With stalker mod disables rifts, but makes all enemies vanilla. There are no smg/sniper or armored enemies in the first zone when using the file with stalker weights.
Tried starting the new game and few tides. Can anything be done about that?
Edited: Made similar rift disabling mod for stalker mod myself. https://www.nexusmods.com/intotheradiusvr/mods/436?tab=description
I could not get this to work with stalker mod. (Worked great with vanilla.) With stalker, it seems to just change all the enemy spawns back to their normal vanilla positions
anyone have any idea why this mod would affect the toilet paper roll being able to spit out tiny pieces of toilet paper? Took me a long time removing all my mods one by one but I narrowed it down to this one
EDIT problem doesn't start immediately – it usually starts around security level three or four
Great mod and seems to work very well with 2.7. Just out of curiosity though, since I sometimes play 2.5, I tried this mod with 2.5 and it seems to actually change the position of the enemies, so that (with the mod) the enemies are positioned the way they would be in 2.7. Does the mod actually change or affect the position of enemies, or is it supposed to just strictly prevent the rift from respawning?
To create the mod, I took the .umap file that contains mostly everything about enemies on the map and modified the time to respawn. So, the rift positions itself hasn't been modified, but since the file contains them, it will change it for any other version where it's different.
I don't know if it's just me, but I killed all the enemies in an area and came back to find they had respawned. Aren't they supposed to be gone? It's at the bottom of the order, so I don't think anything is overwriting it. I'm using the stalker version with the stalker mod if that's info you need to be able to answer this.
I haven't tested it with Stalker mod, but it should work fine. Have enemies been respawned in the whole location or in a specific spot? Does it happen regularly? Are you sure it's not the tide or ending (enemies respawn after completing the last quest)?
dude thank you, i needed this, lowkey the one thing that made me unable to fully immerse myself in it was that stalker mod on ironman is just doing one suicide sprint per rift before i can even attempt to fight anything, W in my book, now i can actually play like my life is worth something even with rifts still there
Aside from the joke, I just hate enemy respawn in any game. I'd better raise the enemy count up, but make their quantity consistent. It feels annoying that you have to rush killing this crackling bastard ignoring all other enemies, especially with the limited resources of Scavenger mod and Ironman mode... I wish I knew that disabling respawn was that easybefore I finished the main story with Scavenger no shop and Ironman (I wonder why there wasn't mod for that before mine), it's really good for Scavenger mod – enemy respawn forced me to lower mod difficulty to "abundant" (because I can't just precisely and slowly illuminate all enemies) that feels a little too easy (a little too much ammo and enormous amount of weapons, magazines and attachments).
But there's already a setting for enemy count in game's difficulty settings. Although, I'm not sure exactly how much it increases the number of enemies.
14 comments
Tried starting the new game and few tides. Can anything be done about that?
Edited:
Made similar rift disabling mod for stalker mod myself. https://www.nexusmods.com/intotheradiusvr/mods/436?tab=description
EDIT problem doesn't start immediately – it usually starts around security level three or four
Just curious, thanks
I'm modifying stalker files themselves, multiplying it's values.