Ashes Afterglow TC - closing the vault

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AmissaAnima
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by AmissaAnima »

That is actually a really good idea Buttonboy I'm surprised I didn't think of the sooner lol. And even if it doesn't get added in the actual main series someone making a mod themselves could add that mechanic into their own mod.
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june gloom
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by june gloom »

Plasmazippo wrote:I like to load up Caligari87's DarkDoomZ to fine-tune the darkness in those levels. As a nice bonus, in legacy 2063 when the lantern was a huge nuisance that I didn't care for at all, I used DDZ's flashlight function shamelessly as my light source, set to simple/incandescent/handheld so it jiggles like it's attached to Scav's clothes like one of those old military L-shaped flashlights that can take a proper beating.

In Enhanced and Afterglow, now that the lantern is so much better, I refrain from that, it's a bit cheesy. Rather, I go for RicardoLuis0's Flashlight+ so I can modify the light to be a very dim and short-ranged beam (like an LED penlight with almost dead batteries, it's plausible for Scav to have one if you think about it) that really only serves as an emergency lighting alternative when I burn through all of my lantern battery in levels where I can't recharge it at all.

EDIT: Forgot to mention one thing about the enhanced lantern: in the normal light levels of the mod, it brightens up rooms very slightly even beyond the dynamic light's radius. If you darken the game with DDZ, that effect is lost and all you have is its circle of light.
All this sounds amazing and I'm going to have to give it a try.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Plasmazippo »

I said it before and will reinforce it: if you're unsatisfied, use DarkDoomZ. It doesn't affect screen brightness, it alters the sector's light level itself. Play through The Boneyard (2063 level 2) with it disabled then set it to Compress on Murky intensity, and y'all will see a WORLD of difference.
ButtonBoy wrote:Going along with the more night time level encouragement, I reckon a fully dedicated stealth level would be awesome. So imagine you get abducted like you did in the blood sport level, but by a bandit camp instead. So all your stuff gets taken but you still have your boot knife. You have to escape, your purposely made to be low on supplies so you can't go in guns blazing, so you kill the occasional raider when the situation suits it. Really just a fully dedicated stealth level would be so cool.
Heck yeah, I dig this idea a lot. It would make the crowbar and the silenced machine pistol take the leading role like they never had to.
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Ihavequestions
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Ihavequestions »

Plasmazippo wrote:I said it before and will reinforce it: if you're unsatisfied, use DarkDoomZ. It doesn't affect screen brightness, it alters the sector's light level itself.
You really don't get it, do you? That mod will darken all sectors regardless of their surroundings. A parking lot deck will become just as dark as a windowless room somewhere deep in a basement that has received the same sector brightness by the map designer. It's pointless. A mod cannot undo a bad design decision.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Plasmazippo »

No, I absolutely get it. I use it all the darn time, and I tweak it on the go, as it has menu CVARs that control those effects. Night map? Murky. Start of daytime map? Disable.

If you want a one-and-done attempt at a solution that you don't have to keep messing with as you play, take a look at Hey Doomer's Relighting Doom. May be what you're looking for.
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Ihavequestions
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Ihavequestions »

Plasmazippo wrote:If you want a one-and-done attempt at a solution that you don't have to keep messing with as you play, take a look at Hey Doomer's Relighting Doom. May be what you're looking for.
Interesting, but doesn't work with Ashes.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Plasmazippo »

Well drat. :blergh: It was worth a try.
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AmissaAnima
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by AmissaAnima »

Plasmazippo wrote:Well drat. :blergh: It was worth a try.
Regardless of how skilled one can be we all have the unfortunate circumstances where we can't accomplish what we set our mind too. Don't worry though dude you've done excellent work so far and one little thing is nothing compared to the amount of work you have put in to make everything possible in the mod thus far. If you weren't here i'm sure that Ashes wouldn't be as great at it is now. All i'm saying is that you're one cool smart fella.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by ButtonBoy »

AmissaAnima wrote:That is actually a really good idea Buttonboy I'm surprised I didn't think of the sooner lol. And even if it doesn't get added in the actual main series someone making a mod themselves could add that mechanic into their own mod.
Plasmazippo wrote:Heck yeah, I dig this idea a lot. It would make the crowbar and the silenced machine pistol take the leading role like they never had to.
Yeah! I don't know how familiar you guys are with the wolfenstein doom mod Blade of agony but in the second chapter the first level is a dedicated stealth level and its so much fun, and I would just love something like that but for Ashes.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by mrspeaker »

So am I supposed to find some kind of clue in the general's camp/room? There's nothing there apart from some military fatigues on a wall.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Captain J »

Do look around again. You'll see a Bronze Key, Purge Steam and other good stuff in there. You probably will need that key to progress.
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by mrspeaker »

Sure, but I was expecting to find some info/lore. Like who made it out and how, where they went next. Was that corpse in 2063 next to the revolver and the message (don't let her out) not the general but one of his men?

I think the bronze key just opens up that shortcut next to the beginning of the area. At least I can't remember using it anywhere else.

Also how are you supposed to win the arcade minigame? I'm pretty sure I beat all the other bike guys but it just keeps going on forever until I hit something and lose on purpose.
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Ihavequestions
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Ihavequestions »

mrspeaker wrote:Also how are you supposed to win the arcade minigame? I'm pretty sure I beat all the other bike guys but it just keeps going on forever until I hit something and lose on purpose.
Nah, but it does occasionally crash or get stuck in a loop.
Olipro
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Olipro »

When I discovered Ashes Afterglow, I though it was just a small additional content for Ashes 2063. I was so wrong ...
When I played it, I was conviced it would end just after the motorbike repair. I was still so wrong ...
Now I have arrived in Prosperity and I understand how wrong was I

I think that this mod is unbelievable, rich and well done. I still don't understand why I took so long to try it.
Thank you for this masterpiece.
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Ihavequestions
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Re: Ashes Afterglow TC - V1.10 + Modpack 1/4 -weapons update

Post by Ihavequestions »

Olipro wrote:I think that this mod is unbelievable, rich and well done. I still don't understand why I took so long to try it.
Thank you for this masterpiece.
It is so good, I replay it once a month, five-six times now since release. :lol:
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