• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=croguy;44057298]So, say, if you showed up on Monday morning at Owl's, he'd have a crapton of high tech expensive gear that just hauled in, but it might not be there during the afternoon due to the stalker traffic buying it from him before you did.[/QUOTE] I like this idea. It could even be expanded by having the prices fluctuate as they start to get rarer like toward Friday the good shit starts to cost more and you have to think whether to buy more 9x39 ammo now when it's pricey before it's probably totally gone by Saturday and Sunday or wait until Monday when a new shipment arrives or just make do without the resupply. Maybe even make it so that the player could help Owl maintain his stock of high-tier gear by doing some missions for him by escorting his smuggler to reach the Skadovsk every once in a while. [QUOTE=croguy;44057298]Naturally, even though his money-seeking powers fuel him, he still has to sleep, so it makes sense that Degtyarev can't find him during night hours, and has to resort to bartering and exchanging with stalkers in the Skadovsk Bar.[/QUOTE] I'm not entirely too big on denying access to the only equipment trader in the level just for the sake of realism though. On the surface yeah, you could ostensibly trade with other stalkers but they just don't have any items for trade and Owl also handles all the missions that are related to him. So by making him not appear during night hours it's just basically forcing the player to waste time by sleeping until they can restock / sell items from their raids and it's not really adding a whole lot into the gameplay imho. In Shadow of Chernobyl you could make it so that Barkeep isn't sometimes available and you'd have to make a trip to Sidorovich or another trader, okay, that would not be a whole lot different but it would have the advantage of providing the player some gameplay to compensate for the fact that the trader isn't available (i.e making the trip to either Sakharov or Sidorovich unless they are aligned with Duty / Freedom) but in CoP you'd basically just create a situation where the player wants to go on a raid during nighttime and they want to stock up on 9x39 ammunition for example and they find out that Owl isn't available so they'll go to sleep, buy the ammo, go to sleep again to initiate the nighttime raid, realize that they wanted to buy something else as well, repeat cycle. Having to constantly sleep also makes you miss out on emissions and needlessly changes weather cycles. [QUOTE=Gatekeeper828;44057389]Yeah, that's one of the big issues I have with this. I imagine that this idea could work out really well if it is done correctly, the issue is, I'm not sure how I could find the perfect balance.[/QUOTE] Big question is what mod you're meaning it for ? Like, different mods have their different balances and some stashes that might be totally overpowered in one mod could be downright useless in others. Either way, it's not the specifics that matter, it's an interesting idea in and itself and if some modder thinks it's worth looking into, they can play around with the balances in their mod assuming it was done. Either way, something I didn't get to really mention in my first post on this topic was that while I wouldn't probably buy weapon / ammo stashes for a mission, I would buy [B]extra shooters[/B] for a mission that involved a lot of gunplay. Like I wouldn't like them to be SGM bodyguard tough but just maybe one / two disposable rookies to distract enemies would be fine in some cases.
[QUOTE=Muukkis;44057547]Big question is what mod you're meaning it for ? Like, different mods have their different balances and some stashes that might be totally overpowered in one mod could be downright useless in others. Either way, it's not the specifics that matter, it's an interesting idea in and itself and if some modder thinks it's worth looking into, they can play around with the balances in their mod assuming it was done. Either way, something I didn't get to really mention in my first post on this topic was that while I wouldn't probably buy weapon / ammo stashes for a mission, I would buy [B]extra shooters[/B] for a mission that involved a lot of gunplay. Like I wouldn't like them to be SGM bodyguard tough but just maybe one / two disposable rookies to distract enemies would be fine in some cases.[/QUOTE] I'm not really making the idea for any specific mod at the moment; it is more of an idea that I just wish to play around with and see how well it works. I think I am going to toy around with the idea a bit more and see if I can come up with something that would make it balanced. I only came up with this idea like an hour ago so I should probably give it more thought before I present it some more. Thanks for the input though, it's actually going to be really helpful for me because I probably would've ended up making it stupidly overpowered if I went with the base idea I first had. :v:
[QUOTE=JoeSibilant;44055972]Try changing the atmosfear settings so it kills stalkers instead of zombifying them.[/QUOTE] Tried that, still crashed. Although i did load a different save, so maybe i accidentally loaded a save that still had it enabled.
some1 message me when lost alpha comes out
[QUOTE=Rofl_copter;44059709]some1 message me when lost alpha comes out[/QUOTE] ok bye
[QUOTE=Rofl_copter;44059709]some1 message me when lost alpha comes out[/QUOTE] We're gonna need the address of your grave, then.
My god..what am I doing. Why am I making custom player races in New Vegas instead of working on my CoP merge! D: Some-stalker stop meeeehhh.
Degtyarev sure needs to get some glasses pretty badly. [t]http://cloud-4.steampowered.com/ugc/3314952162333716654/2EFD374906AEC4168A7510CEA97F7D804DD606E2/[/t] Don't know why, but AF3 does this every so often. Also that's with SMAA at Ultra. Makes very little difference, but enough to be noticeable.
[QUOTE=Beacon;44052122]looks like the all.spawn doesn't match the AI map[/QUOTE] Oh well, ill restart the game anyways, since there is stuff i missed from my other playthroughs, or is there anyway to fix it at all?
[QUOTE=zombini;44060691]Degtyarev sure needs to get some glasses pretty badly. [t]http://cloud-4.steampowered.com/ugc/3314952162333716654/2EFD374906AEC4168A7510CEA97F7D804DD606E2/[/t] Don't know why, but AF3 does this every so often. Also that's with SMAA at Ultra. Makes very little difference, but enough to be noticeable.[/QUOTE] Try to zoom in - zoom out your binoculars. This usually happens when you die while aiming down the sights. Just an annoying bug with DoF.
