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Stalker Head Bob Fix: Why You Should Disable It and How to Do It Easily



You're being condescending for no reason. I too installed the game, went through the first time setup, and also have no game data folder. If the folder was there, I wouldn't need a mod. I could just go into the effectors and edit the head bob there. But I can't. Because it isn't there.




Stalker Head Bob Fix



"If the folder was there, I wouldn't need a mod. I could just go into the effectors and edit the head bob there. But I can't. Because it isn't there." ... most of the files will still be packed into their *.db archives. i do not fault you for not knowing that since it is clear you as the other guy i originally responded to are not very adept at using the xRay engine yet.


Chemotherapy can cause hair loss on your scalp, pubic area, arms, legs, eyebrows, and eyelashes. Radiation therapy to your head often causes hair loss on your scalp. Sometimes, depending on the dose of radiation to your head, your hair may grow back differently from how it looked before, or it may not grow back at all.


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Customized ready-made wigs can be made of human hair, synthetic blends, or a mixture of both. They are made in standard sizes, but can be altered to fit your head. These wigs can be styled and generally cost less than a custom-made wig.


The Look Good Feel Better program is designed to help people cope with the effects that cancer treatment can have on their appearance. During weekly sessions, makeup artists teach makeup techniques, skin and nail care, and hair styling and head-covering options. To register for a class, call Look Good Feel Better at 800-395-LOOK (800-395-5665) or visit www.lookgoodfeelbetter.org.


In fiction, anyone caught unaware may be easily, instantaneously and noiselessly incapacitated with a single blow to the head (or alternatively, a karate chop to the neck). A character thus treated will usually be perfectly fine afterwards; oh, they may have a headache, dizziness, slightly blurred vision, or in the very worst cases, Laser-Guided Amnesia, but this is nothing compared to the real danger — the Bad Guys standing around the operating table (or other heavy piece of furniture) to which they find themselves tied down. For heroes, this is the perfect way to dispatch the villains. When you knock them out cold, you don't have to worry about breaking any moral codes or violating the censors on weapons, guns and blood. In other words, when fictional characters take a blow to the head, they'll suffer nothing worse than an unplanned nap. (This is why In the Back does not apply — hitting someone from behind is not really dangerous.)


The chapter will begin with a short cutscene, as Joel and Ellie arrive in Bill's Town. After the two have hopped a railing and dropped into the woods bordering the scenic locale, you'll regain control. Push down the hill ahead and you'll enter a large clearing with a stream running through its centre.


Head to the east side of the area and you'll find some bandages and alcohol. Grab them and then head north, following the path up towards a chainlink fence separating you from a large water tower. To the left of the fence is a fallen tree trunk. Vault it and you'll arrive at a small abandoned building.


With both clickers down, let's head through the door opposite the shed the first clicker was hiding in. Scale the stairs to your right and, at the top, you'll find an office containing some pistol ammo, scrap and other resources.


Once you've looted the room or left it be, head towards the gate leading to the town's high street. It'll be locked, so Joel will have to boost Ellie over the fence. After she's over, she'll let Joel through, giving us access to the street ahead.


There's a lot to discover on the high street of Bill's Town, including some much-need resources that will help us tackle the challenges ahead. A good starting point is the garden west of Joel when he arrives through the gate.


Ellie will automatically approach the machine and begin examining it. An Optional Conversation prompt will then appear above her head. Hit TRIANGLE, listen to her talk about the arcade machine and then leave the pizzeria through the back door.


When you're back on the high street, push north and head as far down the street as you can go. You'll eventually reach a blockade with a deck chair on top. On the barbwire fence below the chair is the Note to Bob.


When you're ready to move on, leave the record shop and access the alleyway to the left of its entrance. It's hard to spot, but there's actually a tripwire crossing the path ahead. Luckily, we have a brave volunteer whose willing to show us why tripwires are a little bit of a safety hazard...


