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BTW we made some interesting changes to gunsmith system, I think you cud try our mod and make your own gunsmith style.
Speaking of shotgun, we did enlarged firing range and damage of shotguns and it turned out to be over too imba, causing key NPC died more easily than in the vanilla Clear Sky (especially in Yantar assault), that's why we nerf shotgun shooting range again and move these buff into gunsmith, perhaps you cud try it, too, it's funny
I was unable to replicate the crash. It could be something other than my mod I believe. Not saying there is no issue there, but if it is it is not related to the changes I made.
@EZ_AS
Can you give me some information on these missing sounds? I do notice some odd sound issues but they are not related to weapon sounds.
Other than that
Version 2 testing is going well. I fixed some visual issues where grenade launchers, scopes, and silencers dont display on NPCs. I also buffed Dart and Slug rounds. I dont know if it is enough but their effectiveness was incredibly bad before. They are so weak in general that I am unsure if its enough.
Also Mounted PKM now has same stats as hand held one, except for better recoil (slightly). Since its mounted. Shotguns got some slight buffs to help their max ranges, same for some other guns too. Not too noticeable but will help NPCs armed with shotguns suck a bit less.
pal, you also need to fix the sound bug caused by missing file, too
check
Call of Pripyat/gamedata/souunds
copy everything to
CLEAR SKY-EE/gamedata/sounds
then there's no more **beep* sounds when you fire some particular weapons
Until 2025 the community is STILL fixing everything left over by GSC
GOOD JOB Sergiy Grygorovyychy and Evgeniy Grygorovyychy, good job GSC Gameworld
Does it happen even after a restart?
Can you get the Logs from the crash? I didnt touch the digger profiles at all though...
The air resistance values were improved based off COP data for the Slug rounds. Penetration too has been buffed to coincide with CoP values, so Slugs are now 0.5 (5.45x39 FMJ is 0.6) and darts are at 0.7 (AP 5.45 is 0.8). Damage was also modified slightly.
Even with all of these buffs, slugs and darts are still not amazing. But they are at last a danger to other Stalkers of low-medium armour and usable by the player.
In the meantime I saw some improvements that I can make to the Limansk Hospital spawn table too.
Freedom members in vanilla Clear Sky have shotguns. As do Duty members in CoP. I may lower the spawn rate to those, but the alternative would be buffing Slug and Dart rounds which are very weak in Clear Sky for no reason. I have compensated them slightly with improved pistols and pistol ammo as well as better grenades. Will consider more changes there either way.