S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Araknid;44358480]Pripyat Reborn update
[URL]http://www.moddb.com/mods/pripyat-reborn/downloads/call-of-pripyat-reborn-114[/URL]
[/QUOTE]
God damnit now you broke the OWR2 compatibility patch
i need them new weapons
[QUOTE=Danny.B;44359166]God damnit now you broke the OWR2 compatibility patch
i need them new weapons[/QUOTE]
If it works like MSO, I'd imagine you could just fix it by adding AP ammo information to the bottom of all the weapons for OWR. Alternatively, you might also be able to remove the ability for AI to use AP ammo from the loadout file.
I'm not sure if it works that way in Pripyat Reborn, but I imagine it would because I recall MSO and PR having the same NPC loadout system.
[QUOTE=LoNer1;44359017]There is no VL in SoC lawl.
Also, didn't smrtr enable folumes without a big FPS hit? IIRC he posted a pic of a hallway with volumetric fog.
And now I read your reply you said [B][I]lights[/I][/B], not [B][I]fog[/I][/B]. :v: silly me.[/QUOTE]
There is a console command to turn on global VL, it kills your FPS tho.
I've fixed "Kill Jack" mission, but now i have problem with Thunderbolts "Personalized Weapon" quest.
I'm in the cement factory's basement, going to the marker.I see monolith's guy corpse, and nothing in it.Is there anything else i didn't knew about or what?
NOTE: I'm using SGM 2.1 with everything i've found on the david m.e moddb
[QUOTE=Danny.B;44359166]God damnit now you broke the OWR2 compatibility patch
i need them new weapons[/QUOTE]
The only thing that makes them compatible is altering UI equipment icons. If you use OWR 2 ui equipment icons you will have missing icons for only mutants, sleepbag, backpack stashes and mines
[QUOTE=Muukkis;44358628]This is all very interesting and the added hostile mercenary spawns in Zaton and Jupiter sealed the deal for me so I downloaded the mod, hoping to maybe one day replace M.S.O with it. One question, though : does Reborn have the same dealie as M.S.O. where it blurs the lines between factions by making stalkers, duty and mercs wear the Berill-5M and mercs, bandits and Monolith wear bandit jackets ? Completely understandable if they do, but I'm not entirely fond of that because it kind of robs the factions of their unique identities so it would be nice to know that I need to tweak it myself
before replacing my M.S.O. install with it.[/QUOTE]
No, I left Stalker meshes/textures up to the player/modder. It should be pretty easy to merge variation mod, all I do is add optional mechanic feature and removed grenades from character descriptions. There is also some Unofficial Patch changes to them, but they aren't necessary.
[quote]replace M.S.O with it[/quote]
Damn I hope so. M.S.O. is some pretty old work by Trojanuch and I. But I never adopted the sim_board changes and squad behaviors he created. You will see something like this in Call of Chernobyl, though.
[QUOTE=Araknid;44358480]Pripyat Reborn update
[url]http://www.moddb.com/mods/pripyat-reborn/downloads/call-of-pripyat-reborn-114[/url]
what does this mean[/QUOTE]
It means this: [url]http://youtu.be/9FzorNl-UGI?t=4m44s[/url]
Stalkers will sell/buy shit when they overflow items defined in gamedata\configs\misc\trade\gulag_job_trade_buy_sell.ltx
[QUOTE=Cpt.MEEM;44360190]I've fixed "Kill Jack" mission, but now i have problem with Thunderbolts "Personalized Weapon" quest.
I'm in the cement factory's basement, going to the marker.I see monolith's guy corpse, and nothing in it.Is there anything else i didn't knew about or what?
NOTE: I'm using SGM 2.1 with everything i've found on the david m.e moddb[/QUOTE]
I believe that the marker in the basement is just one of many places in the cement factory the weapon is. I had to check the place form top to bottom. The last three playthroughs of SGM I had, the weapon was either:
On the very top of the main cement building, where you find the tactical helmet
On the smaller building opposite that; the one you can climb down to on top of the pipes.
On top of the watchtower thing that is a stair rollercoaster that is hell to fight bloodsuckers on
[editline]26th March 2014[/editline]
Oh, it's safest not to toss any mininukes during this quest, just in case. I remember finding the thing quite a long way away from the cement factory one times after having to deal with a chimera there. Likely due to being tossed by the explosion.
