?guide-to-features-en
A work-in-progress guide to EFP 3.0 features.
Maid — 03/09/2021
This channel will try to explain some of the game mechanics in EFP that are different than in Vanilla Anomaly.
Use Ctrl+F to search for specific features if you don't want to read through the whole guide, though I recommend you at least skim the guide for better understanding.
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Maid — 03/09/2021
We use the EFT Medic Item Overhaul mod for our health screen and medical items, this combines with Body Health System Redux:
• In EFP you have your normal health, but on top of that each of your limbs (head, torso, arms, legs) now has its own health pool. The health screen can be opened by pressing 'H'.
○ If you're hurt, the character at the bottom left will fill with a red meter, and this is your overall damage meter. This goes in line with your character's health points.
• Each individual limb also has its own health meter, blue means real health and red means temporary health boost. Limb health will only be restored with specific items or with sleep.
○ If your head or torso meter reaches zero you will die. If you want to heal your head or torso, you will need to use a CMS Kit. The CMS Kit will repair both your head and torso by a significant amount per use.
► Additionally, you'll suffer head trauma effects when being shot to the head, these will blind you and make your vision blurry, but using a CMS Kit will reduce these effects faster.
○ If your arms take damage then you will have trouble keeping steady while aiming.
► If one or both of your arms reaches zero, you can use a Splint to restore a tiny bit of health.
○ If your legs take damage then you will run and sprint more slowly. The legs Splint can heal them for a tiny amount.
► If one or both of your legs reaches zero, then you can use an Alu Splint to restore a tiny bit of health. Applying an alu splint if your legs have not reached zero will have no effect.
• Body Health System Redux has a mcm menu where you can edit different values and camera effect intensity. (modifié)
Maid — 03/09/2021
○ To heal your arms and legs, you will need to use a Surv12 Kit. Each time you use a Surv12 Kit, it will repair both of your legs and both of your arms by a significant amount.
○ Sleep will slowly restore your limb health depending on how long you sleep. Oftentimes you will need to sleep multiple hours over the course of multiple days if you want to restore your limb health completely by sleep alone.
► Sleep will restore your head first, then your chest, then your arms and legs.
► Doctors, at the different faction bases will also heal you entirely for a price.
○ Using items to heal your limb health will not heal your overall health. Healing your overall health requires different items.
• IFAKs, CARs, Cheese Kits, Salewas, and various injectables will restore your overall health.
○ Plenty of other new medical items have been added. Some items like Painkillers, Ibuprofen, and Morphine can add a temporary boost to your limb health. They are useful in situations when you don't have enough time or resources to heal your limbs.
• This EFT Medic Item Overhaul mod is based on the Grok's Body Health System Redux mod and has been further edited for EFP, You do not need to update it at all.
• EFTMO and BHS have been customized for EFP, there's no real need to update them, preferably wait for me to drop an update.
https://www.moddb.com/mods/stalker-a...erhaul-for-151
https://www.moddb.com/mods/stalker-a...-redux-for-151 (modifié)
Maid — 03/09/2021
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EFP includes Magazines Redux:
•This means that you need to fill your magazines with ammo before you can load them into your weapon.
○ You have to right-click your magazines and select the Add to Loadout option. Your Loadout is like a Chest Rig that carries magazines. You can only fit a certain number of magazines into your Loadout. The number of magazines in your Loadout slots depends on the outfit you are wearing. In your inventory you can hover over your outfit for detailed info on how many of each magazine size your Loadout can hold.
► Additionally, if you hold ctrl + click on the magazine, it'll quickly add it to your loadout.
○ In order to use a magazine from your inventory to reload your weapon, you will need to add the magazine to your Loadout. This will Highlight and add a blue armor icon to your magazine, it will also move it to the top of your inventory screen once you reopen your inventory. There are 3 magazine sizes (Small, Medium, Large).
• In order to fill a magazine, you need to drag your ammo onto the magazine icon. This will start to fill your magazine and will continue to fill until (1) the mag is full, (2) you are out of that ammunition type, or (3) you interrupt the process by moving around or by clicking on another item.
• If you want to remove a magazine from a weapon without reloading the weapon, right-click the weapon icon in your inventory and select Eject Magazine.
• Mags Redux has a Menu in the MCM tab, where you can tweak different values, like loading speed, magazines in your hud, etc.
