S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
What makes me saddest about SGM 2.2 is that suddenly I can't find a non-sawed-off BM16 anywhere, and the tactics manual isn't where it was in 2.1.
I miss my boomstick.
[editline]28th February 2014[/editline]
It's almost enough to make me want to go back to 2.1, can't really think of what I would lose aside from new levels (don't care, I used Zaton start) and new models/sounds, a lot of which aren't that good.
[video=youtube;dmn1qOXnTSI]http://www.youtube.com/watch?v=dmn1qOXnTSI[/video]
[editline]i[/editline]
Also, for my second Shadow of Chernobyl playthrough, anybody got any mod suggestions?
I want to spice my second time through up somewhat
AMK all the way.
[QUOTE]Also, for my second Shadow of Chernobyl playthrough, anybody got any mod suggestions?
[/QUOTE]
OGSE
AA2
LURK
ZoA
Lost Alpha
Complete Mod
Supermod pack
(lol just kidding with these last 3...)
SMP is like some bizarre western version of People Soup
[editline]28th February 2014[/editline]
According to David.me, SGM 2.2 is actually missing a lot content (weapons, mostly) compared to 2.1. Fuggit, I'm reverting.
Okay, bear with me, but I honestly have no idea what those acronyms mean, can anybody enlighten me? :v:
[QUOTE=Jamie1992GSC;44083741]SMP is Super Mod Pack, People soup is Narodnya Soljanka and SGM is Sigerous Mod.[/QUOTE]
Thanks.
[QUOTE='Ninja Nub[NOR];44083724']Okay, bear with me, but I honestly have no idea what those acronyms mean, can anybody enlighten me? :v:[/QUOTE]
SMP is Super Mod Pack, People soup is Narodnya Soljanka and SGM is Sigerous Mod.
[QUOTE=JoeSibilant;44083376]SMP is like some bizarre western version of People Soup
[editline]28th February 2014[/editline]
According to David.me, SGM 2.2 is actually missing a lot content (weapons, mostly) compared to 2.1. Fuggit, I'm reverting.[/QUOTE]
2.1>2.2. I enjoy it more. Plus there's the OP as fuck artefacts addon, which IIRC, has one that removes 9 rads, and makes Mama's Beads effectively a low radiation oasis artifact.
[QUOTE='Ninja Nub[NOR];44083288']I want to spice my second time through up somewhat[/QUOTE]
AMK or R.M.A. which is the Old Storyline Restoration Mod.
R.M.A has vanilla mechanics but restores some cut quests and maps that were cut during the final development stages of the game.
Is it possible to mess around with the economy by editing config files and stuff? I want to make 7.62x54 PP rounds in misery cheaper.
[QUOTE=mecaguy03;44084915]Is it possible to mess around with the economy by editing config files and stuff? Like can I go and make 7.62x54r cheaper?[/QUOTE]
Very easily yes.
Go into the w_ammo.ltx
Look for the specific ammo within it, and then proceed to change the cost in that file.
IE
[quote][ammo_7.62x54_7h1]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_7h1"
class = AMMO_S
cform = skeleton
visual = dynamics\weapons\wpn_ammo\ammo_762x54_7h1.ogf
description = ammo-7.62x54-7h14_descr
$prefetch = 64
[b]cost = 400[/b]
box_size = 10
inv_name = ammo-7.62x54-7h14
inv_name_short = ammo-7.62x54-7h14_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 8
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 2.00
k_pierce = 0.75
k_ap = 0.75
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.076
explosive = off[/quote]
Change the one in bold to whatever you want the price to be. Keep in mind prices vary depending on reputation also.
Where is w_ammo.ltx? I assume the w_ means its in a weapons folder but I am looking for it in the configs folder and have not found it yet
This is for misery btw so it might not be in the same place.
gamedata\configs\weapons\ammo is where mine is in SGM 2.2 I assume that's the mod you are referring too earlier.
