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Everything posted by Sumrak
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Bloodsuckers have some loot while they are alive (APSI + Mutant heart), it is there because of a several script reasons and these items are removed once bloodsucker is dead. You should not be able to loot that (but it is probably doable in very laggy situations). Since .73, there is a chance for an additional item (bloodpack), which is not removed upon bloodsucker's death. But this chance was very, very low, so I had to adjust that in .74, it has been tested, your chance to obtain a bloodpack is much better (it is still rare of course). In order to loot the bloodpack, you need to access gear of bloodsucker body as it is not displayed with the "loot" icon.
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Have you tried if is this happening for you on different servers?
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Thanks. I don't know in what exact situation you were, but bloodsuckers are usually up to attacking their targets (maybe more than DayZ's infected). There are few exceptions though, it is possible to get bloodsucker into situation, where he arrive on your position, but you are still a bit outside of his attack range. You can also use environment and wait for him on the places, where he cannot go (on rocks for example, inside deerstand,..), that is also situation, when bloodsuckers are unable to perform attacks, but the rest should be fine. Always visible eyes are by the design (they are using cloaking, their eyes should be visible so they can orientate themselves). They also glow during the night :)
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Yeah, well, that's not how ,74 is going to look though :D we've discovered, that bloodsucker spawns are a bit messed up combined with 1.7.5.1, so I had to address this. I don't know exactly, .74 itself is almost completed, we've been testing yesterday, I've eliminated some weirdness and bugs. Also prepared website update. The thing is now I heard there is possibility for another hotfix for DayZMod to be released, so I am waiting what is going to happen (I would release rather one version than two within few days). Thanks :thumbsup: well I am trying everything what my free time allows me to do, I would love to do a lot more for the whole Namalsk Crisis or DayZ Namalsk or even my next, yet still unannounced work, but its hard :( Some of those things in DayZMod are certainly not helping (banning.. I don't really get some steps taken there, but luckily it is not that hard to go around it). If there are any thing you would want to see changed compared to the DayZMod, let me know, I can take a look on that, but can't promise anything since I don't like really breaking into the mod itself much. -------------------------------------------------------------------------------------- Anyway, here is another version of a preliminary changelog for 0.74: [DayZ: Namalsk v0.74] Client-side Added: A portable solder to 'IndustrialNamalsk' loot table (low spawn chance) Added: Ability to repair broken NVG, radios and GPS (you need toolbox + solder + 2 pieces of broken equipment) Added: Models for broken GPS, radio and NVG (so you can recognize them lying on the ground - exemplary picture > http://download.nightstalkers.cz/dzn/dzn_broken_equipment.jpg) Added: New weapon VSS Vintorez (class name 'VSS_vintorez_DZN') into 'MilitarySpecialNamalsk', 'MilitarySpecialNamalskWinter', 'MilitarySpecialNAC', 'MilitarySpecialNACER7' loot tables + correct ammo into 'militaryNamalsk' and 'militaryNAC' (note: this weapon is not available in no-sniper rifle loot scheme) Changed: Some weapon classes to counter DayZMod's newest banning ('MakarovSD' -> 'MakarovSD_DZN';'AKS_GOLD' -> 'AKS_GOLD_DZN';'AK_107_GL_pso' -> 'AK_107_GL_pso_DZN';'AKS_74_UN_kobra' -> 'AKS_74_UN_kobra_DZN';'RPK_74' -> 'RPK_74_DZN';'Saiga12K' -> 