Muzman on 15/5/2008 at 01:28
I got it from TBE's link after you mentioned it on the last page. PLRs realistic weapons for AMK
Quote Posted by steo
So many mods do this and it really pisses me off. The whole point of the 9x39 calibre is that it is subsonic and though it is a big bullet and should do a fair amount of damage, half the mods which change weapons seem to give it massive range and extremely high velocity which is not only unrealistic but it screws with the balance of the game, making the 5.56 rifles and dragunovs obsolete. I suppose too many people think 'omg why is the bullet so slow on the vintorez and why does the bullet drop so much? must be a bug, lets fix it'.
Yeah the Vintorez round doesn't drop as much as it used to.
Reading about it it does seem like the thing's weight was designed to make up for its lower velocity so it'd work out about the same 'damage' as a regular bullet depending on how you measure these things (I know little of balistics really). There's a certain amount of Rus pride in their fine bullet technology at play as well I'm sure ;) So they stick to the specs to the letter, and when it says effective range of 300m they think it ought to be in the game.
It's a bit like when the realistic mods for Battlefield 1942 tried to put in proper tank shells in the game, and they ended up best used to shoot down planes with, thanks to their speed and range, and the AI would do exactly that from across the map. But this is because the planes fly too slow compared to the real thing. Oh but if you speed them up, now the maps are too small etc etc.
On other matters; The mod also includes a lot of extra text, most of which isn't very good. It tries to inject an annoying amount of 'personality' into the proceedings. It doesn't help that the english version isn't very well translated, a lot of it being basically babelfished really badly and some conversations still just in untouched cyrillic. Oh well, points for effort I guess.
-edit- I'll moderate that a bit actually; it's the injection of personality into the Marked one that they seem to be doing that I don't really like. More random stories from NPCs, even in bad english, is pretty cool.
Koki on 15/5/2008 at 06:52
Quote Posted by Muzman
I got it from TBE's link after you mentioned it on the last page. PLRs realistic weapons for AMK
Oh I did... I guess it's too late to say it's not really PLR's Realistic Weapons for AMK. I mean it might be PLR's, but it sure as hell wasn't converted for AMK. Not properly at least.
Sorry.
Muzman on 18/5/2008 at 01:52
Oh, never mind. It's not too bad like this, so far. I can't get 9x39 rounds anywhere so I have to scavenge from whatever stashes I turn up or whatever someone is willing to sell me 'on the street'. I had to do both labs mostly with a nato rifle.
I got so tired off having no bullets for the thing that in between labs I snuck in to see Petrenko and bought some. I managed to run out without getting killed, and stangely most of my Duty friends didn't care unless they were guarding the gate to the bunker. The boundary guards at the entrance to the Bar area couldn't care less. But a whole load of pathetic Duty hangers on got mad on their behalf, and I had to sneak around the bar for a while after that. Hilarity ensues when they hide in the bar with me during a blowout.
The guys at the gate even forgave me and let me walk by for a while. Although now I have to go and see Voronin it's a different story. I just have to swing it so that Petrenko lives and will talk to me somehow.
Curiously this mod sticks to 'duty territory' pretty accurately it seems. Back in vanilla I got in a fight with an army guy out in the dog wastes and because I won Duty all got the shits with me the "murderer". But here, out near the entrance to Wild Territory I had to stab a guy in the face in front of the barricade guards and they didn't bat an eyelid. It's like the old west; "Take it outside boys".
Even with the over powered Groza it's very tough. I've got a SEva suit and some beads and whatnot and I still can only take a couple of hits, not least of all because the first hit leaves you reeling. Stumbling around trying to get behind cover like that is actually really cool. The damage of the weapons means that regular guys can survive for longer, so if arm the rookies and others I come back and they're still there. I've even seen Bes wandering around Army Warehouses. But most people don't last long against those friggen electro chimeras (I liked the original bloodsuckers better than most of the modded ones; they were a good balance of scary. The fact that they'd chase you across creation and were just tough enough was great. Other mods make them too tough or too territorial or both. The Chimeras in this are pretty good like that; spot you from a mile away and charge).
Bit nervous about meeting regular foes with Vals and Vintorez' and so on. We'll see how it goes as I head north.
Seen a few bugs; a few times the sun has risen on the wrong horizon and then suddenly flipped sides. There's that bizarro stretching effect too (as seen in the pics thread)
I've started playing with artifact 'modding', which is interesting. Haven't actually made anything of note, but they're all worth lots of money (not that I need money). Did anyone manage to mke the flamethrower yet? I first heard about it at Army Warehouses, but I had to see Screw and he died in the first blowout there. So there goes that.
Rogue Keeper on 19/5/2008 at 10:20
Ok, so I installed Stalker with Oblivion Lost during weekend, willing to try it out. I welcome many changes and return of original, as well addition of new features. But at the same time I'm dissatisfied with others. So far I explored only Cordon.
Started on Veteran difficulty, and it seems reasonably balanced. Some fights are challenging but it forces you to be cautious, precise with attacks. As in real life, it maters who manages to pull the trigger first and faster.
