Repairs aspects of the faction selection and makes the Monolith faction "fully" playable.
I decided to "repair" the faction addon for it to work correctly with the Monolith faction.
When choosing the Monolith faction you would spawn at the Chernobyl power plant, making it extremely difficult to actually play this faction without using the debug mode and breaking immersion.
Also Krolik/Rabbit would not present a proper trade list making it impossible to buy gear and survive.
To play the addon, just extract the gamedata folder on the dead air folder and start a new game selecting the Monolith faction. There is no main objective in the faction, just complete missions, upgrade your gear and fight other factions.
Changes:
- Restored Krolik as a trader. It used to be broken and wound't present the trade list making it pretty much useless. I also changed the trades to make it less static or being too incomplete for the long run.
- Krolik will know trade weapons, I made sure that he only trades weapons that are on the monolith npc's loadout to not break immersion or being too broken. Remember that with the Monolith faction you don't need to sell any documents, the trade list will change as you increase your reputation with the faction.
- Changed the starting locations of all factions on the faction selection addon (for it to be more accurate), and more importantly, choosing the Monolith faction will actually make you spawn in Pripyat, inside the culture palace.
- Correction in the relations between factions. Now choosing monolith will actually make you hostile to other factions and be companion with other monolith members.
- Restores the monolith outfits such as the scientific suit (SEVA) and the rad suit (TB-1). Ps: This was thanks to the "Restore Outfit addon", (don't worry about the other stuff that OA brings, I make sure that the only thing from that addon).
- Simple Spanish translation of the suits descriptions and properties so it wound't be blank.
- Minor stats rebalance to the monolith suits. If you want, you can change it on the outfits.ltx.
Warning: I recommend making a backup of your gamedata folder so if anything goes wrong you won't lose your original folder. Also I recommend to download the addon on a vanilla folder as I only test it like that for it to work well.
This is my very first addon (even my first "mod") so expect bugs or errors. if you find any don't mind telling on the comments and I will try to solve it (no promises though, but I'll try).
Only error i found testing the addon was an meshes error in the monolith seva suit so i solved it by changing it to the regular monolith suit meshes (the error seems to be that there arent any textures for the AUG for those meshes).
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
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.