Here you go. Pretty much just download and put loki_lost_key.pbo file in a folder like all the other mods. Though I added mine to the main addons folder. One file easy to remember it's name.
http://kodabar.blogspot.co.uk/2012/12/how-to-install-lokis-lost-key-for-daizy.html Also I seem to do things a bit differently when adding DaiZy to Arma. I always see others writing shortcuts for arma mods when all I do is add them in the expansions menu in game. I know either way works but all I usually have to suffer through is a reboot of the game when I add an expansion. Never mind what happens if you make a mistake writing that shortcut for all the different mods I have on here. But that is me and what works for me might not for others. Just thought I would throw that out there in the case it might help someone. |
In reply to this post by Stormforge
That is a nice idea! Right now it's only one bandit/tent, wich makes things a bit easy... |
To add to that, could they all be sitting or maybe 1-3 sitting, 1-2 wandering or standing nearby up to a total of 3? |
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In reply to this post by Haleks
@Haleks, A bit off-topic here but, any plans to update Namalsk? I want to do a frankieonpcin1080p style play through where I fly off Chernarus and go to Namalsk.
Also, with the loot respawn system, what areas are considered a forest in DayZ, the green highlighted parts on the map? |
In reply to this post by Haleks
Halecks, It is a great idea to have them in more random places. You are right, going in Cherno/Elektro/Berezino and always find two survivors is kind of boring. It would be great to see more AI but in the wilderness (either good or bad guys), because in that way you have to be constantly careful. Cheers, Anubis |
In reply to this post by Haleks
I've noticed lately that dead AI bodies don't despawn, is this a bug or do they just not despawn?
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In reply to this post by nathan00107
Might try to update Namalsk, but it can be rather complicated... And yes, I think forest zones are green on the map; but I advise to camp deeper in the forest to be sure that the loot cycle is launched. I think there's a safe distance of 200 meters (maybe more) in the DMZ script; and there're only deleted every 30 minutes - unlike dead zeds (5 mins). |
In reply to this post by Haleks
Okay, after coming to the end of my first play-through, I'd like to provide some feedback on the mod. Please note that these are only my opinions, findings and suggestions. I respect anyone who agrees/disagrees with the following information.
NEGATIVE - All the vehicles I FOUND were completely broken. This made the journey to the northwest airfield a very long one. - Their aren't enough AI heli patrols. I only found one on my journey and it didn't even pose a threat. - I could not FIND any crashed helicopters. Maybe think about increasing the amount that spawn. - I did not find any tents and I explored both Cherno and Elektro. These need to have their spawn chance increased. - There are not enough AI at the northwest airfield. I saw one. - Maybe think about adding (If possible) AI's that are camping in the forest. I could just run through them without a worry in the world. - I could not FIND any Bandit camps POSITIVE - The combat with the AI I do find is fun and thrilling. - There are plenty of AI in the cities that pose quite a threat. - The amount of zombies that I found were quite the threat. - I love how the AI at Cherno and Elektro camp in the hill side. |
In reply to this post by Haleks
@Haleks, Any chance of putting in a couple of big bandit camps like your 2017 mod with 6 to 12 bandits (some in camp & some patrolling)?
If so, can their locations be randomized at the start of a new play through? I am really enjoying this release btw, thanks for the time and effort put in. |
Maybe! ;) But it requires quite some work and it's time consuming. I don't know if I can randomize locations for camps that size though : can't take the risk of having multiple collision bugs. But I'll think about it. |
Halecks,
Any plan to re-introduce the old bandit patrol cars? Those were pretty cool and there was the added bonus that you could use the car by killing the bandits... Cheers, Anubis |
I've been playing with the idea. ^^ But I would need to remove the files that add the roadblocks. But they also add all the wrecks and the deer stands, and I'm not sure I want to remove those... :/ |
Quelqu'un peux m'aider ? Je suis français et je ne pige rien a l'anglais....
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In reply to this post by Haleks
hey haleks how long do you think it'll be before you add the building script? just curious
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In reply to this post by Haleks
No Haleks! Don't remove the wrecks!
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Only way to do it that I see would be to only remove the wrecks from certain routes and have the bandits patrol those. Maybe with the pickups with a machine gun mounted.
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In reply to this post by Cheese
Salut, Que veux tu savoir ? __________________________________ @Haleks Thank you for this fantastic mod +1 for the nextUpdate :) |
Hmm, I think it would be cool to have a tool that adds the enemy markers on the map. For examlple;
Portable Radar: - Spawns in military loot - Enables icons of survivors, bandits and soldiers on the map within close range. |
In reply to this post by Stormforge
Easier said than done :/ Every wreck & roadblock are listed in a config file, and there's no way to know if there're on a road or not. And of course, you can't see them on the Editor map... |
pls add a mission file with building system!
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