Cumulative patch to 1.17 (only the base game on ver. 1.12 or later and this patch is needed). If you downloaded the full mod on ver. 1.17, you don't need this. Install by unpacking into the game folder and overwriting the contents. New game is not required.
Cumulative patch for Radiophobia 3 to version 1.17 (only the base game on ver. 1.12 or later and this patch is needed). If you downloaded the full mod on ver. 1.17, you don't need this. Install by unpacking into the game folder and overwriting the contents.
New game is not required. Do not use the last save button right after patching as the user.ltx is overwritten. Load the save manually for the first time instead.
Changelog 1.16 -> 1.17
New Features
- Updated OGSR Engine to 2.1.416.
- Added blood pools and steps by bvcx and TheMrDemonized.
- Added the P320.
- Added the LR-300.
- Added the OTs-33 Pernach.
- Added Mosin reanimation from IWP.
- Added support for weapon animation transitions, scripted animation sounds etc.
- Added Pretty Reanimated Pistols by FIREBREATH1001 (adaptation to R3 originally by Eterna||solation).
- Hunters and Ahmet will now list all available trades in dialog every time (ty Yaru for the formatted text).
- Added gear rattle sounds by Aphrodite_child.
- Added sound effects when the player hits an NPC or a mutant, can be toggled in the menu.
- Re-enabled removal of enemies at transitions. The removal won't persist upon reloading a transition save however.
- Fixed and enabled sprint start/end animations for weapons that have them available.
Balance Changes
- Buffed GL grenades.
- Decreased companion damage resistance.
- Increased 5.56, Gauss ammo, 5.7, 7.62x54 and .45 ACP ammo damage.
- Slightly decreased 9x39 ammo damage.
- Sakharov will now buy artifacts for nearly 30% more than other traders.
- Increased weapon and attachment buyout prices.
- Decreased the prices of medical items and vodka.
- Increase bullet resistance for the player by 5% for normal and hard difficulty.
- Decreased max NPC grenade in inventory count to 1 and reduced grenade respawn frequency.
Fixes
- Fixed rad_respawn spawning mutants over the set limit.
- Fixed a couple missing scripted gunshot sounds.
- Reconfigured Gunslinger models to not use aim animations as they are glitchy.
- Fixed jump/land sound and camera effect inconsistency.
- Fixed Barman not paying for faction patches.
- Prohibited NPC looting for the Fern Flower.
- Fixed Borov combat ignore (he won't walk off from his room anymore).
- Disabled looting for Seriy.
- Fixed save preview images in the menu.
- Removed glitchy fog particles in X-18 and X-10.
Misc
- Added lots of previously unbuyable attachments to trader inventories.
- Re-enabled the mapspot for the Dark Archaeologist.
- Added a mapspot for the Fern Flower and improved the quest description.
- Added updated text revision with lots of improvements by SageDaHerb.
- Replaced fire sounds.
- Replaced muzzle flash flames with smoke for all pistols and smgs to improve visibility.
- Slightly reduced muzzle flash flame effects for all weapons.
- Removed scripted music when entering Strelok's hideout and the Pripyat stash.
- Replaced the zombie-kamikaze hand quest reward weapon with a bit more exciting one.
- Allowed terrain parallax.
- Replaced BaS world models with lower poly variants.
- Soldiers at the blockpost in Cordon will now ignore mutants so that they don't get alerted for no reason.
- Made the launcher an exe.
- Military at the Cordon blockpost will now ignore only important NPCs from the rookie village.
- Turned EAX off by default.
- Tolik will go to the camp after you save him with much less delay.
- Added extra health to Yurik so that he's not as much of a pain to save.
- Re-enabled naming and keeping of level transition autosaves.
Is screen space shaders is updated to 20.2?
Not yet, once a version of OGSR engine with it incorporated is available, I will adapt it.
Thanks! 👍
It is very nice, if there is one thing I would change it's to make the trees and grass a bit greener (the mod is very dark at times), guess I will try to change textures myself.
Why does my gun shoot sideways in hipfire? If this is done for realism, I don't want it, Strelok should hold his gun pointing straight. Also, why am I dying slowly in the garbage? Is it because of radiation? I had to spawn medkits because I'm fed up of almost dying every 2 minutes.
Also, it is very very hard to see enemies in the dark and through bushes and they shoot at me from all sides through bushes.
This mod is the most enjoyable one among all Stalker series. Million thanks to Seaz5150 for the great work. Regular patches to the base game are very much appreciated. Thanks again.