PDA Question -1 reply

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I didn't make it!

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#1 12 years ago

Alright, so let me preface this by saying that I have been playing and modding since SoC came out. I've never done anything original, I just like to tweak others mods for my own use. That being said, thank you all who do write the original mods. Thank you everyone who did anything, from ABC and OL to making simple weight limit mods. I would be very very bored without you all. I have never been a poster here through the years, only a silent observer. Which brings me to my next point.

I cannot, for the life of me, get map_spots.xml to do what I want it to. My frustration with it has driven me to post here, and I was hoping you all could help me.

You see I feel that the mutants in CS are completely killed (in terms of scaring me) by having them represented on the PDA. Half the fun of SoC was running into a pack of snorks in tall brush and only being able to hear them before they took a leap at your face.

I for sure want to remove passive mutants from the game, but if at all possible keep mutants that are moving to take an objective on the PDA. Ill settle for nothing on the PDA if thats not possible. I'm also considering doing the same for bandits/renegades, but its not as important to me.

I've seen the PDA modified to not show hostiles within other mods, and i've tried to extract just that, but it never seems to work quite right. So if anyone could give me some guidance here it would be great. Thank you all again.


Pro-Filer thinks I'm cool!!

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10th May 2008

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#2 12 years ago

As far as the PDA goes, Dancalx should be able to help you with that. He was able to remove all those pda spots for his own mod "Horror Mod" He made it so it only shows stashes, quests, sos info, neutral and friendlies. No enemies or mutants. I think he removed the exit symbols too.


I didn't make it!

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#3 12 years ago

Sounds good, I guess i'll toss a message his way.

Also i'm currently using your mod for CS. Being able to stick stick the MP5 in the pistol slot makes my day :p