'Saiga12K_DZN';'G36_C_SD_eotech' -> 'G36_C_SD_eotech_DZN';'MG36' -> 'MG36_DZN';'BAF_L85A2_UGL_ACOG' -> 'BAF_L85A2_UGL_ACOG_DZN') Changed: Lowered count of items in 'MedBox0' (5-2-2-2-5), medical box is now represented on Namalsk by the new class called 'MedBox0_DZN' Changed: Increased chance for dropping 'ItemBloodbag' from killing a bloodsucker Changed: Tweaked (once again) spawning mechanism of bloodsuckers (because 1.7.5.1 changed somehow spawns of the infected), they should be once again a bit rarer than they used to be (this is of course still configurable using mission parameters) Changed: Existing files in ns_dayz\code to support newest DayZMod's update changes (1.7.5.1) Changed: Working GPS and NVGs are no longer lootable (only broken ones are, working pieces removed from existing loot tables) Changed: Temperature script change - flying in a helicopter above water, riding a boat, etc. no longer affects negatively your temperature with water factor (only swimming does) Fixed: 'BrokenNVGoggles' no longer has binoculars model Removed: 'huntingrifle' (CZ550) from the no-sniper rifles loot scheme Removed: 'ItemWire' from 'IndustrialNamalsk' loot table Server-side Added: New parameter in mission init.sqf, which can affect times between each EVR (more info in the mission file > init.sqf)
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Added: New weapon VSS Vintorez (class name 'VSS_vintorez_DZN') into 'MilitarySpecialNamalsk', 'MilitarySpecialNamalskWinter', 'MilitarySpecialNAC', 'MilitarySpecialNACER7' loot tables + correct ammo into 'militaryNamalsk' and 'militaryNAC' (note: this weapon is not available in no-sniper rifle loot scheme) Changed: Some weapon classes to counter DayZMod's newest banning ('MakarovSD' -> 'MakarovSD_DZN';'AKS_GOLD' -> 'AKS_GOLD_DZN';'AK_107_GL_pso' -> 'AK_107_GL_pso_DZN';'AKS_74_UN_kobra' -> 'AKS_74_UN_kobra_DZN';'RPK_74' -> 'RPK_74_DZN';'Saiga12K' -> 'Saiga12K_DZN';'G36_C_SD_eotech' -> 'G36_C_SD_eotech_DZN';'MG36' -> 'MG36_DZN';'BAF_L85A2_UGL_ACOG' -> 'BAF_L85A2_UGL_ACOG_DZN') Another changes (I had to take measures since some weapons got banned by DayZMod) + also fighting with BE again :( Still hoping for the release today though! If you are owner of one of those weapons (listed ↑), be prepared to loose them with 0.74 update. :| Or, admins could possibly take measurements and mass replace those with _DZN versions in DB.
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Hey guys, just a heads up for you, tomorrow is going to be release day (hopefully). I've been working hard to get Namalsk working under newest DayZMod update (1.7.5.1) and prepared also some bonus stuff for you ;) So here it is - preliminary changelog for DayZ: Namalsk v0.74 [DayZ: Namalsk v0.74] Crafting time! Client-side Added: A portable solder to 'IndustrialNamalsk' loot table (low spawn chance) Added: Ability to repair broken NVG, radios and GPS (you need toolbox + solder + 2 pieces of broken equipment) Added: Models for broken GPS, radio and NVG (so you can recognize them lying on the ground - exemplary picture here ) Changed: Increased chance for dropping 'ItemBloodbag' from killing a bloodsucker Changed: Existing files in ns_dayz\code to support newest DayZMod's update changes (1.7.5.1) Changed: Working GPS and NVGs are no longer lootable (only broken ones are, working pieces removed from existing loot tables) Changed: Temperature script change - flying in helicopter above water, riding boat, etc. no longer affects negatively your temperature with water factor (only swimming does) Fixed: 'BrokenNVGoggles' no longer has binoculars model Removed: 'huntingrifle' (CZ550) from the no-sniper rifles loot scheme Removed: 'ItemWire' from 'IndustrialNamalsk' loot table Server-side Added: New parameter in mission init.sqf, which can affect times between each EVR (more info in the mission file > init.sqf)
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Namalsk Nuke how do i set it off?