Bleeding can be annoying and fatal if you're out of bandages. It happened to me that I was badly wounded by pack of Psi Dogs near the tunnel to Dark Valley. There was only regular one originally, hey isn't it over the top to put a beginner against pack of Psi Dogs in Cordon? I barely managed to limp back to Sidorovich's place to buy some healing stuff and I had to suffer character's annoying sighs and bobbing all the way.
Sleeping is cool. Pretty dreams. There could been an option to sleep until dawn. Also, waking up starved to death is kinda ridiculous.
A-Life, I evaluate the changes in migration and spawning positively. Now there are more random, unique clashes between various factions and mutants as well.
New skins are pretty, they add much distinction to the game. I rate new sound effects very highly. Not so new music and songs of the stalkers. Playing instrumentals by stalkers sitting near the campfire was adding to the atmosphere, but the new songs are disturbing.
The night is pretty dark. In fact it's pitch black. On one side it's very atmosperic to be stuck in open area during night and just listen to all ambient sounds, shrieks, dogs barking, anomalies sparkling and someone shooting in the distance, while you see absolutely NOTHING around you if you don't have the flashlight turned on. At least I have some time to read new notes in PDA. However, at the same time it's not realistic that you can't see a damn thing around. Your eyes should adapt to darkness and you should be able to see at least outlines of near objects. I didn't experience full moon yet, so I don't know how the night looks with it. Maybe I slept when it was shining. I don't understand why stalkers aren't using their flashlights. Even the stalker camp looks creepy when everywhere is so dark, I would expect stalkers having more light sources in the camp to repel beasts at night, but the developers didn't think that some modders make pitch black nights, right...
Blowout is great, no objections. Perhaps it should happen less often. I hoped tha the anomalies would move more than this... there still seem to be many fixed vanilla anomalies what is kinda dull. I like that NPCs avoid anomalies, but why even zombies, I don't know.
I wanted to lure a zombie into anomaly to spare some ammo, but that's not possible.
Weather could use a LOT of improvement. It doesn't seem to be random, in fact the modders stated in readme that it has 24-hour cycle. In practice it means that at the morning you have sun, but around 2-3 hour afternoon a big storm starts and another shower at late night. This happened all three days of my stay at Cordon. I don't know if other areas have different weather cycle, but I would welcome if the weather didn't change so often, I would prefer to have longer period of sun followed by longer period of rain and shorter storms now and then, rather than having all possible examples of weather during 24-hour cycle. The weather seems to be more patterned than in vanilla game, even.
The time could pass slower, but at least I can experiment with it more...
Overall it's a nice mod, but it proves the theory that every bigger mod can also bring changes which are unwelcome for the player. I have decided to trash my OL saves, install AMK mod, which is very similar to OL, and see if I'm gonna like it more.
mothra on 19/5/2008 at 10:47
did you try out artifact cooking ?
I like it very much. got a savegame to fool around and already 3 recipies.
Rogue Keeper on 19/5/2008 at 11:19
Um, no, I couldn't figure out how to use an artifact on anomaly and pull it out without getting harmed? I wanted to wait until I find some recipe (I can do this alchemy in AMK anyway).
mothra on 19/5/2008 at 12:10
there is a receipt in cordon. only 200 meters away from the rookie camp.
and you're right, you can do it in AMK.
how2:
- approach anomaly
- move as close as possible to the anomaly, almost triggering it
- drop artifact from inventory
- sleep how long it says
- now u can grab the "cooked" artifact out of the anomaly
I set up up an own "cooking room" near the bar where I placed a field of anomalies myself and go there when I find a new receipt.
sometimes it works, sometimes not.
Rogue Keeper on 19/5/2008 at 13:01
Thanks, perhaps the approach will be same in AMK, since this feature has been borrowed from it.
GRRRR on 19/5/2008 at 23:17
Is AMK compatible with float32? Got around to finally try it out and it looks abit strange to me with float installed :confused:
Muzman on 21/5/2008 at 03:56
Yeah it should be ok. AMK doesn't have a 'shaders' folder of its own and that's all the new float32 has so I just dropped it in with AMK and it worked ok. I found it a bit slow and too contrasty through. Apparently a version of float 32 comes in the patch and I've always found that rather good looking so I got rid of the newer float32.
Also artifact cooking in AMK is pretty straightforward; if the artifact can be cooked by a given anomaly it disappears in a blinding flash and after a while you get a message that it's come out again.
The main problem is with the recipes and the names of things. You'll find recipes that seem to talk about artifacts that are already 'hypermodificates', or they could be just poor translations. eg dropping an 'elder glass beads' into a 'mosquito bald'; is that just 'mamas beads' badly translated? If not, I don't know how to get elder beads. Is Mosquito Bald one of the new anomalies (I guess yes. There's one that when I saw it I said "That looks a lot like the way 'mosquito mange' is described in the book") or is it another name for an existing one. I got instruction from a Monolith guy to drop a Shell into 'His Flame'; dropping a shell into a burner, however, does nothing. Do they mean a battery or a spring? etc etc.
I've only really managed one modification and that the one that turns droplets into these psy-blocking things over several stages