The recent news about a new Pripyat Reborn version being released made me download it and try it out to see how's it like. So far I've been mucking around Zaton while injuring/blowing up bandits to extract info from them because why not and collecting loot. I was walking towards the sawmill when I took notice of gunshots coming at my direction and hid behind a rock to wait a bit and take a peek to see whether or not they're zombies since I was pretty close to the location now. Soon all I heard was "Ну работаем" and I already began running since right after that I saw a grenade fly in an arc towards my cover and explode; I was able to spot a merc exoskeleton and another along with some other lackeys moving around. I didn't want to engage them since my gear was still crap.
Cue hearing the distinct sound of a blowout beginning ~13 minutes later when I had barely made it to the Skadovsk. I ran inside, stashed and sold my loot and went upstairs to take sight of what's happening. To my amusement I saw two exoskeletons running towards Skadovsk between gunfire coming from afar (which quickly subsided thanks to some rats assaulting the initial attacker). The bastards were moving quickly towards the ship and I shot at one of them while he was already moving up along the other small ship which is right next to Skadovsk itself. I barely got the bastard and wasn't really able to squeeze information out of him as the blowout's wave was about to hit so I shot him and turned around to run back inside cover before getting my brains fried. Turns out that the other merc was chilling in the bar and not giving a damn about his comrade who was dead by now. When the wave rolled over, a handful of stalkers left the ship and went outside to start shooting at zombified stalkers. Meanwhile I just snuck up on the exo guy and put some shells in his body and took his life because he refused to tell me anything.
A bit later I went back to scavenging more stuff when I crashed with an error:
Expression : error handler is invoked!
Function : handler_base
File : D:\prog_repository\sources\trunk\xrCore\xrDebugNew.cpp
Line : 764
Description : illegal instruction
[IMG]http://i.imgur.com/jDYS6Qo.jpg[/IMG]
[QUOTE=DeeCeeTeeBee;44360622]I believe that the marker in the basement is just one of many places in the cement factory the weapon is. I had to check the place form top to bottom. The last three playthroughs of SGM I had, the weapon was either:
On the very top of the main cement building, where you find the tactical helmet
On the smaller building opposite that; the one you can climb down to on top of the pipes.
On top of the watchtower thing that is a stair rollercoaster that is hell to fight bloodsuckers on
[/QUOTE]
Thanks, i've found it.I also found PPSH in some stash
[QUOTE]The only thing that makes them compatible is altering UI equipment icons. If you use OWR 2 ui equipment icons you will have missing icons for only mutants, sleepbag, backpack stashes and mines
[/QUOTE]
So if i install OWR over PR, i won't get any crashes, just missing UI icons?
So it's been a long while since i've modded CoP, any suggestions on mods these days so i can sink an additional 40 hours into this game?
Misery 2.1 is pretty fun.
[QUOTE=Lizzrd;44361298]Misery 2.1 is pretty fun.[/QUOTE]
What about all this "sniper bot from 300m" stuff i saw? if its adjustable i'll check it out later.
[QUOTE=Intense Funkid;44361383]What about all this "sniper bot from 300m" stuff i saw? if its adjustable i'll check it out later.[/QUOTE]
It is. The mod is very modular, even though some make it seem it's not. We've included various FAQ dedicated to tweaking the mod to your liking, on the MISERYMOD.com page > FAQ.
I don't recommend getting into misery 2.1 now, though. You might be familiar with CoP, but if you haven't played in a while, I'd say get SGM.
[QUOTE=LoNer1;44361497]It is. The mod is very modular, even though some make it seem it's not. We've included various FAQ dedicated to tweaking the mod to your liking, on the MISERYMOD.com page > FAQ.
I don't recommend getting into misery 2.1 now, though. You might be familiar with CoP, but if you haven't played in a while, I'd say get SGM.[/QUOTE]
im sure i played SGM 2.1 before, is a 2.2 out now?
Tried to install Clear Sky Faction Wars but I get this error every time I try to start the game:
[quote]The procedure entry point ?Init@CXml@@AQE_NPBD00@Z could not be located in the dynamic link library xrXMLParser.dll.[/quote]
[QUOTE=Intense Funkid;44361383]What about all this "sniper bot from 300m" stuff i saw? if its adjustable i'll check it out later.[/QUOTE]
You can disable Hardcore Aim
[url]http://facepunch.com/showthread.php?t=1261781&p=44289311&viewfull=1#post44289311[/url]
[QUOTE=Danny.B;44361627]You can disable Hardcore Aim
[url]http://facepunch.com/showthread.php?t=1261781&p=44289311&viewfull=1#post44289311[/url][/QUOTE]
neat, i'll probably have to try both of them seeing as there has been plenty of progress made on each.