Sumrak replied to burt-burton@hotmail.co.uk's topic in New Player Discussion
Quote from http://www.nightstalkers.cz/en_index_dn.php?menu=en_dn_server -
Of course Namalsk is still supported (why it shouldn't be?) and it will be updated for 1.7.5.1. Making Namalsk files compatible with newest update can take some time, so I eventually cant keep up with the continuous wip builds of DayZMod, I just wait for the final build, and if everything is working, then I will update Namalsk code. Part of the code has been already updated. I am going today / tomorrow to test it, if it is running on my test server. If so, I will double-check everything what has been changed / added and release it.
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Unfortunately not, most of them requires animation work, which is quite time consuming when you don't have any mocap studio available. I will be upgrading DayZ Namalsk sometimes soon to 1.7.5, so we will see :) I don't have currently any plans with unbanning a2/oa vehicles for DayZ Namalsk for now (it requires some config work to evade those banned records in DayZMod). But if DayZMod gets some stuff unbanned, you will be able to use it on Namalsk too (not sure, if they are planning to unban uh-1y for example).
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I have not released any update on this, yet. But it is listed issue and it will be debugged for the next build of DayZ: Namalsk, which I hope will come with the next DayZMod update. This would be indeed very cool, but pain in the ass to do as arma does not support any kind of underground objects, I would have to dig large pass through that ridge with southern army base and then cover it with artificial ground like a2 object is currently done (which is not ideal at all). If you take a look on how big that area would be, the overall impact on the visual quality and even AI would be pretty much devastating. :( I was taking a look on weapons back in .72, but the problem is, lots of weapons is still banned by DayZMod, so I can't use them in the normal way. I think, we have pretty large weaponry currently already, but I am sure when I find some nice and suitable weapon, I will add it to loot tables of Namalsk :) (like VSS)
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There are 2 spots on the whole island, where the gauss rifle can spawn. Both are located inside A2 and have confirmed loot spawn working. The problem is that those locations are objects too - objects defined with 20% loot spawn chance, 1 loot spot and having similar loot table like the underground objects, but the only difference is that gauss rifle. Having a big loot table on one lootspot and 20% loot spawn chance can have a pretty serious impact on the spawn of the one exact item. Not to mention when you have now chance to disable the gauss rifle spawn entirely, the weapon itself can be pretty hard to find (between non-cheating players of course).
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To all who are complaining about the EVR or bloodsuckers, please read what I have said numerous of times now (or what other guys said in this thread) - I won't be removing them from the mod completely, I will continue to improve them, removing is up to you guys, I gave the tools for it. I completely respect that everyone has their own opinion on these new features and that is exactly the reason why I just did not forced these things. Even gauss rifle (ER7) is now optional + you can even turn off loot spawns of sniper rifles entirely. And as I saw many times since .72/.73 release, people are using these server side configurations, everyone can find server to suit their gameplay style. - I cannot really confirm this, I got reports about disappearing animals though (I will try to address this problem). IF I will meet some animal ( :D ), I will take a look on this problem to see if I can reproduce it. I am glad to hear that, thanks! :) DayZ Namalsk is still in its development phase, as you can see, currently it is in 0.73 version, so we have still long way before 1.00, currently I would like to synchronize the next release with the 1.7.5 DayZMod release. There are already plenty of things waiting ;)
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I don't think Namalsk is turning into Chernarus, sure, you have some possible "end game" things, which you eventually need to survive Namalsk for a long period, but the overall size of Namalsk and the way loot type is seeded on Namalsk (food, medical supplies..), will place you into great danger (unless you are on server with 0 other players and running all the time from everything what moves). And also, having warm clothes or APSI does not gives you some ultimate armor to protect you from everything, you are not the king of the hill, one day, you will met random dude with AKS and... This is not intentional, I forgot to remove it :rolleyes: Will do it in next update. Thanks for the reminder! Why you should wait 43 minutes? :D everyone can freely move, the only thing you need to keep in mind is to listen / watch what is happening, once you notice something is weird, just find the building, you have 5 minutes and 30 seconds (on bugged slower servers even more..). Simply look for cover when the preparation phase of EVR will start. If you are really worried, your maximum waiting time will be ~5 minutes, definitely not 43 minutes..
