2.0 IS LIVE! Thank you all for your patience, and apologize that it took an extra day to release but hopefully you can see why! There is much more down the pipeline. Plenty of smaller updates will occur over the course of 2.0's launch that'll add smaller additions and features that will not effect save games. 2.0 marks the foundation of Modular Hard Mode and will continue to grow over time.
ROADMAP ________________________________________________________________________________ 2.1 Planned Features - Late April / Early May: Artefact Rework & Additions New Utility Equipment, Armors & Helmets New Junk & Valuables Weapon Upgrade Adjustments 2.2 and hopeful beyond planned features [TBA]: Consumable, Utility Equipment, Ammo Crafting* [SDK] Restoration of meaningful stashes in hard to access areas / puzzles. [SDK needed for SID identity] Crafting Blueprints [SDK] Technician Repair access removal (OXA 2.2.3+ takes care of this) Anomalous Detector [SDK] Mags Redux inspired bullet loading magazine system [SDK] Ammo Check[SDK] Medical System Rework, Limb and body part system [SDK] World Placed Randomized Junk & Crafting component loot [SDK] Weapon & Armor Disassembly, Repair Kit Crafting, Weapon / Equipment Replacement Parts & Repair [SDK] UI and HUD Changes, including numerical statistic breakdowns, Player Vitality Info, Psi Meter [SDK] Psi Rework, Natural Field, Night, Combat Stress outside of "Safe Areas and Campfires" & Counter Consumables for them for Hardcore & Master. [SDK] (Hybrid version of Combat Stress available as of 2.0.8E) Reinforced Quest & Restored human faction / mutant population of several post quest areas. [SDK] ********* ********* ********** **********
1.3.0 Base Game and potential other mod known issues:
Some Inventory related mods may cause crashes when loading inventories.
If attempting to use outdated mods that edit weapon configs, the base model for weapons in your game will be invisible. This isn't an issue with MHM as all strings and paths have been corrected to fit official patch 1.3.0.
MHM Known Issues:
None
Notes:
NPC's missing weapons: You've either installed MHM incorrectly, placing mods inside a folder named /mods/ instead of /~mods/, Using Weapon Skins that use override configs, Attempting to Merge mods, Using other Ballistic mods, Attempting to use redundant overhauls in combination with MHM, Using recoil, faster reloading, better jams, etc mods or anything that relates to weapons. When installed correctly, this can't be replicated using correct installation. Close to almost 2000 hours of modding since november, and I've never witnessed this happen outside of testing and bug fixing rare occurrence or factions themselves. Further comments regarding this issue will be ignored.
10K koupon requirement for repairs: You didn't read the updated installation instructions. Please hold down the following keys located on your keyboard: Shift+M.
I bought the explosive block charge from the trader and two things are happening: 1) they auto equip into the trap slot, but I can not change to grenades; 2) when I select the block charge from radial menu, the crosshair changes, but nothing is equipped in hands and I can not actually use the explosive.
Hello, I enjoy that great (and haaaard) mode :) I'd like to test some items, is there an items list available? I'd also like to report the following bugs: there are no faction patches (i installed the textures) and I also never found specialized caches, only white and empty ones spawn. I use MHM with OXA. Thanks :)
Hi guys i have problem, i try everything, but nothing work... Games go good everything ok, but after i start new game and pick up first weapon from ground game crash...What i can do to fix it? Anybody help im lost...
does it happen with all guns or just the first one? if it is just the first, you could deal with out it since there is another one further in the hole. if you don't want to do the prologue there is a mod for that: https://www.nexusmods.com/stalker2heartofchornobyl/mods/981?tab=description
Hello all, I'm having troubles with a few of stats. The hydration pack and the augmented one says it'll give additional stamina regen, but does not increase it. It recharges the same rate with it on. same goes for the sunrise suit that gives stam regen, but does nothing for me. Even the negative stamina regen stats from the pouch items don't effect regen time. I can confirm that the other artifact pouch items' stats are working, like the armor plates and the artifact "Soul" that gives endurance. Consumables that effect stamina regen work though.
One criticism i have and details ive sent, was you will loose movement starting from 45HP and when you heal back up, effects will stack due to the code keeping persistence and code inconsistencies, meaning you could be stuck to a crawl even when you're half health. In a game about movement being one of the only important tools for combating mutants in terms of defense, this is one of the biggest flaws with the mod imo.
2467 comments
Thank you all for your patience, and apologize that it took an extra day to release but hopefully you can see why!
There is much more down the pipeline. Plenty of smaller updates will occur over the course of 2.0's launch that'll add smaller additions and features that will not effect save games. 2.0 marks the foundation of Modular Hard Mode and will continue to grow over time.
ROADMAP
________________________________________________________________________________
2.1 Planned Features - Late April / Early May:
Artefact Rework & Additions
New Utility Equipment, Armors & Helmets
New Junk & Valuables
Weapon Upgrade Adjustments
2.2 and hopeful beyond planned features [TBA]:
Consumable, Utility Equipment, Ammo Crafting* [SDK]
Restoration of meaningful stashes in hard to access areas / puzzles. [SDK needed for SID identity]
Crafting Blueprints [SDK]
Technician Repair access removal(OXA 2.2.3+ takes care of this)Anomalous Detector [SDK]
Mags Redux inspired bullet loading magazine system [SDK]
Ammo Check [SDK]
Medical System Rework, Limb and body part system [SDK]
World Placed Randomized Junk & Crafting component loot [SDK]
Weapon & Armor Disassembly, Repair Kit Crafting, Weapon / Equipment Replacement Parts & Repair [SDK]
UI and HUD Changes, including numerical statistic breakdowns, Player Vitality Info, Psi Meter [SDK]
Psi Rework, Natural Field, Night, Combat Stress outside of "Safe Areas and Campfires" & Counter Consumables for them for Hardcore & Master. [SDK] (Hybrid version of Combat Stress available as of 2.0.8E)
Reinforced Quest & Restored human faction / mutant population of several post quest areas. [SDK]
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- English
- Ukrainian
- Russian
- Spanish
- Spanish Latin American
- Simplified and Traditional Chinese
If you'd like to have your language included, please download the loose localization in the misc download section.
- Some Inventory related mods may cause crashes when loading inventories.
- If attempting to use outdated mods that edit weapon configs, the base model for weapons in your game will be invisible. This isn't an issue with MHM as all strings and paths have been corrected to fit official patch 1.3.0.
MHM Known Issues:
- None
Notes:Please note I have no association or contact with the mod author, and the information is quite possibly wrong.
Changes/suggestions/criticisms welcome.
***Updated script for AIO+MO2 users*** <-- Recommended to use with plugin allowing install of multiple files at once
Hi. How do I remove these icons?
I can understand that there is no sight and other things
but what are they for?
how is it supposed to work?
appreciate help
I'd like to test some items, is there an items list available?
I'd also like to report the following bugs: there are no faction patches (i installed the textures) and I also never found specialized caches, only white and empty ones spawn.
I use MHM with OXA.
Thanks :)
Will it work?
or is this mod(Modular Hard Mode) just for the plot?
One criticism i have and details ive sent, was you will loose movement starting from 45HP and when you heal back up, effects will stack due to the code keeping persistence and code inconsistencies, meaning you could be stuck to a crawl even when you're half health. In a game about movement being one of the only important tools for combating mutants in terms of defense, this is one of the biggest flaws with the mod imo.