.
to bad u cant take the pkm with u!!!