• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=Shirky;44705161]Once you find the book and Streloks stash, you get an updated objective telling you to find a way out of the underground. Once on the surface, Barman should send you a message via PDA telling you someone needs help.[/QUOTE] And I suppose without the message you can't continue. Alright then, I'll try later when the game is more stable
jesus christ the comments section on the LA page is a terrible mess right now. it's no wonder why people consider moddb's community to be abysmal
Well at least those places that I reported later in game got fixed, so it won't get flooded like it did with borov's safe crash or not finding streloks stash... Also, it does seem strange. I really respect them for their work, but one thing bugs me. ui_safe related crash has been in the leaked, half of year build as well. So in the last half of year, did none of the testers and developers even try to go past the story line? Well, at least now you will be able to complete the game for sure, without the need to go through the files searching for answers. That's what I did, searching for codes that have not been given in game, giving myself info portions because somehow I didn't get them and all that stuff, glad it wasn't anything too major.
[QUOTE=croguy;44705466]Did you collect [sp]the book hiding inside of his stash?[/sp][/QUOTE] I couldn't find it, just the [sp]usb, didn't really get the instructions either and I have been running down there like mad for the past 15 minutes or so, trying to find his stash or anything hidden, but nothing.[/sp]
[QUOTE=The fox;44705583]I couldn't find it, just the USB drive. Been through pretty much all places I can find down there, but the only thing I found was the part I mentioned.[/QUOTE] [sp]Check in the hole behind the brown wardrobe. Far better hidden than it was intended.[/sp]
[QUOTE=Etcetera;44704692]You need to play around with these variables in the relevant weapon config ltx. [code]aim_hud_offset_pos = -0.097600, 0.090200, 0.050000 aim_hud_offset_rot = 0.051000, 0.025000,-0.022500 aim_hud_offset_pos_16x9 = -0.106600, 0.158000, 0.050000 aim_hud_offset_rot_16x9 = 0.087000, 0.046500,-0.045000 [/code] 16x9 refers to the aspect ratio of your screen - if you're not using a screen with 16x9, then you can ignore it.[/QUOTE] Are you talking about CS/CoP? I'm doing it for LA and I only see "position" under [wpn_akm_hud]
[QUOTE=croguy;44705589][sp]Check in the hole behind the brown wardrobe. Far better hidden than it was intended.[/sp][/QUOTE] Oh wow, it was that obvious, eh? I feel really silly now. Thanks a lot, though!
Is Clear Sky Complete a decent mod?
[QUOTE=The fox;44705583]I couldn't find it, just the [sp]usb, didn't really get the instructions either and I have been running down there like mad for the past 15 minutes or so, trying to find his stash or anything hidden, but nothing.[/sp][/QUOTE] Hooooold it! What usb? No wonder my objective of getting out of the underground stays unfinished
[QUOTE=Ownederd;44705521]jesus christ the comments section on the LA page is a terrible mess right now. it's no wonder why people consider moddb's community to be abysmal[/QUOTE] The site's backend and handling is almost as bad in how much of a logistical nightmare it is. The red tape ModDB has seems to exist for its own sake as files and mods that have no right to be there get approved while legit users have to put up with awful approval times for news, images and files that make synchronizing updates and releases with your main site impossible. Communicating with the public there is also dicey since on top of the approval times for everything the comment system is a complete trainwreck. The staff don't seem to care about any issue unless it gets completely out of control so you're left to fend for yourself if shit happens. I hate ModDB. The only thing its good for is the publicity.
[QUOTE=ionuttzu;44705684]Hooooold it! What usb? No wonder my objective of getting out of the underground stays unfinished[/QUOTE] The book cover is a riddle. It'll give you some hints on what to investigate in the rooms next to the stash.
[QUOTE=HumanAbyss;44705631]Is Clear Sky Complete a decent mod?[/QUOTE] It's the least bad Complete mod, but personally I'd just go for the latest Sky Reclamation Project. If you intend to just get Clear Sky out of the way quick&dirty and don't care that it makes it pretty easy, it's not a terrible choice, if only by the lack of alternatives.
I have no idea what I'm doing in the Pripyat Sewers [sp] Where the hell is the door code suppose to be at? Was it on the Stalker's PDA? [/sp]
Ok wtf, I went to the garbage so i could go to rostock, went into a tunnel and it crashed. Now when i load my game it CTDs
[QUOTE=Bloodshot12;44705943]Ok wtf, I went to the garbage so i could go to rostock, went into a tunnel and it crashed. Now when i load my game it CTDs[/QUOTE] Go into _G.script and disable the get_console():execute("quit") and "exit" from Abort and ASSERT functions and see if that helps. Some errors are not as fatal as they seem.
Still seems to crash. I'll try an earlier save and see if it crashes when i get to the same areas EDIT: If I run to rostock it CTDS on load
[QUOTE=alundaio;44705099]Enemy callback was broken. It was not being handed out to stalkers on some occasions. I fix this and then also add my enemy callback from CoP. I also tweaked the m_stalker configs like they are in Pripyat Reborn. I do nothing more aside from that. L.A. AI is broken due to simple error in xr_logic.[/QUOTE] The only problem being that it seems that some quests are based around these broken callbacks, such as the Sin quests? Kind of odd of Dezowave. Perhaps you can try and add an exception for NPCs that are broken by your fix?
[t]http://i1.minus.com/ioacojUmCy0j.jpg[/t] This is what happens after walking around in the garbage for a little bit, I removed all the fixes and mods and it's still the same
[QUOTE=alundaio;44705099]Enemy callback was broken. It was not being handed out to stalkers on some occasions. I fix this and then also add my enemy callback from CoP. I also tweaked the m_stalker configs like they are in Pripyat Reborn. I do nothing more aside from that. L.A. AI is broken due to simple error in xr_logic.[/QUOTE] Could you elaborate on the error? I'm fascinated.