• Mags Redux updates make it faster to github.
https://www.moddb.com/mods/stalker-a...nts-mags-redux
https://github.com/RAX-Anomaly/MagsR...ses/tag/latest (modifié)
Maid — 03/09/2021
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Weapon Repairs and Jam mechanics are changed by Weapon Parts Overhaul:
• In EFP your weapons will have two types of Conditions:
○ The first type of weapon condition is your Overall Condition (shows on your entire weapon in your inventory). Your Overall Condition is the cleanliness of your gun. The better your overall condition, the slower the parts of your weapon wear down. It does not cause weapon jams.
○ The second type is your Parts Condition. Each part of your weapon has a separate condition bar, right-click your weapon and select 'details' to open a window that lists your part conditions. In EFP your part conditions are what cause jams. So this means that even if your overall condition is high, you will still jam if you have bad part conditions.
• It is important to keep your part conditions high by repairing them. Before you repair a part you first need to remove it from your weapon.
○ You can remove most of the parts by right-clicking the weapon in your inventory and selecting the Field Strip option. Field stripping the weapon removes all parts except for the barrel. You will need to go to a vice/workbench to swap your barrel with a better condition one.
○ You can repair parts yourself using tools like Ramrods and Files. You cannot use the mechanic to repair your entire weapon at once! If you ask your mechanic to repair your entire weapon then he will only improve the Overall Condition but he won't repair the Parts Condition.
○ You can drag parts that you have removed back onto your gun icon in your inventory. This will put the parts back into your weapon but this will damage the Overall Condition of your gun. To avoid damaging your overall condition, you need to use a vice/workbench to swap the parts. (modifié)
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○ If you find weapons as loot that are similar to the weapon you want to repair, you can use the parts from these looted weapons to replace the parts in your own weapon. This is another way to keep your part conditions high.
○ Additionally if you have a specialized repair kit, this kit will allow you to either randomly repair a part to 100% and give you high Overall Condition, or you can right click on a gun to repair a part of the gun you want in specific, these actions take a charge per use.
• Reloading like in vanilla will not clear your jams! There are two types of jams, Normal Jams and Super Jams. Super Jams refer to double-feeds IRL
○ To clear your jams you either Reload or use your Unjam Key. If you get a Super Jam, you have to unload your gun from the inventory.
○ When you sell your weapon, the vendor now cares about part conditions as well as your overall condition. So even if your overall condition is high, if any one of the parts in your weapon has poor condition then the vendor will not buy your weapon (in the trade screen your weapon condition will appear to be poor even if its overall condition is fine).
• WPO counts with a MCM menu where you can enable/disable hard jams, change the minimum condition for parts to get damaged, etc.
https://github.com/ahuyn/anomaly-wpo (modifié)
Maid — 03/09/2021
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Grok's Ballistic Overhaul is included in EFP as an optional to change how ammunition works:
• All ammunition have an armor penetration stat, just like in vanilla. But Grok's Ballistic Overhaul changes the penetration values for ammo. For example you can no longer rely on buckshot to take down armored enemies.
○ When you hover your mouse over ammunition in your inventory, a tooltip will show you the armor penetration statistic. Armor penetration stat uses the Russian BR classification:
► BR1 - BR2 = penetrate light armors
► BR3 - BR4 = penetrate medium armors
► BR5 - BR6 = penetrate heavy armors.
• GBO in EFP has been slightly edited to have a better progression gameplay wise.
https://www.moddb.com/mods/stalker-a...rhaul-eft-like (modifié)
Maid — 03/09/2021
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We use Arti's Ammo Crafter
• Ammo crafting has been changed by it.
○ You can only craft ammo if you have the correct caliber bullet and casing, as well as gunpowder. It's a good idea to disassemble your old ammunition instead of selling it if you don't intend to use it.
○ Bullet parts are more general now, meaning pistol caliber parts are usable for all pistols, rifle caliber parts are usable for all rifles, etc.
• Recipes are no longer dropped or sold because all recipes are available from the start. However, finding the proper components to craft high-tier items will be difficult.
• If you have a toolkit in your inventory, you can use the toolkit directly without needing a workbench; 'Right-Click -> Use' on a toolkit to open up the workbench menu just like if you were using an actual workbench.
