@@pooshkin6181 It should, for the most part. I do, however, recall some files being changed in SRP and ZRP with the weapons' .ltx files and a few configs for the traders, etc., which would conflict with Cut Weapons Restored. At present, this mod was made with vanilla in mind (all patched, like with the Steam and GOG releases), though other fixes like ones with missions, level scripts, NPC spawns, etc. shouldn't conflict with this mod.
Hi there. I typically don't, though if there's a demand for a certain weapon mod, etc. I could still see where I can implement them in-game. Is there anything you had in mind?
As a long-time stalker player, it's absolutely fucking insane to see stuff like this on an XBOX. When I first started playing games, developer-aided modding for a console game was unheard of. Thanks for helping push the art of modding forward!
Hi there. It'll work fine in single player on an RGH console, though it may or may not cause loading issues in multiplayer. I haven't tried these mods in the multiplayer modes myself, though these character swap mods only change the models that are tied to the player character, so I'm certain that they may load in properly in those multiplayer modes (at least on your screen). However, since other players won't be running their games with the same files as yours, it's difficult to say what they might see. They might only see the regular player character model given that their games most likely wouldn't have any altered files. I hope this helps!
Hi there. This mod was only designed for the single player mode of this game, but it can certainly be worked into the multiplayer modes with a bit of tweaking. In this case, it should still appear the same as it does in the video for yourself and other players in these modes. I hope this helps.
Слушай очень хорошие у тебя моды на xbox я доволен. Есть такой вопрос ты можешь сделать мод на управление чтоб можно было использовать Клаву мышь или на озвучку русскую?
Привет, приятель. К сожалению, на консолях использование мыши и клавиатуры через моддинг будет невозможно. Русскую озвучку еще можно было бы сделать. Я говорю только по-английски (сейчас я использую переводчик), но если у меня будет возможность создавать собственные звуки для консольных версий, я мог бы попробовать это в будущем.
@@moddersplayground I understand, thank you very much for your answer, I will continue to look at the progress of mods, if there are more mods then I will test)
@@Joe_Mama9k Which is why you're giving me the same treatment as someone with over 170K subs. Can we also appreciate how you've worked your way over here from Dempy's channel after deleting your comments, all after you were bothered by a comment I made on one of his videos over a month ago? Glad you liked the vid, btw. Got a lot of GTA Online content on the way, too.
It should do, given that the mod in this video only changes the game's actor.ltx file. I don't recall the Gunslinger mod changing the actor.ltx file in any way.
This was a great model an animation. Good job. However, if I may be able to give a suggestion. Maybe for weapon replacers do a side by side comparison so we get an idea of what we are trading/getting animation and soundwise compared to vanilla. That's it lol. 😂😂😂 Thanks for your hardwork as always. I'm gonna do a Stalker, Chernobylite and Metro Marathon this weekend so I'll be downloading some of your mods to enhance the experience.
Hi there. The weapons in the video have their own values for damage, accuracy, etc. Both the ACOG and the regular variants of the .50cal are actually two separate weapons. Installing this mod doesn't overwrite any vanilla weapons, it only adds the ones in the video alongside any existing ones. I made both weapons have guaranteed one-shot kills across the board, though it'd be very rare for any human NPC (namely those exo users) to survive a shot from either of the two variants.
@@moddersplayground I see thank you! Also couldn't hel but noticed a mod from you for clear skies that replaces the SVD for a 50 cal, is that one a cosmetic change or does it also come with its own damage value?
@@moddersplayground I see thank you. Wish in the future we get some damage conversion mods as well as other weapons. I personally would KILL for a Vector, trench gun or a karambit among many others lol. Anyway thank you for the quick replies and best of luck on any future projects.
@@stealthynaxo Many thanks, that means a lot! There's certainly many more weapons to come. About the trench gun... A couple of my mods have that gun included (and it's just as deadly): www.moddb.com/mods/stalker-eisenkrieg www.moddb.com/mods/call-of-chernobyl/addons/1422-jacob-mps-world-war-ii-weapons-pack-coc Have fun! :)
Not at all. The game tracks it across multiple playthroughs for you. It's only a matter of noting down which ones you've collected over time (probably best if done all in the same playthrough). The flash drives that are requested by technicians are often in the same level they are based in, usually the coordinates for them can be bought from a trader or barman in the same base as them, which is convenient. I used this article from the S.T.A.L.K.E.R. Wiki to collect all of the flash drives (minus the glitched one in this video, now patched): stalker.fandom.com/wiki/Flash_Drive#Clear_Sky Happy hunting, stalker!
@@moddersplayground ok. The Drifter character is bugged for me, dies immediately whenever I get close to him. I also saved him earlier in the game, but the game was bugged because the mission showed up again hours later. I started to look into missable trophies and this task showed up. So I hope that I get the trophy on the second playthrough.
@@stubug38 I've encountered a similar bug myself. I usually wait until I get a hold of a Vintar BC sniper rifle then plenty of ammo for it so I can pick off the dogs at a distance (while staying close to Drifter). He has a script tied to him that kills him if the player is a certain distance away from him. For the best results, I'd make a save before accepting his related mission from Wolf, so you can replay the mission should anything go wrong (the dogs sometimes get sidetracked, or run straight past Drifter, etc.). Hopefully, it works for you on your next playthrough.