• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
Anyone has link to most recent hotfix for arsenal overhaul 2.4
[QUOTE=Cpt.MEEM;46717996]Anyone has link to most recent hotfix for arsenal overhaul 2.4[/QUOTE] [url]https://docs.google.com/file/d/0B27wPR_2oGtkRDI5bkp5dmU3LVk/edit?usp=docslist_api[/url] Idk if there's a more recent one, but that's the one I had
I want to try all these mods out but I'm in the middle of my first playthrough :(
Lol I decided to start CoP up again yesterday but since I've already finished it without mods, I'd really like to try Misery again, but I keep getting the x.ray 1.6 engine error, anyone know the fix to it?
[QUOTE=Sharker;46717772]Are there any mods I should install on a first playthrough of SoC?[/QUOTE] 1.0008b binaries, zrp, and maybe absolute nature + structures. 1.0008b makes the game run quite a bit better, lets you increase grass density and view distance substantially as well as adjust both camera fov and viewmodel fov.
Wait a minute, that patch was released?
[QUOTE=Bloodshot12;46720515]Wait a minute, that patch was released?[/QUOTE] No, it's made from the leaked source. Pretty great.
[QUOTE=Beacon;46716826]I never got to the LA Underpass, really need to play through it properly when the Dev cut gets released.[/QUOTE] It's a horribly radioactive mess of a blackout mutant-infested maze that is built to piss off the player and overstay his welcome.
[QUOTE=Bloodshot12;46720515]Wait a minute, that patch was released?[/QUOTE] 1.0008b? i saw it mentioned on pcgamingwiki's soc page but the link was dead so i googled it and found a working link + changelog on 4chan, which, afaik, is where it originated. [url]http://pastebin.com/CtQ7zfkA[/url] [url]https://mega.co.nz/#!FFVDjBKS!ArWFDsNw_Pm7pC6CttypbiRaJS0nGR83T6XgWyFmpcc[/url] i was pretty much locked at 120 fps for my entire playthrough instead of having dips to 70 or 80 fps in certain areas.
[QUOTE=kimr120;46720536]No, it's made from the leaked source. Pretty great.[/QUOTE] I actually meant that there's a downloadable release, not officially
[QUOTE=Odellus;46720556]1.0008b? i saw it mentioned on pcgamingwiki's soc page but the link was dead so i googled it and found a working link + changelog on 4chan, which, afaik, is where it originated. [url]http://pastebin.com/CtQ7zfkA[/url] [url]https://mega.co.nz/#!FFVDjBKS!ArWFDsNw_Pm7pC6CttypbiRaJS0nGR83T6XgWyFmpcc[/url] i was pretty much locked at 120 fps for my entire playthrough instead of having dips to 70 or 80 fps in certain areas.[/QUOTE] [t]http://puu.sh/dwcBl/e0b37e2f27.png[/t] not working for me
[QUOTE=Vivi_O;46717853][url]https://mega.co.nz/#F!ZEwSWLrY!Q2of8E5UwS4iY7suAIdr7w[/url] [url]https://mega.co.nz/#F!CBERxLrb!a7hDfSxns-sgNZmh_UsJAA[/url] I think it's in one of those.[/QUOTE]The second link just has the previous version.
[QUOTE=Odellus;46720556]1.0008b? i saw it mentioned on pcgamingwiki's soc page but the link was dead so i googled it and found a working link + changelog on 4chan, which, afaik, is where it originated. [url]http://pastebin.com/CtQ7zfkA[/url] [url]https://mega.co.nz/#!FFVDjBKS!ArWFDsNw_Pm7pC6CttypbiRaJS0nGR83T6XgWyFmpcc[/url] i was pretty much locked at 120 fps for my entire playthrough instead of having dips to 70 or 80 fps in certain areas.[/QUOTE] Oh my god it's beautiful. Pistols are no longer glued to your face! :v:
[url=http://www.moddb.com/mods/call-of-pripyat-redux/images/community-feedback-ammo-scarcity][t]http://media.moddb.com/images/mods/1/15/14909/xrEngine_2014-12-15_23-42-43-23.png[/t][/url] [B]Community Feedback - Ammo Scarcity[/B] [I]The classic way to increase difficulty in STALKER mods is to withhold ammunition from the player. This artificially alters the economy and doesn't hold up well to scrutiny - in the Zone, ammunition would be extremely plentiful due to its high use - it makes no sense that a Stalker would have only three rounds in his backpack and two in his weapon. We feel like we have enough new systems within Redux that create non-artificial, grounded-in-the-world difficulty and scarcity to potentially remove this artificial ammunition restriction, but we want your thoughts before we commit to it. Obviously with our magazine system you will be finding loaded and empty magazines on bodies, as well as the original ammo boxes. We will likely play with ammunition and magazine weight, as well as price, to ensure you can't just cart thousands of rounds around the Zone and become Nicolas Cage in Lord of War. So, what do you think about Ammo Scarcity? We want to hear your thoughts, and ideas, on what you think is the best option here![/I]
Hey Beacon, I always had this idea in mind, that STALKERs should roam around ONLY with soviet-low tier weapons. I mean, in a real hypothetical zone situation I imagine there would be no problem finding 7.62x39 or 9x18mm ammo, as STALKERs would carry easily, more than 7 mags. So the solution, would be to give other calibers a more supply-demand situation. You, of course, have to set the supply and the demand. So NATO guns and bullets/magazines would the most expensive due to the cost of smuggling them in from other European countries and then into the Zone, contrasted with the abundance of soviet era stock ammo. Coupled with the fact that they are in high demand (High quality) makes the price go into the luxury items range. Ideally, combined with the right weight for bullets and magazines, should force the player between becoming Rambo or being more picky when it comes down to choosing fights