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Manual control of A1 is done in Namalsk Crisis Warfare mission, where players can control A1 using console in A2 underground, this is something what could be possibly doable in DayZ too (maybe as another server configuration parameter, anyway, it would remove the element of the surprise though). Anyway, did you noticed, that EVR, bloodsuckers and even loot tables can be now modified by the server owner, so people can choose the server by the configuration, which they like? Many servers have information about this in their names. This is not something what is forced to use, you guys have free hands to disable it in case the player-base does not like it. if you are not server owner, then you can find servers where this does not exists or when you have fav server where it is turned on, convince player-base and admin / server owner why EVR and bloodsuckers are bad. I completely expected this, so I gave you tools for disabling / enabling this. My task is of course still keep an eye on the feedback and improving these features, they wont be removed though, removing / disabling is up to players / server owners. It can happen when server is not fast enough to remove bloodsucker's stuff from him after his death. Thanks, I will take a look on the possible solutions to deal with wounded bloodsuckers, I think their cloaking capabilities could be decreased somehow with their damage (as I said ↓, with the visible bleeding) but even flashing cloaking mechanism is doable. I would like to see bloodsuckers even when they are invisible (at least their silhouette or something like that), I was already experimenting with this when I was working on them like 1.5 years ago, so far no success mainly because of the model quality. The only loot which you should find in bloodsuckers is a blood pack (not sure if anyone found it yet though). Mutant heart is not available in DayZ Namalsk and it is result of bugged and not properly finished bloodsucker control script. (there should be APSI too). Thanks! :) Yes, zombies are unaffected, I will try to look on some solutions for this problem, until now, try to clean your position as possible. You do not have to search for all these thing about that, if you are explorer, you can pretty much get all the things from the gameplay itself. The sounds, which signalize the EVR beginning (starting from 5 minutes) before EVR itself are very weird compared to the normal ones, so even without post process effects, you just have to hear them + they are every minute and the interval between them is slowly decreasing. I was on some server and when the server sent command for preparation phase start, ppl started talking side chat that EVR is coming, take cover everyone. So, I guess its working as intended? Lightning is not an option for the preparation phase. Players, who spawned within last 5 - 15 minutes should be able hold even one EVR hit, this can only be good as any new player will at least test what this event is capable of and he will be able to react on that next time. Yes, you are right. I think that's the best way of doing that, fear of death and pretty much loosing your gear will makes players being really careful about what they are doing and what is happening around them. (loosing your character means on Namalsk little compared to Chernarus for example..) This is nice idea, I guess it could be implemented, I will investigate that and see what are the easiest ways to implement it. Ask Arma engine on that, the same thing is happening with other unit's footsteps, I wish we could have footprint tracking in Arma :) would be awesome in DayZ, but I guess it could eat some performance though.