So I decided to play Zone of Alienation again and now I am getting the dreaded stack trace error. Would starting a new game fix it or do I have to reinstall STALKER and the mod?
In SGM where the hell is that Stalker's corpse for the first mission?
[QUOTE=fear me;44086814]In SGM where the hell is that Stalker's corpse for the first mission?[/QUOTE]
Sp tags probably not needed, but doing em anyways.
[sp] In Sidorovich's bunker in the village. Don't bother yet though, you still need to get an explosive charge to get in, do the other missions first[/sp]
I did the entire CNPP battle without saving because of a stack trace
then I realized I forgot about the stash in pripyat
6 hours download for Misery and I wanted to play tonight, I really hope I'll like it.
Man, I guess the last version of SGM I played was 2.0, because 2.1 moves the BM16 tactics manual as well. I just want my OP double-barrel deathstick god damn it
[QUOTE=Heigou;44087762]6 hours download for Misery and I wanted to play tonight, I really hope I'll like it.[/QUOTE]
I hope you've downloaded the right version.
[QUOTE=JoeSibilant;44088637]Man, I guess the last version of SGM I played was 2.0, because 2.1 moves the BM16 tactics manual as well. I just want my OP double-barrel deathstick god damn it[/QUOTE]
The BM-16 for some reason has really fucked up ironsights. I'd fix it but i have no clue how. It's the only thing that prevents me from using it.
Hey guys, I'm working on a Stalker like project. Currently i'm creating an interface, and I wanted to get you're opinion on this [B]HUD[/B]
__
[IMG]http://puu.sh/7eZri.jpg[/IMG]
A wee bit too big, but depends on what you're aiming for
[QUOTE=RazorsharpLT;44091779]A wee bit too big, but depends on what you're aiming for[/QUOTE]
Size is not a problem, tell me what you think about the design it self, I'm aiming to make a minimal,good looking and fitting interface
If you're aiming to keep it minimal, I'd say the best way to design your HUD is that if a piece of information isn't important, don't show it. So, the bleeding, radiation and hunger icons (and possibly the health bar too) shouldn't show up until you're bleeding/irradiated/hungry/wounded.
[QUOTE=Etcetera;44091858]If you're aiming to keep it minimal, I'd say the best way to design your HUD is that if a piece of information isn't important, don't show it. So, the bleeding, radiation and hunger icons (and possibly the health bar too) shouldn't show up until you're bleeding/irradiated/hungry/wounded.[/QUOTE]
Thanks for tip, the icons show up only when necessary, this Image has them enabled just to show.
[QUOTE=Sourceshift;44091895]Thanks for tip, the icons show up only when necessary, this Image has them enabled just to show.[/QUOTE]
Okay, glad to hear. My other comment is that they look very clean - which I like, but might not be so thematically appropriate in a Stalker-like mod. That said, since I don't know what the mod's going to look like, this might not be a valid criticism.
Other than that - it's great. Good looking, high res. But still doesn't feel stalker-ish, doesn't really fit the zone's atmosphere, but as i said, it depends on what you're aiming at. If it's a gritty, realistic stalker then nope
[editline]1st March 2014[/editline]
[QUOTE=Etcetera;44091920]Okay, glad to hear. My other comment is that they look very clean - which I like, but might not be so thematically appropriate in a Stalker-like mod. That said, since I don't know what the mod's going to look like, this might not be a valid criticism.[/QUOTE]Didn't we just basically post the same thing :v:
Thanks, that's exactly what I wanted to know. Just for you to know, this isn't for a mod, this is a for an Indie mmo
I'd say it could probably be a third of the size it is for the bar, and a tiny bit smaller for the icons. Might want to shunt it even more into the corner, though that's more my personal taste. Might want to consider making it stand out a bit less too, it's a bit stark.
I'm shortsighted and don't use my glasses whilst on the PC, so I might prefer things a bit smaller than others, though.
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