S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Gatekeeper828;43355797]Misery 2 is really evil. It broke my precious Steam overlay from when I installed it way back. :v:
[editline]30th December 2013[/editline]
Right now I'm trying to find out how to get NPCs to spawn with snipers, RPGs, RG-6s, and PKMs in MSO.[/QUOTE]
[code]Gamedata/configs/gameplay/character_xxx.xml[/code]
IIRC those are the ones you will need to edit. If you edit the one with the word 'general' in it, you can determine what YOU spawn with and how much money you'll spawn with.
[QUOTE=Gatekeeper828;43357040]Actually in MSO, it seems to run off of a plugin that has completely different loadouts for stalkers. The character files are blank for the weapons. I believe I found the file that controls what people spawn with but I need to test it in-game after I finish working on it.[/QUOTE]
Ohhh read over the MSO part yeah. It indeed works different
[QUOTE=LoNer1;43357010][code]Gamedata/configs/gameplay/character_xxx.xml[/code]
IIRC those are the ones you will need to edit. If you edit the one with the word 'general' in it, you can determine what YOU spawn with and how much money you'll spawn with.[/QUOTE]
Actually in MSO, it seems to run off of a plugin that has completely different loadouts for stalkers. The character files are blank for the weapons. I believe I found the file that controls what people spawn with but I need to test it in-game after I finish working on it.
[QUOTE=fritzel;43356181]Why does the G36 look so plain greenish in STALKERSOUP and the scope is oval in shaped.
One of the military guy was invisible too.[/QUOTE]
You have much to learn about the soup young padawan.
Managed to get masters, all zombies, and all monolith to spawn with snipers, RPGs, and RG-6s. There is a guard on Skadovsk who has a RG-6 and pretty much fucks up any mutant that gets close.
A video would be very nice
[QUOTE=LoNer1;43357975]A video would be very nice[/QUOTE]
Uhh yeah, about that...
He kind of had a fatal accident and afterwards, a RG-6 magically appeared in my hands.
Any other mods compatible with the faction war?
Hell is escorting Kruglov for all eternity.
I swear, every mod I've ever tried for SOC does nothing to adjust for the fact the the mercs can now hit Kruglov from miles away, and if you manage to get him to the burners, 9/10 he'll just waltz right in and torch himself. I'm seriously considering just shooting him myself at this point.
Goddamnit where the fuck is the Stalker series daily sale.
[QUOTE=Irespawnoften;43360839]and if you manage to get him to the burners, 9/10 he'll just waltz right in and torch himself.[/QUOTE]
He's basically immune to the fire anomalies, that's more or less [I]supposed[/I] to happen. If he dies from the burners, something has gone horribly wrong with the mod.
[editline]herp[/editline]
The only quirk that some mods have is when AMK sometimes puts a whirligig in his path. Kruglov's path is hardcoded so he can't go around the anomaly but you can avoid it sometimes by either reducing the A-Life switch_distance as Kruglov's going through the anomaly and getting away from him past his A-Life switch_distance which means that he'll switch to offline A-Life and that improves his chances of walking through the anomaly unharmed because in offline A-life simulation the world simulation is simplified so they have less chance of dying like that. Sometimes you don't even have to change it, the vanilla switch_distance is 150 meters so if you know Kruglov's about to run through the whirligig, just run 150 meters away from him and he should be make through it fine.
Playing OGSE, I had a bug with escorting Kruglov, in that he'd never move through the tunnel with the burners.
After a few quick loads, I realized that, upon quick loading, he'd actually move about a footstep in to the tunnel.
I spent about an hour quick saving and quick loading, getting him to move bit by bit until the hill just after the burners begins to slope down.
MSO uses a random npc loadout script I wrote and is in Misery 2. Loner you should know that, lol.
Anyway the script was made so that Stalkers can spawn with different weapons instead a preset in the character description files. It's also the only way to get weapons to spawn with attachments and AP ammo without creating custom weapons profiles.