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Wow guys! Soo much responses, thanks :) * part 1 * Thanks! Yes, as I said, I will continue to improve these features, right know I am worried about the bloodsucker death bug, which causes him running in straight line cycling forever. Red eyes are probably visible only at night, through the daylight, you should see them too, but only as some 2 small objects running towards your position. This may be related to the volume of those sounds, because actual sound is played the same way as dayz zombies for example (arma say command). I will check that. Thanks! I'm glad you guys are having fun with these things! ;) This is unfortunately Arma bug since long time, I will take a look what could be done with it, because I know it is annoying, you have to double tap that movement key to stop, yeah, well, that sucks in duel with bloodsuckers. :D
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There have been some issues last, Ayan havent got much time for updating to 0.72 (he had to solve some issues regarding pkg building), then he also reinstalled his OS, but everything was sorted out few days ago, the whole system is a bit different than before (I have my own repo, where I can update bliss files for Namalsk - I have still work to do on that, but hopefully I will deal with that within next few days). If Namalsk simply wouldn't be supported by bliss, I would tell you that, don't worry. Keep in mind simple thing - people are doing everything here for free and in their own free time. They are investing their own free time and everything does not have to be instantly, immediately. Yeah.. I will rather take a look on the animal issue than adding ability to eat bloodsucker's meat. :D It does not happens for no reason, it is happening simply because object A1 is present and it is doing wrong things, this was happening in Namalsk Crisis campaign (In a bit more controlled way, but still) and so its been added to DayZ. (but none is forced to it) Yes, of course, those symptoms would be awesome, but most of these things would be ignored by players (shaking is useless mechanics since 3rd view available almost on all servers, blurred vision is of course nice too, but any advanced post process effects can be disabled using graphics settings,..). While I agree, that the blood loss is straightforward, it seems to be only way of doing that now - I want you to have respect from that. It is nice to see players now starting chatting in side chat, seeing preparation phase sound / effects, all trying to find some building and survive before EVR will happen. The building detection is basically the same script, which is also currently used by DayZMod, I will try to test it a bit more, but it should be already tweaked like 2 DayZMod versions back (looks like it needs more work). I got some reports of not working objects, but if you can remember any situation, where you got the hit even in building, please let me know, maybe I will be able to find some similarity between these objects and fix the algorithm for building check. I expected that these features will be the topic of discussions, well that's pretty much the reason why I gave you the option for turning these things off. And as I said earlier, I won't be removing them, I will keep improving them. Removing is up to you and your player base. :thumbsup:
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This is how you balance bloodsuckers on namalsk (Because they need it)
Sumrak replied to Skinny_Man's topic in DayZ Mod General Discussion
There is no air siren, several combination of post process and sound effects will warn you that EVR is coming. But as I said, it is in version 0.73 and you guys all have probably still 0.72. -
This is how you balance bloodsuckers on namalsk (Because they need it)
Sumrak replied to Skinny_Man's topic in DayZ Mod General Discussion
EVR has ~5 minute preparation phase, which gives you time for finding shelter (it should be doable almost on all places on Namalsk). Once EVR launch, you will get combat timer and after another 30 secs, you will get hit. Yeah, you can hide from EVR in any building or get the protection device, so you can detect EVR and protect yourself from knocking out. With 0.73, there should be less of them (and this can be adjusted by server config, you can even return it back to 0.72, or make them rarer) and they are now stronger + they are basically spawning in the woods mostly around hotspots (helicrashes, barracks, usual sniper locations,..) on Namalsk. -
This is how you balance bloodsuckers on namalsk (Because they need it)
Sumrak replied to Skinny_Man's topic in DayZ Mod General Discussion