Just as you approach, a clicker will round the corner and walk into the tripwire, blowing itself to smithereens in the process. It's worth noting from here on in that tripwires are definitely not our friend. Continue following the path (remembering to thank our fallen mushroom-headed friend for its service) and head around the corner.


At the end of the alley, we'll see a path back to the high street to our right, but that just leads to Bill's barricade. Instead, push forwards and loot two arrows off a nearby dead body. If you're wondering what tool these are for, it's time to grab the weapon that uses them. Look for a ladder on the floor ahead, pick it up and prop it against the back of a truck on your left.


We'll want to move across the rooftops between us and the church ahead. The first rooftop will require us to use the plank from earlier. Grab it and then position Joel so he's facing the next rooftop. Put the plank down and cross it.


On the other side, you'll hear a clicker. It's in the small area between Joel and the next rooftop. Get your bow out, aim for the head and fire to take the clicker down silently. Jump down to the clicker's body and, if it's still intact, reclaim your arrow. Then, climb to the next rooftop using the ventilation system below it.


Continue following the path ahead until you reach a ladder. Descend the ladder and you'll arrive in an alleyway. Duck under Bill's trap here and you'll hear banging coming from your left. Investigate the noise. It's coming from the door of a nearby apartment. When you get close, you'll hear the banging stop, as the culprit runs upstairs. Open the door and climb to the top of the stairs.


Head through the gate, pick up the revolver ammo on the left and then press past the house ahead using the alleyway. There's another tripwire we can't duck under here. It's close to the floor. Grab another distraction projectile and throw it at the wire, then walk past. Round the corner and enter the doorway to your right. Loot the desk ahead of you to find some revolver ammo, then enter the door next to it.


This is a pretty straightforward affair. Shoot the runners and clickers that jump the fence, aim for the head and try not to die. The first section of the fight leaves us in the line of fire, with the infected heading towards Joel. If they get close, mash SQUARE to push them away, creating space to land a headshot.


The second portion of the fight is slightly trickier, as the infected will go for Ellie. She'll dash around the room to lose them which makes landing clear shots much trickier. Just try your best to steady your aim and don't worry too much about headshots. You have infinite ammo for this set piece and two bullets in the chest will kill a runner.


When you have the Firefly Pendant, follow Bill through the gate on the west side of the street. He'll close it behind you, so make sure you'r ready to go. Loot the shed ahead of you and then climb the stairs to the right. Follow the path and it will lead you to a cellar outside a church. Interact with the doors to initate a lengthy cutscene.


Grab one off the table and you'll immediately learn the crafting reciple, meaning we can make these on the fly. There's a work bench down here too, but before we head there, let's cover a collectible found in the basement that will allow us to unlock more upgrades for our guns.


Once you have the tools, we can also find a workbench down in this basement. Head back towards the area Bill made the nailbombs and look left. You'll find a shelf with some supplies and a work bench in the corner. Upgrade your guns as you see fit and then head upstairs.


When you're ready, regroup with Bill and head out of the window with him. You'll drop into the graveyard out the back of the church, with Bill pointing out the school you're heading to in the distance.


The graveyard ahead is being patrolled by six clickers. We have a choice here. We can either take them out or sneak around them entirely. The latter is arguably the smarter choice, as we'll need to hold on to some ammo and these mushroom-brained terrors aren't too tricky to navigate around.


Eventually, you'll arrive in a final circular seating area housing the final two clickers. We're aiming to reach the gate northwest of the steps, so use a distraction to move the clickers out of the way and head for the gate. Now, you're really relying on Bill's AI here, as he has to open the gate for you. Sometimes, he does it automatically; other times he's an infuriating liability. Get close to the gate and pray he's in a good mood.


Now, leave through the house's sliding door and look to the right. You'll see a parting in the fence. Head through. From here, you want to head northwest until you find a garage with an orange door. Don't bother fighting anyone here unless you have to as it's a waste of ammo and you'll have plenty of cover to hide behind. Along the way, you're sure to find garages filled with scrap, arrows and other resources, so make sure to scavenge as you go. 2ff7e9595c


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