• Workbenches now come with their own weapon/armor kits, meaning you will no longer need to spend a weapon/armor kit each time you want to upgrade or repair weapons or armor.
https://github.com/ahuyn/anomaly-compilation (modifié)
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We use Outfits Affect Movement Speed mod:
• Your outfit's weight now affects your movement speed. Lighter armors can get speed boosts. Heavier armors can get speed penalties.
• Optionally, the gun you're carrying on your hands will affect your speed, meaning if you have your weapons holstered you'll move faster. Furthermore, speed decreases depending on how much weight you're carrying, try to stay light, to move as fast as possible.
• All of these aspects can be enabled or disabled through it's MCM menu.
https://github.com/ahuyn/anomaly-speed (modifié)
[01:51]
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We use the Powered Exoskeletons mod:
• This means that your exoskeletons will require Power Supply Units (placed in the backpack slot of your inventory) in order to move normally. The power from these Power Supply Units will drain as you move, and sprinting drains charge quickly.
○ These Power Supply Units are charged by Military Battery Units, in the same way that your electronic devices are charged by regular batteries. To charge your Power Supply Unit, open your inventory and drag a Military Battery Unit on top of its icon.
○ You can buy Military Battery Units from some traders, but they are going to be rare and very expensive. Instead you can kill enemies who are wearing exoskeletons for their Military Battery Units. This gives you new incentive to seek out powerful enemies.
• If you are out of power while wearing an exoskeleton, you will become extremely slow. You can bind a key to check how much power your Power Supply Unit has left in your keybinds settings.
• Powered Exos also adds, unique Power Supply Units, which give nosorogs unique abilities, you have to obtain the recipes from traders to be able to craft them.
• Different values, like power consumption can be edited in it's MCM menu.
https://github.com/ahuyn/anomaly-exo (modifié)
[01:54]
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We use the Sorting Plus mod:
• This will automatically group items in your inventory screen by category. EFP's sorting preset is enabled by default.
• You can Favorite items in your inventory by hovering over an item, right clicking them and selecting Mark as favorite. This will move the item to the top of the inventory, starting the next time you open your inventory. If there are items that you think you'll use frequently in combat, I recommend favoriting them so that you can find them quickly.
• You can also mark an item as Junk by hovering over an item, right clicking them and selecting Mark as Junk. This will move that item to the bottom of your inventory, and the game will automatically place those junk items in the "Sell" window the next time you enter the trade screen.
○ The game will also remember which items you've marked as junk, and these items will automatically be marked as junk the next time you pick them up.
• Don't forget the vanilla feature where you can use your number keys '1-8' while in your inventory to quickly filter by item type (weapon, outfit, food, etc). Look at the bottom-center of your inventory/trade screen for the filter symbols. You can also press these symbols to use the filters.
• You can disable EFP's custom Sorting on the MCM menu.
https://www.moddb.com/mods/stalker-a...s/sorting-plus (modifié)
Maid — 03/09/2021
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We use the Lootboxes mod:
• This mod will add random, different sized Boxes, that contain different kinds of loot depending on the type of Box you got.
○ In order to open a Box you need to go to a Technician and buy a Set of Lockpicks, you'll open the Box by drag and dropping the Set of Lockpicks into a Box.
○ Enemies and Stashes will randomly have single Lockpicks, you can use this lockpicks to fill your Set of Lockpicks uses.
○ You can also Group these Lockpicks by right clicking on the lockpicks and pressing the right option.
• You can edit drop chances of lootboxes on it's MCM menu.
https://github.com/ahuyn/anomaly-loot (modifié)
[02:16]
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We use the Nitpicker's Modpack mod:
• Nitpicker's adds the following features:
○ Read Watch: You can equip a watch on your quick slots and press it's respective key (F1-4) to check the in-game hour.
○ Total Weights: Now stacked items will show the total weight of the entire stack instead of just showing the weight of a single one for the entire stack.
○ And some other modules that come with it.
https://www.moddb.com/mods/stalker-a...tpickermodpack (modifié)
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We use Arti's Remote IEDs mod:
• It introduces an extra group of IED explosives that work by a remote controller which you can craft and use to detonate the new explosives remotely.