This has been changed in 0.73, you shouldn't be able to kill him that easily :P Its not EMP, its EVR/Blowout, and it got also pretty nice change in 0.73. The new "preparation phase" will give you up to 5 minutes and 30 seconds, before EVR will escalate, you will basically do mistake if you ignore it. I admit, that previous (0.72 version) was a bit hardcore and you guys did not have enough time to react. Anyway, both features, which are here mentioned, can be turned off server side. So if you guys wont like it even after 0.73 (which has been release on thursday), you can always find server, where these things are turned off. :thumbsup: I wont be removing them, I will continue improving them, I gave you tools for disabling / enabling these features. -
This is how you balance bloodsuckers on namalsk (Because they need it)
Sumrak replied to Skinny_Man's topic in DayZ Mod General Discussion
Since 0.73, this has been modified, there is only 40% chance for their spawn on predefined places (helicrashes..) + server owners can change this spawn rate, to even less or more (for example 100% - default 0.72 rate). I want to have them only at certain places, only around precious loot or hotspots, I want to make some camping even more difficult than before. Although I kind of like the idea of spawning them randomly too. And they way of knowing bloodsucker around you is to listen and watch, although he is using cloaking method, he has always visible red eyes (yes, you can see them, even at daylight, night is better though). And btw we have DayZ Namalsk thread on forums for similar stuff - http://dayzmod.com/forum/index.php?/topic/101981-dayz-namalsk/ ;) -
This is happening to me too, with mags for example, I can log off while having 1 round and after relog it will reload to full, not sure what is happening, probably something is not saving properly, maybe this is related to the blood too. I can try to use in building check on different selection of buildings to see what is wrong. You are right, maybe finally thing, which will force players to cooperate? :D - I meant it like that - even inside DZC folder DayZ_Namalsk, there is still Namalsk Crisis modification present, that is Arma II mod, under which is DayZ: Namalsk running. If you add DayZ files to it (I mean directly all pbos to it), it wont work, it will just be for DayZ, you wont be able to try Namalsk Crisis itself (campaign, etc.), because it will have DayZMod with it, which locks most of the stuff. - Oh really? Well we will see in 0.73 ^_^
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Hey guys, 0.73 is out! :) (well it was out earlier his day, but these forums are now really slow..) Nothing really huge and game breaking, but I felt, it was needed for you guys, so you can enjoy Namalsk through xmas :P. Check the changelog on http://www.nightstal...u=en_dn_changes (or here - http://dayzmod.com/f...40#entry1065163) As always, get client/mod files on http://www.nightstal...nu=en_dn_player Server things are this time nothing really serious, just a couple of BE filter changes and mission file change, get it on http://www.nightstal...nu=en_dn_server Enjoy! :thumbsup: As always, please give some time to guys from DZC and SU to include this release on their FTPs.
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Actually, you can see some sort of 0.3 sec stun on you even now, but yeah, about their damage, it is really different, scaling from -450 blood up to -1570 blood. Both values are extreme and it is usually like -900 <-> -600 blood. Believe me, I do not want to make them just another stupid infected character chasing you with no chance to kill you any time. When you encounter him, you just have to be ready or do some evading, as I said many times, they have hard times using ladders or walking in more complex structures. Trust me, I of course tested it many times, even though I always liked direct contact.. you just don't have to do that, when you are not ready, with some efforts, you can get the rid of him completely even with crossbow or hatchet (I should not say this probably.. but yeah, they are suffering from the similar issues like infected characters, though my scripts are less advanced, more straightforward - but it does not matter in case of bloodsucker). Anyway.. You don't have to run for 7 hours, EVR will get you sooner than you think :D (but that is getting a bit buff, so everyone paying enough attention should survive EVR without any problems, again, I still want to have bigger punishment for EVR, because of the same reason like it is for bloodsucker, I just do not want another thing, which most of the players will skip / ignore). What? WHY you should want to go for loot to A2? I'm not really a big Namalsk player, but I always found very decent and even anti bloodsucker stuff outside A2 and even barracks (deerstands, towers..). If you are / will be against bloodsuckers and you do not want to leave your favorite server, ask people there, ask them what they think, send an email to admin / owner about that, etc.
