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As always, direct any issues with invisible, disappearing, or oddly-textured items to the original mod.
If it's a dedicated server there's probably a section in some config files somewhere but I've never looked into that stuff myself.
@that1onekobold: if I made compatibility patches for every gun mod and possible combination(s) thereof, I'd be here until I died of old age. Maybe once B42 hits stable, but no promises.
Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897536185&searchtext=historic
At least in theory, assuming the multipliers decide to work. They usually do.
If you set spawn rate's to 0.25 then you should only be seeing stalker zombies from time to time outside of large hordes. It will still be easy to find stalker zombies on High Zombie Population settings especially in large hordes
You may need to add the mod to your load order from the main menu in order to make the options pane appear, especially if you're locally hosting a server rather than playing standard singleplayer.
I am very happy you add support for that expansion pack for VFE. Thank you for adding that support
In any case, I've included masks as well. I might have missed a couple, but if you find the item names just drop them in the thread.
Sorry to hear it didn't cooperate, but it hasn't been cooperating with me either if it's any consolation.
I just dont see the reason behind it, why do you have to make the world fully occupied by the stalkers? ofc i tried lower the multiplier in the sandbox and restart the game, i even set them to 0.03(theoretically should be about 1 in 100 normal Zs right?)and still see them everywhere!?! thats just ridiculous!
all the armors are cool and all, but the mod is just too aggressive, i actually like all those armors but i cant make my game play all about you, man, sorry had to remove it. thank you for the effort tho.
Only other thing I can suggest is make sure you're only running one of the three addon patches for gun spawning, since otherwise they'll enable other gun mods due to dependencies.
At a guess, there might be some kind of conflict with the weapon mods you have installed; if you're not careful with the submods that allow gun spawning for the zombies it might enable multiple incompatible gun mods which will likely cause issues with spawning.
Best of luck with your collecting!
The new outfits are all integrated into the Vanilla/VFE/Brita weapon patches, and I've increased the chances of them spawning with longarms and handguns fairly significantly. Of course this doesn't mean they'll necessarily have any ammo, or that the weapons will be in good condition!
Exo module updates will come later, but for now, there are six UNISG, two Renegade, and four Sin outfits.
Next up is SIN, then UNISG will be last, due to number of outfits I need to make and the stupid GUID system I have to use.
https://pastebin.com/6bibzWfn
Incidentally this is why I hate trying to wrangle mods sometimes. I remember having a similar issue with the initial version but I don't remember how I solved it.
In the base version of the spawn def, each faction fetches the SandboxVars.ArcStalkerOutfits.SpawnMult;
Just need to update and add that block of code to grab the sandbox variables.
function: AddStalkerExoZombies -- file: StalkerExoZombiesZoneDefinition.lua line # 15 | MOD: Stalker Outfits for Zombies (Exo Subpack)
java.lang.RuntimeException: __mul not defined for operands in AddStalkerExoZombies
Or do you have a better solution, just because the gas mask in the original mod is inexplicably available anywhere.
If you mean Brita's armour or backpacks, I did think about it but the way outfits are set up is very messy and makes compatibility with other mods a bit difficult.