Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'd consider it heavily both on as a defense, & a tool.
I played a long time i even brute forced the keycode for the arsenal because i could not get inside the radio room without the cutters.
are we sure that you cant get soft locked with this mod?
Having beaten this game probably a dozen times with over 100 hours in it, I usually relied on the ledge-hang trick to end the fight quickly, but then I saw that this mod changed it in a (relatively) recent update. I guess you thought it was too cheesy to end the fight in one shot? I'd love if at the very least the shotgun could still do this.
This mod is still 100% mandatory, don't get me wrong. I just got frustrated at the last part.
I used to use the ledge trick in the past, but then this mod makes shooting him from a ledge impossible as well, or at least three shotgun shells to the face isn't enough anymore which is, as I said, BS. I have no choice but to spam gas grenades on the final wall and use a gas mask.
So yeah, L change.
I also noticed that the stalker just straight up runs through the gas and kills you. It makes sense if you trap him and his AI has nowhere else to go, but at times he just runs through it like it's nothing.
Something that would make the game VERY SCARY, is if the stalker followed you on foot back to main hub when you leave a sub level, instead of retreating into the walls and thus being predictable.
Unsure if RNG screwing you is this mod or base game— godmode searched for lighter for 4 hours, nothing, de-facto softlocked.
However, there is likely a more proper way to disable the music, such as editing the files in the scripts folder, but unfortunately, I am not very familiar with them and have not been able to find the necessary variables yet.
Is it possible to make it so that the switch handle has a certain probability of dropping down if a stalker runs too close to it? Or could a stalker occasionally purposefully turn off switches if it were forced to appear in a well-lit part of the bunker? An explosion from a barrel or grenade near the switch could also have caused the switch handle to drop.
Now no music plays, and the only warning you get the monster is close is the heartbeat and his growls/footsteps. And god damn, does it spice up the game. Makes it feel raw as hell. If you ever get bored, make shell shock difficulty or higher remove the ingame music + chase music + tension stinger. Would be sick.
I think it might've supposed to have spawned in Delisle's room, because I got the randomized metal door/vent on his room, but didn't find anything in it besides the static pocket bag - which I thought was strange.