Jump to content

hromamk

Member
  • Posts

    12
  • Joined

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

hromamk's Achievements

  1. You can often find bags in cars, but they're always empty, same with garbage bags. Would make sense for garbage bags to spawn with rotten food and stuff, shop bags - with groceries/books/etc...
  2. Typically glovebox and trunk have something spawned in them, and you can see it in car condition weight/out of max weight, but can't access it since doors aren't interactable. Also why not let player take like a decent seat out of it.. you can't do anything with door windows, doors or seats of a wrecked car, even if these parts are 80%+ condition.
  3. Tchernobill, I know of that mod, but it's not that. Also the mod simply doesn't work for me, I can access settings in Options/Mods while in menu, but it disappears from the in-game game menu and there's no option to activate it in the inventory.
  4. A unified always on you full map, that your character fills in automatically by finding regional maps - like a puzzle, also copies notes from 'annotated' regional maps, so it's all in one place. You should be able to, of course, add own notes/erase added notes.
  5. So if you've cleared and carried in one place 300 corpses you wouldn't have to scroll through all of them, but just click a button and show all inventories in range as if all the items are in one operable inventory.
  6. Middle mouse button (as well as other additional mouse buttons) are ignored in they key binding. I have to remap them to other keyboard buttons for them to be usable.. it's silly. You already have shift+ and other combinations possible in the "accessibility" menu, why not unify it and just make shift+*/alt+*/ctrl+* bindable in the key binding menu, the game has enough actions and menus for this to be possible. For example I'd bind alt+1...5 for info/skills/health/protection/temperature. Also why isn't construction/deconstruction a bindable button?
  7. GrumpyTheClown, I don't chose occupations to begin with, I prefer to play unemlpoyed and grow the stats, like you would in any other game. The stats = representation of your experience + knowledge; as I said the game already has magazines, dynamic traits, it is begging for a change or at least a sandbox option like that.
  8. Basically it's stupid that it shows like 20 salts and peppers in the crafting cooking menu (maybe cooking needs its own UI to begin with..), it should just show 1 and use whichever item that has the smallest amount, also show the number of ingredient remaining in the crafting UI, maybe on hover-over.
  9. If you're crafting, let's say, a metal crate, the sound of welding just keeps going after it has been created. You have to reload the game for it to stop.
  10. It's annoying to have random keys that you don't know what are they from. So instead of "Chevalier Dart Key" it should say "Chevalier Dart Key 884-PAP". The cars themselves should have readable number plates and it should say on right click* "Vehicle Mechanics 884-PAP". A similar thing could be done for houses as well: "House Key West Point 45" or something and the matching number/address on the mailbox and the house. * You shouldn't be forced to wait for your character going through a car's hood to see its number plate, same with a house number, I'm thinking more at a glance type of system, maybe even show the number on car/mailbox/house plate hover-over. It's good both for immersion and navigation/UI.
  11. Have they changed car towing? It seems that cars just don't budge even on tarmak.
  12. Let player playing sandbox set individual population multiplier for City/rural/forest/road/etc areas.
  13. Basially add proper character screen for equipment, like RPGs have. or at least right-clicking on the character in the info screen should give you a dropdown list of all equipment slots with options for possible items to fill them or un-equip occupying item.
×
×
  • Create New...