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* part 2 * Then don't go there, go there when you get enough experience and gear, so you can be sure you can kill them. I don't really get this logic, in what game are you supposed to go like on "level 1" immediately for one of the most precious loot in the game, that does not makes any sense. I really wish infected would still act like they were at the DayZ's beginning, the current ones are just joke, none has respect from them. Anyway, forums are pretty laggy, I cannot really spend much time responding and waiting on these forums, so pardon me guys if I do not have any walls of texts :D Here is preliminary changelog for DayZ: Namalsk v0.73 and Namalsk Crisis Update 2.3: [Namalsk Crisis Update 2.3] Please keep in mind, that I am still trying to accumulate as much things as possible before bigger data file update (model fixes). So this is still one of the smaller updates, fixing and adding small stuff. Added: Players can now recognize EVR/Blowout by certain signals (post process effects, sound effects) even without the protection device (under 5 minutes before its begin, only module version!) Changed: EVR/Blowout module is now generating longer default periods between each EVR/Blowout sequences (not in dayz mode) Changed: Driving a car on grass surface should no longer be faster than on road Changed: Bloodsucker have now more health (health of bloodsucker was somehow compromised (lowered) during the last year of Arma II development) Fixed: Locality issues with 'dzn_fnc_breathfog' - breath fog script will now end properly when other unit (not player) is killed [DayZ: Namalsk v0.73] Please keep in mind, that this changelog is only for DayZ: Namalsk, if you want to read more about Namalsk Crisis Update 2.3, which was released with DayZ: Namalsk v0.73, continue here! Client-side Added: Few bloodsucker and infected spawn points Added: Bloodsuckers have now a chance to drop 1 blood pack (thanks to guys from DayZ nyx.cz for this suggestion!) Added: Custom zombie spawn point for c130j wreck Changed: Less (more rare) bloodsuckers (please note, that you can configure this value using server side configuration, again in init.sqf in the mission file) Changed: Some animals now give you more meat (was lowered before) to compensate the overall bigger blood losses Changed: EVR/Blowout main sequence now triggers combat mode Changed: White ghillie suit now adds more to the temperature than the woodland ghillie suit Server-side Added: New configuration parameter for changing spawn chance of bloodsuckers I've tested EVR changes and I feel, it should be ok, 5 minutes is really a lot of time on Namalsk, you have also another 30 seconds before EVR will get critical.
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* part 1 * "For three hours I ran around the map looking for food and weapons. I finally had some luck, getting decent rifles in a military compound" You cannot run for 3 hours without having an EVR event. Anyway, if you don't like it, don't play it, or play on servers, where EVR is turned off. I'm not going to remove it, I will improve it (will post info soon, 0.73 version is coming!), removing is up to you players / server owners - I gave you tools for it - and not only for that I have to say. And you are not being "killed randomly for no reason", you are being killed by EVR event, that is simply the way Namalsk is done now, Namalsk does not want you to live. So as I said, if you don't like EVR, you have choice of selecting different server with EVR off or you can just return to Chernarus or any other of the community maps. I cannot include DayZMod files into my archives, because unlike other community maps, DayZ Namalsk is actually running under Namalsk Crisis modification - the presence of DayZMod breaks the mod completely. So this may be possible only in case of DayZ Commander - and even then, it would just kill the mod files itself (for users, who do not want to mess with their pbos manually), focusing it only for running DayZ, nothing more. Thanks, coyote backpack was removed only from normal Military loot and replaced with baf assault pack, coyote is still available in barracks. Military rations would be cool, but only with a proper spawn chance :P Thanks! Sorry, I don't have / don't know about any weapon damage chart. No it is not, and if you feel it is, play on servers, where they are disabled. And read the changelog for the next update (I will post it soon, I did some changes to the spawning mechanism, with that, I agree, I myself did not wanted to have more than like 2-3 bloodsuckers at one place). Bloodsucker is not forced feature. As I said earlier, you can simply play on servers, where their spawning is turned off. Also, it is not available on Chernarus in official DayZ, it is just on Namalsk because they should be there - it is based on Namalsk Crisis story - I don't see this should be anyhow immersion breaking and nonsense.. Well, basically the in building check is the same the DayZMod itself is using, so there are more things broken on that place, not only related to EVR, could you please send me a picture of the exact industrial building? In what case it was not? Did you friend logged in in that moment? Did your friend had any connection issues? Because EVR scripts are synced in the best possible way really. Yes, don't worry, I want you to have respect from the bloodsuckers. :) They are not teleporting, they are just cloaking and decloaking. if you have played the whole stalker series, you should know well the bloodsuckers. That "black phantom like thing" is something similar to emissions / blowouts in stalker (yet completely something different in terms of Namalsk Crisis story). Check this for more info - http://dayzmod.com/forum/index.php?/topic/101981-dayz-namalsk/page__st__440#entry1057026