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I am so sorry for keeping you waiting.
All I can say is this...
* Kept you waiting.. huh? *
Take your time, and thanks for all the awesome mods you put out!
Thanks for enjoying this mod. The stealth feature will still work on B42 as it always has, so this mod will also be B42 compatible. However, due to the significant map changes in B42, I am re-examining the spawn locations for each device. It will take some more time because other mods are not yet B42 compatible and I have not been able to play with B42 myself. Sorry for the inconvenience, but please wait a little longer.
コメントありがとうございます、こちらこそMODを使って貰えてうれしいです!
Thank you for your comment, I'm glad you are using my mods!
Thanks for the report. I don't operate any of my mods with a pad, so my mods are generally lagging behind in pad support. I don't know when that will be, but I will put it on my TODO. Sorry for the inconvenience.
Thank you!
Sorry, but as noted in the description, that behavior is a specification. I would like to be able to sound a gunshot or other sound while in stealth, but due to current implementation issues, this has not been possible.
I am very happy to hear that, because I consider mod introduction videos, images, icons, etc. to be part of my work! :)
Sorry, this mod is completely for Single Play, I don't think it will work as intended in Multi Play, and I have no plans to apply this mod to MP due to the privacy issues it will cause, such as GOD mode in MP.
The introductory video is part of the mod, so I am very happy to hear you say so!
@Sari-n
Yes, it is difficult to realize that stealth is disabled in the event of a collision with the way it is currently implemented. However, I will continue to consider the issue of sound not appearing properly during stealth, as this is also a convenience for ghost mode. I also agree that stealth is disabled upon collision with the enemy. Thank you for your suggestion!
@Zed Half
It is a very powerful (cheat-like) item, but I hope you will find it useful in your mall and prisons strategies!
Have stealth pop out if you bump into a zombie. (probably not possible due to how the ghost mode it enables works)
* Kept you waiting.. huh? * ;D
Thanks for using this mod. I'm a fan of Metal Gear and Kojima, so I really like it too. It would be great if it could play the sound effects of attacks and such while in stealth... but I hope to improve it in the future. Enjoy stealthing !
Well done.
As for the Soliton Rader mod, I'm not thinking about it at the moment because there is a similar mod (eris's mini map), sorry :(
承知致しました、MPはMODとしては未対応となりますが、管理者権限内で活用できるようであれば使って頂いて問題ありません。また、ステルス機能をゴーストモードで実現している関係上、デバッグのゴーストモードや、他のゴーストモードを扱うMODと競合(まさにON/OFFがうまくいかない)は現時点での仕様となります。
もし何か対応可能な点があれば対応致しますので、何かあればご連絡下さい。
しかし僕の鯖ではあくまでユニーク装備&救済装備として認知させているのでバグ等の苦情はこちらで対応するって形で使用していますので動作確認さえとれば異論は一切いたしません
ありがとうございます。MPでもゴーストモードが動くのでワンチャン動くとは思っていましたが、他の人から見たらどうかとか不明だったのと、ゲームバランスの問題もあるので、あくまでSP推奨と思っています。
As you surmise, stealth mode is achieved in ghost mode. In case you are wondering, the latest build (41.73) is working as we intended. However, there is an existing problem that attack sounds are not played during stealth, but we have not been able to think of a way to achieve stealth other than ghost mode at this time, so the problem remains. Also, there is a possibility of conflicts with ghost modes such as debug mode and the cheat menu mod, but this is a specification at this time. I, too, would like to implement this outside of ghost mode in the future, but have no idea at this time.
@てーつー
すみませんが、こちらはMPでは動作未確認となっています。また、管理者のゴーストモードと競合する気がしていて、本MODはSP専用となっています。
ニトラドと言うレンタル鯖で導入したのですが機能していません
何か他に特殊な方法があるのでしょうか?
Kept you waiting.. huh?
The concept of this mod is that it takes a certain amount of hard work to obtain useful items, and I hope you will enjoy the process of searching for them. Louisville is a big place, but I'm sure you'll find something to discover! *grin*
As far as hinting goes, only Mk3 seem to be in familiar location. And i think i saw sat dish in blueprint part. Unfortunately i use "Research Facility, KY" mod, so that is a miss.
No idea where rest are, not enough landmarks in video, requiring intimate knowledge of every location to figure it out.
Guess il be heading to Louisville next.
The location of the blueprint isn't suggested in the mod or in-game, but the introductory video hints at it! Bioenergy is an interesting idea, I was initially considering a similar charging method, so I'll consider it. However, the mod has a critical sound problem with the vanilla side implementation, so I will pending it until that is resolved. By the way, there's an easter egg element to this mod! (Hint: after you read the blueprint, check the recipe carefully)
Would be nice if there was a hint(and hidden description) as to where/how to find item/blueprint.
Also suggestion to have a bioenergy version - do not require battery swap, instead it recharges from electricity that human body generates, but very slowly. Expensive and hard to make, but higher tiers have higher battery capacity and recharge slightly faster.
And since i am on this topic - kinetic version. Similar to previous, but recharges when player moves, faster movement equals faster charging.
MPだとそうかもしれませんね。
かなりバランスブレーカーなアイテムなので、そもそもSP用です!
それはさておき、もしかして、某日本鯖で一時期ご一緒した気がしますw
@SH1TWORKS
Thanks for looking at the other mods. I'll keep trying to come up with new mods, so please take another peek!
@Alaysha
* embarrassed *
GhostMode is not used for display, but for internal processing. In order to achieve stealth and invisibility from zombies, there are two possible ways: 1. change the player's settings, and 2. change the zombie's settings.
Currently, I have chosen the 1st method that change the player settings, and to use GhostMode, which is invisible to zombies when GhostMode is turned on, but this makes sound and collisions problems.
Also, as 2nd method, there is a zombie side change "Unuseless" settings. If this Unuseless is set on the zombie, it makes the zombie invisible & player's sound enable and detects collisions, but the zombie does not hear the sound, which is also not a perfect solution.
Are you using Ghost Mode solely because it makes your character look somewhat transparent? Because if that's the case, have you thought about using an overlay over the whole screen instead? Your character wouldn't look transparent, but you could make the screen take a different softer color, or slightly blurry or something, if that makes sense? Using the same mechanics as Foraging, or the effects you get when you don't wear your glasses using the Myopia mod. The overlay would give you visual feedback that you are in stealth mode without having to be in "ghost mode" per se.
Of course this is all assuming you're only using Ghost Mode for its appearance.
Thanks for the confirmation. I'm glad to hear that the holster attachment worked well. (I tested it all the way through and released it too, but I was worried)
I have considered a specification that upon collision, the stealth is released with a certain probability, just as when on attacking. The stealth state uses the vanilla "ghost mode" function, but when this ghost mode is on, it seems that collisions with zombies cannot be detected (of course, if the ghost mode is off, collisions could be detected).
There are other sound problems with this ghost mode, so it seems that I need to fundamentally rethink how stealth is implemented. However, it seems difficult at this point because I could not achieve this even after much consideration. I will continue to consider this.
All that's left now if it's possible, no rush either, would be to make the thing deactivate when you bump into a zombie :D
Thanks once again!
I have made it possible to equip stealth camo on holsters in v1.1. However, it was not possible to equip on both the belt and the holster, so I added an "Add/Remove Holster Attachment" recipe to allow the type of stealth camo to be changed. This newly added recipe does not require learning from blueprints and you can execute with materials and tailoring level 3.