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报告翻译问题






I made him be able to cross it but only by removing the metal beam.
How did you for example manage to make the stalker crawl through the rat tunnel?
It tells me to rename some config files and add some text to them in order for the copied survival mod file to appear in "custom stories" (but for me only) But is that true? I just wanna know how to actually seperately edit your survival mod and test those edits.
Theres a red-line in the level editor in that exact spot and according to chatgpt it has to do with navmesh boundary, but cant find where to extend or remove that red line. Ty.
I do agree that the stalker might get annoying if it does start blocking the exit, keyword on "might". That said, I also think it's a bit of the player's fault if they don't know how to get out of that situation (to an extent).
I think a pretty good compromise to this is if this behavior only occurs in max stalker difficulty, but I'm not sure if that's possible.
I still think he's bad at chasing even with that slight increase in movement speed, but I could just be sweaty so I honestly understand Denny's point. lol
And yea remove the scripts that change his behaviour in those rooms. Will be fun if you are on a fuel up mission and he randomly enters fuel room. You can add a box or something we can put on the barrel for more vision blocking. That should balance it out.
Oh and what about, randomizing that one of the doors in safe room are made out of metal. That should spice it up too and make every playthrough quite different.
I wouldnt mind if all safety scripts were removed and the monster treated it like any other sub level area. Meaning, he can randomly check that room and/or go inside and look for you if you make noise inside.
As for the amount the monster chases you, Its quite well balanced in my opinion. I would only increase the chase duration if the stalker speed was slightly nerfed.
Sometimes the AI likes to sprint on sources, but seems like this only happens on loud things like grenades or flares. What about making it sprint when it hears you sprinting out of the area (or at least a good high chance of it doing so)?
Then again, I imagine it's like an invisible meter where it sprints if you've made "enough" loud noises. That could be why it's started to sprint randomly on occasions without me using a flare or grenade
And I wonder if there's a way to make the AI have better memory of you during chases? Seems like it loses sight of you a bit too fast. More so when you enter the genny room since it likes to retreat immediately after
Someone mentioned it down below, but I think making the generator room part of his roam would also be nice (or not afraid to enter there).
I say this since holding up in the genny is no problem for most people anyway (I think?). Then again, I think he just straight up hides in a hole if you stay in the room for long enough?
I put one of the barrels behind the door which serves as the new lock lol, but this obviously not fast enough for when he's actually chasing you, so I think it's balanced /spoiler]
I love the incentive to start on other areas besides Soldier's Quarters. Those are some of the best changes I think. I mean sure I guess, it's still got the highest starting relevance, but yeah. I had a save where I had to do the Prison's quest line first since it was open which was really-really cool
I wonder if it's possible to add an option to remove flickering lights when Augustin is in an area, would work great with his ability to quietly wait for the player in the central bunker :)
I've had that happen to me about 5 times so far whenever I started a fresh Survival run - it really makes things more... complicated :,)
1: even from the start, monster is lurking in the open at semi random spots, including inside generator room, safe room, or pantry area. This will spice up the intro.
2: Have the monster not afraid to randomly enter generator room like any other area, put in reliable vison blocking props if the barrel is not enough.
3: Add more spots the monster can "hide" for you, similar to the generator room surprise.
Just food for thought. :)
Though now I'm concerned about something else; getting to the barracks in the Soldier's Quarters, I got to Henri's bed when I noticed that his tags aren't there...
Can they spawn somewhere else too?
Only stands as a testament to how fresh the game is kept with all the little variations this mod provides :D
I'd consider it heavily both on as a defense, & a tool.