Vastly upgraded versions of MSO by Trojanuch and AI Tweaks by Alundaio (Which are in Doom's merge mod) are in Misery 2. I don't know why so many people hate on Misery 2. I could understand hating it because of the unstability and maybe the odd balancing choices but what I don't get is why people hate on the dark decaying atmosphere and textures. That's basically saying Cromm Cruac the guy who made AN 3 and AF 3 sucks, which is nuts. He is absolutely legendary and his work is nothing but quality.
Alun, I haven't touched the configs folder in months :v: The last time I did was when we were BETA testing the second to final build of V2. heh
But I agree with the last part, I've already had discussions about this on here. I'd say, let people think what they think. If you can't change what they feel about something, they're imho not worth the effort.
It's an agree to disagree sort of thing, we all love the base STALKER games, so it's okay.
Vanilla Stalker - best Stalker.
And that magic charm of unpatched SoC and CS.
[QUOTE=Tinter;43355162]When was Doom's cop merge last updated? I'm just wondering if I'd need to update [b]my weapon's merge[/b][/QUOTE]
What when where and now
[editline]31st December 2013[/editline]
[QUOTE=RazorsharpLT;43350337][video=youtube;HuagBhIn7lo]http://www.youtube.com/watch?v=HuagBhIn7lo[/video][/QUOTE]
I just rewatched it and I only just noticed the notification at the bottom left of the screen 12 seconds in
SOMETHING MUTANTS DIVORCED IS LIVING IN THE WOODS
So, I installed MSO + Atmosfear 3 and high texture for call of pripyat, now it's crashing on a new game.
I installed them in this order : MSO, Atmosfear 3, absolute nature 3.01
I've tried at highest and lowest graphics. The crash says the Xray engine stopped working.
Any help?
I've never modded Stalker before, so assume the stupidest shit.
To note I have 8 GB RAM and a Radeon R9 280x, so I don't think I'm running out of memory here.
[img]http://puu.sh/64sTs.jpg[/img]
lmao Petruha you knob
[QUOTE=Feuver;43366344]So, I installed MSO + Atmosfear 3 and high texture for call of pripyat, now it's crashing on a new game.
I installed them in this order : MSO, Atmosfear 3, absolute nature 3.01
I've tried at highest and lowest graphics. The crash says the Xray engine stopped working.
Any help?
I've never modded Stalker before, so assume the stupidest shit.
To note I have 8 GB RAM and a Radeon R9 280x, so I don't think I'm running out of memory here.[/QUOTE]
Any error log? Generally when Bugtrap appears you click Preview and it will have the error logs
[QUOTE=K1ngo64;43366750]Any error log? Generally when Bugtrap appears you click Preview and it will have the error logs[/QUOTE]
When I click preview it sorts of freezes.
I've saved it, but it's an extremely long piece of text
I gathered this though :
[QUOTE]FATAL ERROR
[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitStatic
[error]File : D:\prog_repository\sources\trunk\xrGame\ui\UIXmlInit.cpp
[error]Line : 156
[error]Description : XML node not found
[error]Argument 0 : cop_debug
[error]Argument 1 : ui\ui_custom_msgs.xml
[/QUOTE]
It's weird, I don't even have a D:\ repository
Yeah, Call of Pripyat was compiled on a D: drive. Looks like there is an error in "ui\ui\custom\msgs.xml" with a missing </xml> or something
[QUOTE=K1ngo64;43366902]Yeah, Call of Pripyat was compiled on a D: drive. Looks like there is an error in "ui\ui\custom\msgs.xml" with a missing </xml> or something[/QUOTE]
but I don't have a D drive, that's what's boggling me.
This was the logo (or, at least, loading screen image) of extremely early STALKER builds, hailing back to early 2001:
[IMG]http://stalker-wiki.ru/mediawiki/images/4/41/Logo_756.jpg[/IMG]
My question is: what is it? Where's this 3D render sourced from?