[QUOTE=croguy;44059923]We're gonna need the address of your grave, then.[/QUOTE] But how will you deliver it if you are also dead.
Why is this always so fun? [URL=http://imgur.com/UEGaUbI][IMG]http://i.imgur.com/UEGaUbIl.jpg[/IMG][/URL]
I can't find a place to download Misery 2.0 as I'm not really keen on the idea of a beta that might crash on me and what not. Is there some hidden part of the site where they keep their older versions or am I supposed to absolutely be playing with 2.1?
[QUOTE=Hammer7;44061289]Try to zoom in - zoom out your binoculars. This usually happens when you die while aiming down the sights. Just an annoying bug with DoF.[/QUOTE] But i didn't die. I just walked out of Skadovsk and the world was like that for 5 minutes then the weather changed. [editline]26th February 2014[/editline] [QUOTE=Heigou;44061948]I can't find a place to download Misery 2.0 as I'm not really keen on the idea of a beta that might crash on me and what not. Is there some hidden part of the site where they keep their older versions or am I supposed to absolutely be playing with 2.1?[/QUOTE] 2.1 is better in most aspects, as i stated before, a lot of the bullshit was removed, like expert marksmen bandits and the like. As well as quite a bit of bugfixes. I think it's actually more stable than 2.0.
I'm debating if I should go full static lighting for old time's sake or just go full dynamic lighting.
go full static lighting and pretend its 2003 and you got an exclusive download of build 1114since the textures pretty much didnt change from then to now
[QUOTE=Wulfram;44064228]go full static lighting and pretend its 2003 and you got an exclusive download of build 1114since the textures pretty much didnt change from then to now[/QUOTE] Yes but will that make the underground levels look less spooky?
[QUOTE=DeeCeeTeeBee;44056742]Does anybody else suffer from the CoP "impossible to throw grenades in remotely small spaces" issue? I'm playing SGM 2.2, but I remember this being an issue in vanilla. If you were to try and toss a grenade through a doorway while standing in/near it, it'd just boucne off of the top of the door even if you were low-crouched. It's as if the grenade projectile starts 200km above my head and in the center of the screen, instead of from the right or not 200km above my head. It makes tossing grenades a pain in the ass if there's any cover anywhere near me, as it'll likely just bounce right back in my face.Lean-tossing is also the most dangerous thing in existence.[/QUOTE] Yes, it's extremely annoying. Grenades thrown full-force with mouse1 literally spawn about a foot above your head, to the point where I had grenades vanishing into the ceiling in low rooms. A sort-of fix I found is to use mouse2 to throw instead, even if you still throw at full power the throw trajectory seems to be less fucked.
[QUOTE=JoeSibilant;44064485]Yes, it's extremely annoying. Grenades thrown full-force with mouse1 literally spawn about a foot above your head, to the point where I had grenades vanishing into the ceiling in low rooms. A sort-of fix I found is to use mouse2 to throw instead, even if you still throw at full power the throw trajectory seems to be less fucked.[/QUOTE] I found out that you had to aim a little bit down to the left if you wanted to put a nade inside a place. With mouse2, full power, it goes straight through anything be it a hole or a window
I'm pretty sure a few modders figured out how to fix the problem. This is just vague memory but I think PRIPYATAN has proper, flat throwing trajectories for grenades.
Really the F-1's should be thrown overhand and the RGD-5's thrown like a baseball. F-1's are defensive grenades and are ridiculously dangerous in reality. No baseball throws, gotta lob those motherfuckers.
What weapon mod is in SGM 2.2? I have OWR now, which one is better?
In SGM 2.2, are there any weapon merchants, or do I have to rely on the stuff I find on the hordes of dead stalkers I leave behind?
If you're in the CS areas you're going to have a hard time finding any well-implemented merchants. When you reach Zaton/Jupiter, you should find the normal guys (plus a whole bunch of faction-specific traders).
[QUOTE=Lizzrd;44065434]In SGM 2.2, are there any weapon merchants, or do I have to rely on the stuff I find on the hordes of dead stalkers I leave behind?[/QUOTE] I believe Owl starts selling really good shit when you reach a certain rank. I do not know what rank that is though since I just reached somewhere around 700-800 recently and he only just got in stock a HK417. My advice is to find a Groza Breakwater or something like that off of an Alpha Squad if you're in need of a good gun. It does 80 damage per shot and uses 5.45 rounds. Plus it has a scope, grenade launcher, and suppressor.
Also rush for the 300 headshot achievement, the damage bonus is a godsend. I'm fucking serious, it'll make snipers god tier.
I just can't find the patch to skip Cordon/Swamps for SGM 2.2. Anyone got a link?
[QUOTE=Cone;44056656]well the lack of stashes and the new radiation are both weird and kind of mess up the balance a bit, and i tend to find myself getting one hit killed by stray bullets and random mutants quite a lot. but i'm enjoying myself quite a bit nonetheless, the lack of ammo is fun and the much higher damage is making missions a lot more intense[/QUOTE] new radiation? there isn't any, it's just slightly deadlier without protection lack of stashes is indeed a shame, but there was no way around that at the time :/ v2.0 will have tons of brand new ones!
[QUOTE=IronBar;44065621]I just can't find the patch to skip Cordon/Swamps for SGM 2.2. Anyone got a link?[/QUOTE] [URL="http://www.moddb.com/members/davidme"]david.m.e - Mod DB[/URL] Scroll down a bit or ctrl+f and you should find Zaton Start for SGM 2.2.
[QUOTE=Beacon;44065677]new radiation? there isn't any, it's just slightly deadlier without protection lack of stashes is indeed a shame, but there was no way around that at the time :/ v2.0 will have tons of brand new ones![/QUOTE] well that's what i mean, the new more deadly radiation. but yeah it's great other than that
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