[QUOTE=Ownederd;44705521]jesus christ the comments section on the LA page is a terrible mess right now. it's no wonder why people consider moddb's community to be abysmal[/QUOTE] I always feel bad for MoDDB modders. It can be a convenient site if you're browsing for mods for a random game, and they get so much flak in the comments if even the slightest thing goes wrong. Not to mention more than half is usually user error in the first place.
[QUOTE=Lyokanthrope;44706254]The only problem being that it seems that some quests are based around these broken callbacks, such as the Sin quests? Kind of odd of Dezowave. Perhaps you can try and add an exception for NPCs that are broken by your fix?[/QUOTE] Nothing so far is broken by my fix. Something was broken in early release of my full AI Tweaks for L.A. but it was unrelated to the fix directly. It was because of an error reading combat_ignore_cond from logic in my new enemy callback from cop. It should be fixed now in Lost_Alpha_AI_Tweaks_by_Alundaio_R2. The claim that person made was after I posted this new version, so my reaction was that the quest itself was broken. But he was simply using the old version. [quote]Could you elaborate on the error? I'm fascinated. [/quote] Okay. They redesigned how generic schemes are loaded by xr_logic.script. They made it an automated process. However, they mistook xr_combat_ignore scheme to be a normal scheme that reads it's configuration from the active section. This is incorrect, xr_combat_ignore reads it's configuration from overrides. What was happening is that in xr_combat_ignore.set_scheme, storage.combat_ignore was NIL. This prevented npc:set_enemy_callback() from loading the combat_ignore action. Some NPC would have no enemy_callback because of this and would either react later when it was finally triggered by a logic switch or not at all. This is the reason for delayed reaction and the reason some npcs completely ignore you. What I find odd is their scripter knew st.combat_ignore was nil. Instead of fixing it, they just added a check if st.combat_ignore wasn't nil before adding the enemy callback. Storage.<scheme_name> should never ever be nil in a set_scheme call... My release is the fix AND a new enemy callback with config changes. If you are finding my changes too agressive, simply only use my xr_logic.script because it is indeed a real bug and a real fix.
Ok, found out it was because I accidentally killed one of the STALKERS at the factory because it was night and i thought he was a bandit, because there were 2 other bandits wandering there. Reverted to a save before i did that and now garbage doesn't crash after a bit, and neither does rostock.
[QUOTE=alundaio;44706530]Nothing so far is broken by my fix. Something was broken in early release of my full AI Tweaks for L.A. but it was unrelated to the fix directly. It was because of an error reading combat_ignore_cond from logic in my new enemy callback from cop. It should be fixed now in Lost_Alpha_AI_Tweaks_by_Alundaio_R2. The claim that person made was after I posted this new version, so my reaction was that the quest itself was broken. But he was simply using the old version. Okay. They redesigned how generic schemes are loaded by xr_logic.script. They made it an automated process. However, they mistook xr_combat_ignore scheme to be a normal scheme that reads it's configuration from the active section. This is incorrect, xr_combat_ignore reads it's configuration from overrides. What was happening is that in xr_combat_ignore.set_scheme, storage.combat_ignore was NIL. This prevented npc:set_enemy_callback() from loading the combat_ignore action. Some NPC would have no enemy_callback because of this and would either react later when it was finally triggered by a logic switch or not at all. This is the reason for delayed reaction and the reason some npcs completely ignore you. My release is the fix AND a new enemy callback with config changes. If you are finding my changes too agressive, simply only use my xr_logic.script because it is indeed a real bug and a real fix.[/QUOTE] Can you provide a link for your current AI tweak? I can't seem to find one
[QUOTE=Bloodshot12;44706589]Ok, found out it was because I accidentally killed one of the STALKERS at the factory because it was night and i thought he was a bandit, because there were 2 other bandits wandering there. Reverted to a save before i did that and now garbage doesn't crash after a bit, and neither does rostock.[/QUOTE] I hate when they happens. It's worse when they're strafing everywhere like retards and you pop a friendly in the back of the head. It happens to me annoyingly frequent during that first bandit/loner mission in CoP where you either betray the bandits or kill the loners.
[url]www.epicstalker.com/kjdhadshfadsfklsdfljsd/Lost_Alpha_AI_Tweaks_by_Alundaio_R2.zip[/url]
I hate the way LA handles map transitions. "Oh you can't go there!" Like, seriously? I just can't explore the zone if I wanted to? You're going to keep me bottled up on this artificial path?
the fuck is this [t]http://cloud-2.steampowered.com/ugc/597035495729062316/B66D849AF5ECBE5984D36601C211DB198A7A3784/[/t] [t]http://cloud-3.steampowered.com/ugc/597035495729112905/B541C132FDA7DDC564DAD899F14752F76327485F/[/t] it almost looks like there's supposed to be specular maps on this but it's been replaced by some sort of transparent texture that lets you see through the world.
[QUOTE=Bloodshot12;44706768]the fuck is this [t]http://cloud-2.steampowered.com/ugc/597035495729062316/B66D849AF5ECBE5984D36601C211DB198A7A3784/[/t] [/QUOTE] The floor is lava.
Anyone else not able to get out of a UAZ?
[QUOTE=Shirky;44706831]Anyone else not able to get out of a UAZ?[/QUOTE] Just aim really low with the mouse, open the door and then press the "use" button while looking at the air behind where the door was. [editline]herp[/editline] It's kind of ironic how it's much harder to escape from an open-topped vehicle than a closed one.
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