○ It also adds an items to Disarm any planted explosives on a radius from the character.
https://github.com/ahuyn/anomaly-compilation (modifié)
Maid — 03/09/2021
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We use Outfit Parts Overhaul mod:
• Your outfits will now have a separate condition for it's Overall Condition and it's Parts Condition just like Weapon Parts Overhaul
○ To bring an outfit to max condition you will need to repair it's Parts first, this will also bring the Overall Condition up while you do this through the use of different armor repair items like Sewing Kits and Repair Kits.
○ The Overall Condition will max out to the average of the Parts Condition, meaning if your outfit has different values internal parts, the Overall condition will reach a certain maximum which it won't pass until you keep repairing the internal parts.
○ Each repair item has different repair values and repair different Parts depending on their tier, if you use the correct kind of repair materials the bonus you get from repairing is further increased than just using a Repair Kit by itself.
○ Optional items like Grooming kits can repair Parts themselves by using a duplicate of the Part you want to repair as bonus material, this allows you to use a vice/workshop to swap the Parts of your outfit.
○ You can also dismantle armor Parts, to get extra bonus repair items for the ones you do want to repair.
○ Additionally if you have a specialized repair kit, this kit will randomly repair all pieces a bit without the need of a duplicate part, with a fully charged kit, you can almost fully repair any armor.
https://github.com/ahuyn/anomaly-opo (modifié)
Maid — 03/09/2021
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We use Streamlined Upgrades mod:
• This will change all the Weapon and Armor Upgrade Kits into General Upgrade kits
○ Internal, External and Optical for guns, from T1 to T3, replacing all other Gun upgrades.
○ Physical, Elements and Utility for armors, from T1 to T3, replacing all other Armor upgrades.
• This Upgrade Kits reduces the type of Kits you will need to fully upgrade a Gun or Armor considering they cover multiple different upgrades depending on their type, they still only give one upgrade per Kit, but you can choose which one. You can also craft these new kits on a vice/workshop.
• Important Note: The new kits will despawn the old kits and based on the chances in MCM it'll either replace it or remove it, meaning, that there's times where you'll see upgrade kits vanishing in stashes, this is intended.
https://github.com/ahuyn/anomaly-compilation (modifié)
Maid — 03/09/2021
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We use Dynamic NPC Armor Visuals mod:
• This will make NPCs be able to pickup and equip armors they get from defeated enemies that they loot
○ This feature is dependent on faction and such factions like Military and Duty won't change their armor if it's not of their same faction, to simulate the rules they have to follow.
○ Other factions like Loners and Mercenaries equip any armor they find as long as is better, so keep an eye out.
https://www.moddb.com/mods/stalker-a...-armor-visuals (modifié)
31 décembre 2021
Maid — 31/12/2021
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EFP comes with Machine Pistols in Other Slots and Knife And Pistol In Binocular Slot
• This makes it so you can put your knife, pistol, sawn off and some smgs in your knife or binocular slot, giving you more possible combinations. (modifié)
[06:57]
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EFP comes with Campfire Roasting, which works in conjunction with Fillable Canteens, Famine, Food Toxines and Rotting Meat, Upgradable Hides further adds to mutant parts managing.
• Famine: changes how canned and imported food fills you, based on a formula, also increasing the prices of these types of food, this mod has been edited for EFP, making imported food have slightly higher more kcals than original and a bit more fair price, noted that these canned food will be hard to come by and expensive to buy.
• Campfire Roasting: allows you to roast any mutant meat in any campfire, allowing you to hunt mutants and eat their meat as sustenance, this is important because canned food is now rare to come by and it'll be your main source of kcals.
• Fillable Canteens: made to work with Campfire Roasting, you can fill up your canteens on most water surfaces, these water will be dirty but you can boil it on any campfire to get normal water.
• Food Toxines: since EFP balance is around hunting, clearly mutants are radiated and mutated, Toxines, makes it so these cooked meat intoxicates you, it also introduces medicine to get rid of these intoxication, make sure to carry some of these meds around.
○ List of meds that cure the toxines (section name | med name | toxine reduction per second| seconds)
carbon Carbon Tablets -2, 25
drug_antidot Antidote -50, 7
antibio_sulfad Sulfadimethoxine -3, 30
antibio_chlor Chlortetracycline -5, 30
antiemetic Etperazine -4, 20
emetic Emetine Vial -100, 4
rebirth Zagustin -1000, 1
• Rotting Meat: now that mutant meat is so important, it can also spoil, it's a long time for it to spoil, approximately 2 days for raw meat and 5 days for cooked meat.