[url]http://stalker-wiki.ru/wiki/Build_756[/url]
[QUOTE=Feuver;43366926]but I don't have a D drive, that's what's boggling me.[/QUOTE]
The engine interacts from a virtually created D drive because like Kingo said, it was compiled on a D drive, meaning it was finished on a drive with the letter D somewhere in Ukraine. That's not what you need in error logs. What you need is the last part (argument)
Seems like there's either a typo in the file ui_custom_msgs or it doesn't exist. Now, where did you install the gamedata to? The errors always trace back to your own gamedata, meaning (like said earlier) you can ignore the 'D:\' above
[QUOTE=LoNer1;43367113]The engine interacts from a virtually created D drive because like Kingo said, it was compiled on a D drive, meaning it was finished on a drive with the letter D somewhere in Ukraine. That's not what you need in error logs. What you need is the last part (argument)
Seems like there's either a typo in the file ui_custom_msgs or it doesn't exist. Now, where did you install the gamedata to? The errors always trace back to your own gamedata, meaning (like said earlier) you can ignore the 'D:\' above[/QUOTE]
I had no gamedata folder pre-installing MSO.
I placed the gamedata folder in E:\Steam\SteamApps\common\Stalker Call of Pripyat
I think it's a faulty mix of AF3 and MSO, as AF3 implants custom blowout messages through ui_custom_msgs. Did you overwrite certain files? If yes, you'll need to carefully merge them, because you can't just copy and paste stuff into eachother, sadly.
___
[sp]On a completely unrelated note. Windows 8 is pretty darn fast :v: I was against it at first, but damn. Desktop w8 is a quicker w7, although slightly dumbed down. I also dislike the word-like interface in the folder system but hey, i'll get used to it.[/sp]
[editline]31st December 2013[/editline]
[QUOTE=Feuver;43367122]I had no gamedata folder pre-installing MSO.
I placed the gamedata folder in E:\Steam\SteamApps\common\Stalker Call of Pripyat[/QUOTE]
Ahhh, well regarding my question, did you overwrite files? And did you enable the gamedata in your 'fsgame.ltx'?
[QUOTE=alundaio;43362227]MSO uses a random npc loadout script I wrote and is in Misery 2. Loner you should know that, lol.
Anyway the script was made so that Stalkers can spawn with different weapons instead a preset in the character description files. It's also the only way to get weapons to spawn with attachments and AP ammo without creating custom weapons profiles.
Vastly upgraded versions of MSO by Trojanuch and AI Tweaks by Alundaio (Which are in Doom's merge mod) are in Misery 2. I don't know why so many people hate on Misery 2. I could understand hating it because of the unstability and maybe the odd balancing choices but what I don't get is why people hate on the dark decaying atmosphere and textures. That's basically saying Cromm Cruac the guy who made AN 3 and AF 3 sucks, which is nuts. He is absolutely legendary and his work is nothing but quality.[/QUOTE]
Out of curiosity, in your newer versions, have you created a system where it has a percentage chance of that weapon spawning? I put the RG-6 in the loadout of master stalkers and I see it a lot now. It would be nice if you could make it spawn on stalkers but also control the rarity of it spawning for NPCs.
[QUOTE=LoNer1;43367123]I think it's a faulty mix of AF3 and MSO, as AF3 implants custom blowout messages through ui_custom_msgs. Did you overwrite certain files? If yes, you'll need to carefully merge them, because you can't just copy and paste stuff into eachother, sadly.
___
[sp]On a completely unrelated note. Windows 8 is pretty darn fast :v: I was against it at first, but damn. Desktop w8 is a quicker w7, although slightly dumbed down. I also dislike the word-like interface in the folder system but hey, i'll get used to it.[/sp]
[editline]31st December 2013[/editline]
Ahhh, well regarding my question, did you overwrite files? And did you enable the gamedata in your 'fsgame.ltx'?[/QUOTE]
I'll embarrass myself slightly and say that yes, the install did overwrite some stuff. And I've also not added gamedata in fsgame.ltx ...
you don't need to alter fsgame.ltx in CoP
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