Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.

Description

Repairs aspects of the faction selection and makes the Monolith faction "fully" playable.

Preview
Monolith Faction Addon
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GoodHauntingStalker
GoodHauntingStalker - - 17 comments

Thx for the mod, I'll try this.

Only thing I'd say for the moment is Exo Burn immunities upgrades values (both Monolith and Stalker versions) seem to be the old ones, before community bugfixes.

[sect_exolight_outfit_immunities]
burn_immunity = 0.005
strike_immunity = 0.003
shock_immunity = 0.1
wound_immunity = 0.015
radiation_immunity = 0.0
telepatic_immunity = 0.00
chemical_burn_immunity = 0.005
explosion_immunity = 0.015
fire_wound_immunity = 0.01

[sect_exolight_outfit_immunities_burn_add]
burn_immunity = -0.004
strike_immunity = -0.0
shock_immunity = -0.0
wound_immunity = -0.0
radiation_immunity = 0.0
telepatic_immunity = -0.0
chemical_burn_immunity = -0.0
explosion_immunity = -0.0
fire_wound_immunity = -0.0

Getting both Burn upgrades allows to get outfit negative Burn immunities = outfit repairs by itself being in fire anomalies.

The bugfixes had changed it to :

[sect_exolight_outfit_immunities_burn_add]
burn_immunity = -0.002
strike_immunity = -0.0
shock_immunity = -0.0
wound_immunity = -0.0
radiation_immunity = 0.0
telepatic_immunity = -0.0
chemical_burn_immunity = -0.0
explosion_immunity = -0.0
fire_wound_immunity = -0.0

I'd also change Chemical upgrades values, so that Exo (0.001) isn't almost as good as SSP99 orange suit (0.0005) in chemicals after upgrade.

Bugfixes :

[sect_exolight_outfit_immunities_chemical_burn_add]
burn_immunity = -0.0
strike_immunity = -0.0
shock_immunity = -0.0
wound_immunity = -0.0
radiation_immunity = 0.0
telepatic_immunity = -0.0
chemical_burn_immunity = -0.002
explosion_immunity = -0.0
fire_wound_immunity = -0.0

SEVA has the good new values post-bugfixes.

EDIT : Actually, Stalker upgrades have the same issue, old values. Getting 3 Chemical upgrades gives negative immunity to the outfit, then regenerates by itself in chemicals.

[sect_stalker_outfit_immunities]
burn_immunity = 0.004
strike_immunity = 0.01
shock_immunity = 0.05
wound_immunity = 0.06
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.005
explosion_immunity = 0.07
fire_wound_immunity = 0.05

[sect_stalker_outfit_immunities_chemical_burn_add]
burn_immunity = -0.0
strike_immunity = -0.0
shock_immunity = -0.0
wound_immunity = -0.0
radiation_immunity = 0.0
telepatic_immunity = -0.0
chemical_burn_immunity = -0.002
explosion_immunity = -0.0
fire_wound_immunity = -0.0

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Baigo403 Author
Baigo403 - - 1 comments

Thanks for letting me know, I must have builted the addon without the changes, I'll changed as soon as I can. Also, theres a problem with the bandits being neutral that I will also fix.

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