• Upgradable Hides: now mutant hides has different tiers, every tier increases stats, and gives artefact bonuses, a max tier hide can match a T1-T2 artefact, you'll have to craft the next levels or get lucky with traders.
https://www.moddb.com/mods/stalker-a...for-anomaly-15
https://www.moddb.com/mods/stalker-a...lable-canteens
https://www.google.com/search?client...UTF-8&oe=UTF-8
https://github.com/ahuyn/anomaly-food-poisoning
https://www.moddb.com/mods/stalker-a...is-rotten-meat (modifié)
Maid — 31/12/2021
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EFP comes with RF Reciever Sidequests:
• After certain amount of goodwill gain with your faction, you'll get a message telling you get an RF Receiver, afterwards it'll tell you a map and the approximate location to a unique package the faction has prepared for you.
• You'll need to use your RF Receiver to track down the exact location of the package, this package often contains very helpful items, like food, repair items, devices, which will help you early on.
https://www.moddb.com/mods/stalker-a...age-sidequests (modifié)
[07:16]
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EFP comes with Smoother progression mod and Usable Toolkit:
• Smoother progression allows you to repair and upgrade early game items for cheaper, this allows you to have different early build or save up to get something better later on.
• Upgrades for early items are cheaper and techs will allow you to upgrade certain early items without the need of a Basic Toolkit.
• Usable Toolkit allows you to use your Basic, Advanced and Expert Toolkits anywhere, to only craft items, to repair and upgrade you'll need to do it through a vice.
https://www.moddb.com/mods/stalker-a...er-progression (modifié)
[07:16]
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EFP comes with Anomaly Skill System:
• Skills system adds the next Skills:
○ Strength: You level up Strength by moving around heavy loaded, the closest to your carry weight cap you get, the more experience you get for it when running around. The bonuses you get from this skill is, carry weight and melee damage per level.
○ Endurance: Endurance is the opposite of Strength, you have to move around as light as possible, the lighter you run around the more experience you get for it. Every level you gain max stamina and max speed.
○ Scavenging: Scavenging progressed by killing stalkers, wipe every enemy that gets in your path to acquire increased drops from their bodies.
○ Survival: Survival progresses when you take damage, being shot at, being hit by mutants as well as killing mutants will help you advance in levels, in exchange you'll earn increased damage resistance and increased odds to get more mutant parts when skinning.
• These skills start by giving you debuffs on their respective stats, but once you level up a bit you get to even them out to vanilla, and after that you start earning bonuses.
• Extra Note: regarding Scavenging, it despawns loot with certain chance if you have a low level in it. It behaves in similar way to kits so you may notice loot disappearing, this is intended.
https://www.moddb.com/mods/stalker-a...y-skill-system (modifié)
[07:16]
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EFP comes with Faction Based Economy:
• FBE, limits the traders inventory, meaning you won't see as many items on other faction's traders, but your faction trader will be open to you from the beginning.
• To be able to open other traders items, you need to earn goodwill with the respective faction, basically, do tasks for them, to be respected and they'll show you their goods.
• FBE also based on your goodwill and rank will decrease buying prices and increase your selling prices, tasks will help you earn goodwill and rank you need. It gives you a multiplier stat to see for how much, compared to the base price you're selling and buying items.
• Furthermore, the higher your goodwill and rank will give you extra items, which means, whilst at low reputation you will see only 1 stack of any ammo at max reputation you could get to see 3-5 stacks.
https://www.moddb.com/mods/stalker-a...-based-economy (modifié)
[07:16]
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EFP comes with Perk Based Artefacts:
• PBA, adds perks to all the trash artefacts, which means they have different unique effects each, listed:
○ Sun: Gives health and stamina boost at clear weather, little stamina boost at partly clear and stamina penalty at not clear and at night.
○ Heart: Gives stronger health regen the less health you have if you have lower than 25% of health up to that amount
○ Moon: Gives bleeding cure and speed increase from dusk till dawn at any weather.
• Make sure to check out artefacts for their unique perks.
