
I'm wondering about an effect I'm seeing even in vanilla, and it is worse as a mod gets heavier: Some schemes are not being executed by the game properly, so you get stalled entities or broken door switches. And some jobs are not assigned, or lost due to a distraction; the NPC or entity doesn't return to work after dealing with a threat.
That might not be the cause of the unmoving helicopter; maybe there's a pilot inside sleeping it off or trying to become a member of the Foot-High Club...

EggChen wrote:Choppers are awesome, bringing more atmosphere than blowouts ever could. I've never been a fan of the blowout obsession in Stalker modding, and as a result have never played a mod that included them. Anyway, back to the choppers, I'd just wasted the bandits and rescued Nimble, was heading up to the tunnel where you find the jacket and I heard a chopper in the distance. it made me turn round and run back for cover. The reason these are better than blowouts, your not limited to set hiding places, and you can fight back. Blowouts you just sit there waiting
QFT. (IMO, it's truth.) While blowouts initially serve immersion, later they become simply tedious, making the game longer but not more fun. If there's a way to tweak aspects of blowouts (frequency, duration, strength), cool...
Kaidonni wrote:I never attack the Military at the bridge...you might be able to guess why. And them being difficult to kill is not the reason. Their 'backup' is.
Heh. Reminds me of the noob that wanted to deal with an enemy like a pseudogiant. His battle-scarred buddy said, "Don't even think about hurting Junior." He said, "Aw, come on! We can take 'im!" "Junior's not the problem," came the laconic reply, with an index finger pointing at a boulder the size of a two-story house behind the creature. "His momma is."