Things look bright for a release of LA this year.
[QUOTE=Keelwar;44360788][IMG]http://i.imgur.com/jDYS6Qo.jpg[/IMG][/QUOTE]
Clear Sky in a nutshell
[QUOTE=DeeCeeTeeBee;44360622]I believe that the marker in the basement is just one of many places in the cement factory the weapon is. I had to check the place form top to bottom. The last three playthroughs of SGM I had, the weapon was either:
On the very top of the main cement building, where you find the tactical helmet
On the smaller building opposite that; the one you can climb down to on top of the pipes.
On top of the watchtower thing that is a stair rollercoaster that is hell to fight bloodsuckers on
[editline]26th March 2014[/editline]
Oh, it's safest not to toss any mininukes during this quest, just in case. I remember finding the thing quite a long way away from the cement factory one times after having to deal with a chimera there. Likely due to being tossed by the explosion.[/QUOTE]
It can spawn in one of [B]five[/B] possible places. SGM is pretty big on randomising things.
Oh what the fuck, the mod is for SoC
Thats why it wasn't working, man I feel retarded now
WHY THE FUCK WOULD YOU NAME A MOD FOR SOC 'CLEAR SKY' THAT'S FUCKING MENTAL
[QUOTE=LurkietheLurker;44359553]There is a console command to turn on global VL, it kills your FPS tho.[/QUOTE]
That's a similar thing called Global Illumination
[QUOTE=K1ngo64;44362966]That's a similar thing called Global Illumination[/QUOTE]
GI differs from VL, doesn't it? I mean, it doesn't create a light volume, like the term implies. It rather casts the light away from objects for a more realistic scenery irrc?
Anyone got any good suggestions for what to throw in with Pripyat reborn, cause the Vanilla ballistics are giving me major ballache.
[QUOTE=LoNer1;44363201]GI differs from VL, doesn't it? I mean, it doesn't create a light volume, like the term implies. It rather casts the light away from objects for a more realistic scenery irrc?[/QUOTE]
Global Illumination is the light bounce. Volumetric Lighting is light that has a physical 3D presence, like a bright fog that can recieve shadows (3D interactive light shafts as an example)
[QUOTE=LoNer1;44297751]It's been discussed on the private forums, I'll hopefully be able to find it and link the reason[/QUOTE]Tbh I like it. Makes the zone a lot more hostile.
Currently running around with a UMP and a TRG-42, all I want now is that armored ghille suit...
[QUOTE=Jamie1992GSC;44363514]Anyone got any good suggestions for what to throw in with Pripyat reborn, cause the Vanilla ballistics are giving me major ballache.[/QUOTE]
OWR 2: [url]http://www.moddb.com/mods/cop-original-weapons-renewal[/url]
EDIT:
[url=http://www.epicstalker.com/Downloads/COP_Reborn1.14_to_OWR2.1_patch.7z]OWR 2.1 compatibility patch by AndrolDDQD (16:9 and 16:10)[/url]
[url=http://www.epicstalker.com/Downloads/COP_Reborn1.14_to_OWR2.1_patch_standart_mon.zip]OWR 2.1 compatibility patch by AndrolDDQD (4:3)[/url]:
[quote]
Call of Pripyat Reborn 1.14 to Original Weapons Renewal 2.1 patch
by AndroIDDQD
Hi people! Here patch for COP Reborn 1.14 with OWR2 mod, with extras:
1.New model AKSU
2.New model TOZ34
3.Particle Paradize 3 (with optional nature effects)
IMPORTANT!!
OWR2 patch ONLY for FOV75 (xrGame in bin catalog included), all configs of weapons for FOV75.
INSTALLATION:
1. Call of Pripyat Reborn 1.14
2. Call of Pripyat Original Weapons Renewal 2 from Moddb.com
3. My patch COP_Reborn1.14_to_OWR2.1_patch.zip
[/quote]
Appreciated alundaio. Thank you. :v:
[editline]27th March 2014[/editline]
Well regardless of clean installs.
Expression : fatal error
Function : CInifile::r_section
File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
Line : 502
Description : <no expression>
Arguments : Can't open section 'wpn_glock17'. Please attach [*.ini_log] file to your bug report
So that went well.
Did you install OWR 2 or OWR 2 Addon?
[video=youtube;g43ifGe9XVw]http://www.youtube.com/watch?v=g43ifGe9XVw[/video]
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