• Perk based artefacts was made to synergize with Powered Exos in EFP, meaning your batteries will recharge with the respective artefacts
https://www.moddb.com/mods/stalker-a...ased-artefacts
• Full list of Artefact Perks
https://github.com/themrdemonized/ST...ased-Artefacts (modifié)
Maid — 31/12/2021
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EFP comes with Stand's Matches
• You can now right click on your matches to create a match box, in which, you can store your matches, up to 32.
○ Note that you will have to take out one from the box in order to be able to use them.
○ You can also use the matches as fuel for the basic cooking kit. (modifié)
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Mods that make EFP harder section:
• NPC Loot Claim: Enemies killed by NPCs will make the bodies unlootable for the player, you can get up to 3 warnings before the NPCs that killed the body you're trying to loot turn hostile to you.
• Wepl Hit Effects: Camera will shake depending on the bullet caliber you get hit by.
• Advanced Stamina System: Stamina will be penalized depending on different factors, these factors are, going up places(stairs, hills, etc), the kind of material you walking through. Also, your maximum stamina will be limited based on your hunter, thirst and sleep, take care of your stalker.
• All Mutants Friendly Between Them: If you're up for some more challenge, this module will make all mutants be friendly between each other and they all act together against Stalkers.
• Notes:
○ Upgrading backpacks through other means that isn't a tech can cause crashes.
• Most importantly make sure to check MCM menu to see all the customization that different mods give. (modifié)
[07:46]
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Mods that make EFP easier section:
• Lower OPO & WPO repair item conditions: by default, EFP has higher repair thresholds to repair guns and parts, this reduces it by half.
• More Mutant Parts: Increases slightly the odds of mutants to give parts.
• All Recipes Unlocked: by default, recipes must be bought to be able to craft the respective items, this module makes all items be craftable without the need of recipes.
• Easier Trader Profiles: by default traders have odds to sell items or not, this means a rare weapon or armor will not show up on each trader reset, this module makes all items always show up, this does not surpass supply levels.
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• If your companion hud doesn't show up properly or is not visible because of your screen resolution, edit the following file
○ ui_hud.xml
○ Reduce the next value " x="xxx" " by 5 or 10, it'll show after you reset the game, will take you few tries till you get it in place (modifié)
[07:46]
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• To remove HD Models, do the following:
○ Disable the following mods:
► [Raito-x-Ray] HDModels Full
► [Compat] THAP & HD Models
► [Flashbangz] Sin Redux - HD Models
► [DNPCAV] HD Variety
○ Enable the following mods:
► [Gwub] LLTZ & Mysteries of the Zone - Vanilla
► [Compat] Vanilla Models & THAP & HD Icons
○ Note, you must do this before starting a new game, doing this during an existing save will crash your game, no way around it.
• If you want to install Dux's Innumerable Character Kit afterwards, make sure to drop at the end of MO2, with the respective patches in the following order:
○ Dux's Innumerable Character Kit (
https://www.moddb.com/mods/stalker-anomaly/addons/dick)
○ Dux's Kit - Improved Ranks Patch
○ Dux's Kit - LTTZ Patch
○ Dux's Kit - Warfare Patch (if you use WAO)
○ Dux's Kit - BaS Patch
• Additionally, to complement Dux's mod perfectly download and install the next mods after it in the following order:
○ Fixed Vanilla Models & Textures (
https://www.moddb.com/mods/stalker-anomaly/addons/fvm)
○ Nosorog/Rhino Overhaul (
https://www.moddb.com/mods/stalker-a...osorogoverhaul)
○ I rendered vanilla armor icons using these mods, check it out to get matching armor icons (
https://www.moddb.com/mods/stalker-a...nilla-hd-icons)
• To remove BHS, do the following:
○ Disable the following mods:
►[Grok] Body Health System Redux
► [Compat] Grok's BHS & EFTMO
○ Note, this will leave EFTMO med items the default, and items like CMS, Surv12, Splint, etc, will not do any positive to you, removing EFTMO is highly recommended against. (modifié)
31 janvier 2022
Maid — 31/01/2022
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• The mod keybinds are in the MCM menu.
○ In there you can not only change the key but also change it's behavior (tap, double press, long press) and add a modifier (shift, control, alt) these two can work together allowing you to have multiple functions in a single key.
○ Note that single tap option has a small delay, and if you spam it, it'll only break the function.
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