Strange, but I can craft Shotgun Slugs, but cannot choose them in Weapon kit, It shows 0 even and I have 100 crafted. So the only way to use them is to change ammo in Weapon workbench.
Thats odd, I wanted to try both of the Stalkerfied options here but after setting it up in MO2 I get missing master z_horizon_diff_wanderer.esp for hzunleveleddifficultymod.esp. Couldnt find a way to install or activate that esp, am I missing something?
Hi brother, I really appreciate the changes/adjustments that you add to Horizon, I just noticed that Zawinul updated to 1.9.4c, and I want to use these adjustments that you made, is it possible? I saw the changes Zawinul made and there are several, but I think your mods would still be working, however I prefer to ask you. PS: I don't use Stalkerfied. PS 2: Thanks for all the work you do<3
use at your own risk at the moment, i know there are some in this list like Super Mutant Loot Adjusted that have out of date leveled lists. i'm currently playing through 1.9.4 to see what mods are redundant now, in the next couple days i'll be marking each of my mods as "1.9.4 ready" or "needs updated"
Attempting to install, but the ESPs won't go above Everyone'sBestFriendESP, which is where Horizon instructions say to put the ESPs. Is this normal? Do you have a load order list?
Stalkerfied sounds pretty interesting! What does AP mean, in context of armor upgrades? As in, action points? AP are kind of limited in usefulness if you don't use VATS, do you recommend adding a bullet time mod or something similar for people who don't use VATS, if increased action points are the primary reward for upgrading armor?
No additional HP for Lifegiver or END seems strange. One option might be, reduce default player health to 75, and then gain +5 HP per point of END - so at 5 END (average for a healthy human), you have the stock 100 HP. If you have 10 END, you have 125 HP. Lifegiver could give an additional 5 HP per rank or something, and perhaps provide increased effects from certain healing items. Since it's built off of Hz, I'm assuming first aid kits are still your primary way of healing out of combat? Maybe you could have the perk make those more efficient? And of course, you could make it a high level perk, so that the early game feels challenging and tough, but you still get that bit of "I'm a badass" at high levels.
If you didn't want to fiddle with player HP values, maybe END could affect resistances instead? High END means you are more resistant to the effects of poison, radiation, etc?
It's cool seeing people building forks of base Hz. I do think baseline Hz is a little too easy, even on desolation.
what i need to do is give armor upgrades something useful besides AP or DR. in previous versions of Stalkerfied, they gave greatly reduced DR, but even then it was too much, so i switched it to AP just as a way to fix that problem. it's kind of a temp fix.
the problem with Life Giver giving even +5 HP per rank, is that it's too much when you max it out. END and Life Giver both gave +5 in previous versions of Stalkerfied, and it was easy to end up with 150+ HP, which was too much for the way Stalkerfied is balanced. i would love to give these other useful effects, i just need to look into it more. xedit has its limits.
Assuming a raider with a pipe pistol or rifle hits for 30-40 damage, you'd need quite a significant investment into END and/or Lifegiver before it would give you enough HP to soak an additional hit. This feels appropriate and in line with how other stats work, such as STR giving substantial bonuses to melee damage up to 10 and still significant bonuses up to 20. I also like the idea of there being penalties for having stats below the human average of 5, and particularly if they are below 4. Though simply losing the bonuses of additional points (carry weight for STR, potentially HP for END, etc) might be enough as-is.
END giving small amounts of HP also gives END-enhancing drugs and effects a purpose. Is Stalkerfied meant to be rocket tag at all times? Whoever shoots first, wins?
I definitely think synths are overpowered with your AI changes. They're tanky as hell, which is probably appropriate, but they have high damage weapons with excellent accuracy and reaction times so fast that you generally get shot before you can even line up a shot on them, when peeking from behind cover. You can get a sneak attack with a high powered rifle headshot for a third of their health and then you've lost the element of surprise and they'll tag you every time you show yourself. It leads to an extremely quicksave-focused method of play.
Is that the design intent? Because it plays like it's balanced for the player to still have 300+ HP like they do in base Hz, except we only have 100 now. Even with decent metal armor you can easily take a single hit for 3/4 or more of your HP.
i've never taken a hit from a synth that took 3/4 of my HP. they are rare enemies in specific locations, they are meant to be very scary and powerful. engage them with powerful ammunition that kills them fast or run away.
Hi, thank you for all those patches, was wondering what is intented horizon difficulty for stalkerfied? Default 1/1.5 or should i drop it to 1/1. Just finished corvega and loving it so far, only asking because concerned about late game a bit.
71 comments
I saw the changes Zawinul made and there are several, but I think your mods would still be working, however I prefer to ask you.
PS: I don't use Stalkerfied.
PS 2: Thanks for all the work you do<3
Attempting to install, but the ESPs won't go above Everyone'sBestFriendESP, which is where Horizon instructions say to put the ESPs. Is this normal? Do you have a load order list?
C.
No additional HP for Lifegiver or END seems strange. One option might be, reduce default player health to 75, and then gain +5 HP per point of END - so at 5 END (average for a healthy human), you have the stock 100 HP. If you have 10 END, you have 125 HP. Lifegiver could give an additional 5 HP per rank or something, and perhaps provide increased effects from certain healing items. Since it's built off of Hz, I'm assuming first aid kits are still your primary way of healing out of combat? Maybe you could have the perk make those more efficient? And of course, you could make it a high level perk, so that the early game feels challenging and tough, but you still get that bit of "I'm a badass" at high levels.
If you didn't want to fiddle with player HP values, maybe END could affect resistances instead? High END means you are more resistant to the effects of poison, radiation, etc?
It's cool seeing people building forks of base Hz. I do think baseline Hz is a little too easy, even on desolation.
the problem with Life Giver giving even +5 HP per rank, is that it's too much when you max it out. END and Life Giver both gave +5 in previous versions of Stalkerfied, and it was easy to end up with 150+ HP, which was too much for the way Stalkerfied is balanced. i would love to give these other useful effects, i just need to look into it more. xedit has its limits.
END giving small amounts of HP also gives END-enhancing drugs and effects a purpose. Is Stalkerfied meant to be rocket tag at all times? Whoever shoots first, wins?
Is that the design intent? Because it plays like it's balanced for the player to still have 300+ HP like they do in base Hz, except we only have 100 now. Even with decent metal armor you can easily take a single hit for 3/4 or more of your HP.
Just finished corvega and loving it so far, only asking because concerned about late game a bit.