File: Experimental.cfg This configuration contains some not-fully-tested tweaks. =============== The Sim_statistic Debug Options stuff has moved to the Respawn Control configuration (RespawnerControl.cfg). =============== Alternative Pripyat Gulag Alternative Lab X16 Gulag - removed; not supported in new game Alex-Tommy has made some suggestions to improve the operation of the game; see the "Alternative Pripyat Gulag" entry. =============== Explosives Carry - Light Explosives Carry - Heavy You can carry (or at least pick up) explosives if you enable the ability to do so. This feature allows you to selectively enable the can_take attribute of six different explosive containers in the game, half of which are light enough to be carried in the vanilla game. Use the tooltips to see the current weight of the fuel cans, canisters, tanks and barrels, as well as that of the dynamite box. If you enable the heavy items without changing the weight you can carry, you will be able to pick up the heavy containers but you will not be able to walk with them. You might find it useful to help you get barrels up steps. Note that not all barrels, fuel tanks, etc. in the game are explosive items. If you look at a red barrel while close to it you should see a prompt to pick it up if it is an explosive one. =============== Explosives Weight - Light Explosives Weight - Heavy You can use this option to change the default weight for the six types of explosive containers you can enable to carry. =============== Live Stalker Ranking Mr. Fusion's AI tweak is now in the Experimental_AI.cfg configuration file. =============== NPC Smart Flashlights This AI tweak has been moved to the Experimental_AI.cfg configuration file. =============== NPC Death Crash Fix When an NPC dies, the death manager will process the NPC's inventory and remove most of his items (PDA, harmonica, guitar, food, drugs, ammo, etc.) and then recreate a typical inventory with ammo for the slot weapons (pistol, rifle/shotgun) and optional items like medkits, antirad, vodka, artifacts, food and the like. The ammo deleted is a full box used by the game for reloading. The game always attempts to delete this ammo, resulting in logged complaints in 1.0006 ("!SV:ge_destroy: [xxxxx] not found on server" and "sv destroy object [xxxxx][NOTFOUND]" errors) because the vanilla death manager is deleting it first. Sometimes the game crashes with an "e_parent && e_entity" error if the death occurs while the NPC is reloading. The fix checks the ammo to see if it is used by the active weapon. If so, it skips the deletion and lets the game delete it later. While this prevents the crash and eliminates the related log complaints, side effects include more occurrences of spastic physics behavior (where the NPC will "rubberband" and stretch out, either embedding himself in a wall or return to its normal shape a long way from where he died) and more dropped weapons if the "store weapons in backpack" option is used. These spasms occur because the physics engine reacts strongly to any portion of the body intersecting anything in the environment (ground, walls, steps, etc.), and this intersection happens because the physical body moves when anything with mass is removed from inventory. The body is not fully "physical" when the NPC initially dies, so the death manager deletions don't cause as much trouble. (After a short while the body is no longer physical and you can walk through it without bumping it. But the engine deletes the ammo before that.) If the side effects bother you, you may want the vanilla form. The crash is not common if you do not use the bak/Rulix mini-mod to force NPCs to reload early, and you can always just reload the last save if it does happen. =============== NPP Blowout Timer You can set the default countdown value at any time prior to triggering the blowout timer at the Chernobyl Nuclear Power Plant. =============== Psi Emitter The vanilla game normally uses rupture damage to lower your health while you are in a psi field like that around the Brain Scorcher. The ZRP default is to lower your mental health (the blue bar in inventory) instead. If you wish to return to the vanilla effect, check the checkbox and click Apply. =============== Time on HUD This tweak has been promoted to the _ZRP.cfg configuration file. =============== Weapons These settings affect the config\weapons\weapons.ltx file. At point-blank range the probability that an NPC's shots will hit you is 1.0 (100%). This probability will drop to the value given by the novice difficulty setting in defines.ltx (default 0.20 or 20%), at the distance given by hit_probability_max_dist in config\weapons\weapons.ltx. The percentage of hits to shots fired will remain at this probability beyond this distance. The default value for hit_probability_max_dist is 10 meters. Set it higher to increase the effective accuracy of the NPCs. NOTE: This does not apply to your accuracy. That is determined by the accuracy of the gun combined with the accuracy adjustment determined by your stance and whether you are aiming or not. A gauss rifle in good condition will always hit the target if you aim or low-crouch. See the debug notes to learn how to display the damage you are doing to NPCs and mutants. Both fire_dispersion_base_k and bullet_hit_power_k affect your weapon when an add-on silencer is attached. Normally such a silenced weapon is 25% less accurate and hits with 20% less damage. You can tweak it to keep the weapon's default accuracy (1.0) or even improve it (e.g., 1.25). This only applies to the default add-on silencer in the vanilla game. It does not affect weapons that are silenced by default. =============== Weather: Don't use either of the Weather tweak entries if you already use a mod that modifies the weather. Weather 1: You have three choices besides the default: "Good Weather on All Maps, Soft Rain after Midnight" - It rains softly a couple of times in the wee hours of the morning, and the weather will still cloud over from time to time. "Normal Weather on All Maps" - The standard weather that you see in the Cordon and other places can now also be had in Dark Valley, Yantar, Red Forest, Pripyat and the two NPP outdoor levels. "Normal Weather on All Maps, No Lightning Bolts" - This attempts to remove the lightning from the normal weather. Weather 2: "Vanilla Weather" - This is the default weather in the original game. This choice works with the Weather 1 entry. "Immersive Weather" - You can optionally use a modified vanilla weather system that takes into account your progress in the game. As you make changes to the environment in the main storyline, those changes can be reflected in the behavior of the weather on the associated levels. Please note that the Weather 1 tweaks may make this change moot.