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Please do tell me if you encounter an issue, I will try to resolve it.
I tried it for a bit. I did not really play too much but it worked and was stable. One thing I did notice is that some of the changes I made to allow custom weapons to show attachments when used by NPCs (example is AK74_up being able to show the grenade launcher when used by an NPC) are null now. I suspect same for the ammo and weapon changes I made to keep it more balanced.
Still, the rest of the mod seems to work fine. So it wont impact your gameplay much. The vast majority of NPC changes will still work bar only a few.
I admit I have not test it. Can you ask me which mod I should test to see if it all works?
Will update it slightly once again on the 30th of September.
Thank you! Do tell me if you find the culprit.
I havent changed anything texture wise though. Very odd.
Hello
Did you start a new saved game? It is not this specific mod, its either that or conflicts with a different mod.
Patch is not on the horizon. So... yeah. Will push update for tomorrow.
Fixes in new update:
Cordon Machinegunner uses same stats as normal PKMs.
Dart and Slug rounds massively improved.
Fixed visual bugs in some upgraded weapons and attachments.
Massive overhaul of the Faction Spawns. Every faction has been tweaked.
Unfortunately a new game will be needed.
Version 2.0 will launch soon. The new patch for EE will come out soon I think. So on the next day I will launch V2.
Do note that it will unfortunately require a new game to work. It also has changes to the weapons too. Nothing major, but re-balances to some ammunition types, major buffs to Slug and Dart rounds, fixes to some model bugs for upgraded NPC weapons, and minor adjustments to effective ranges on shotguns and some pistols.
The mounted MGs now have the same stats as NPC and player held PKMs too. Which will make them weaker, but still very dangerous.
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.