[QUOTE=Beacon;46721876] [B]Community Feedback - Ammo Scarcity[/B][/QUOTE] It's definitely tough to get it right. Ideally, NPCs would actually use the ammo in their inventory, and not a bullet more. Or even better, there would be a complete rewrite on how enemies decide when to fire their weapon so that the perception of them "wasting ammo" wouldn't apply. But that's just wishful thinking. I say give them a reasonable amount of ammunition and leave it at that. Anything is more believable than finding two bullets on every guy you kill. No matter how you set it up, there will be some systems that just don't affect NPCs, and ammo management is one of them. Or maybe rather than trying to control the quantity of ammunition available, you could control the quality. Cheap ammo is available for purchase "off the shelf" while the good stuff must be ordered from Nimble. You could also have ammo play a bigger role in the currency system (yeah, yeah... Metro did it first). Zone traders really have no need for large amounts of rubles but a couple of boxes of ammunition is always a welcome trade. Anyway, most of that is really outside the realm of your question, but the whole ammo situation in STALKER always interested me. It's the one part that just doesn't fit with the rest.
[QUOTE=Cutthecrap;46722106]Hey Beacon, I always had this idea in mind, that STALKERs should roam around ONLY with soviet-low tier weapons. I mean, in a real hypothetical zone situation I imagine there would be no problem finding 7.62x39 or 9x18mm ammo, as STALKERs would carry easily, more than 7 mags. So the solution, would be to give other calibers a more supply-demand situation. You, of course, have to set the supply and the demand. So NATO guns and bullets/magazines would the most expensive due to the cost of smuggling them in from other European countries and then into the Zone, contrasted with the abundance of soviet era stock ammo. Coupled with the fact that they are in high demand (High quality) makes the price go into the luxury items range. Ideally, combined with the right weight for bullets and magazines, should force the player between becoming Rambo or being more picky when it comes down to choosing fights[/QUOTE] The issue with making non soviet era weaponry expensive and really hard to find is that soviet era weaponry kicks ass. You will not see me defile my person with natoshit when I have the option of wielding my beautiful abakan raifu. Having more than one raifu will destroy your laifu.
To be honest. I belive it's hard to find and strike the correct balance in terms of the role ammunition plays. Leaving scare ammo finds questions why they would fire entire mags at you willy nilly, but only find a couple rounds on their person once they have been neutralised. However leaving large abundent amounts general leads to you yourself carrying far more ammo than you know what to do with. Either way you swing it both end up being somewhat questionable. And finding the right balance I imagine would be a darn hard graft to manage. And even if you did. It would be impossible to appease both sides of the fans on that topic without some sort of middleground or underlying use for ammo other than firefights. But again that leads down the path of having to find said middleground, implementing it. And making sure it's implemented well.
[QUOTE=DeeCeeTeeBee;46722218]The issue with making non soviet era weaponry expensive and really hard to find is that soviet era weaponry kicks ass. You will not see me defile my person with natoshit when I have the option of wielding my beautiful abakan raifu. Having more than one raifu will destroy your laifu.[/QUOTE] I agree. Having a limited selection of Zone appropriate weapons, all with extensive upgrade trees, always seemed better than stuffing a mod full of guns from around the world.
Could try making ammo heavier, but it might not make sense if it's heavy enough to achieve the effect you want. I like the idea of shitty ammo types being common. Maybe make sure AP ammo really is needed against armored targets and have that be the rare one. Having stuff like Hollow Point be on a lot of enemies also means that getting better armor will be more effective against bandits and shit especially.
I wish you could just give the NPCs a decent amount of ammo, say 120-160 rounds for an AK or something, and then they'd be smart enough to actually start heading back to camp when the ammo gets low. Then you wouldn't have people running around with tons of ammo, as they'd be using it, but they'd be smart enough to leave before they die from constantly running out of ammo.
i don't know if this has been posted here, but a guy sent this to me i want to know what mod this is from [vid]http://a.pomf.se/jxfthc.webm[/vid]
What about making ammo that you find on low-mid tier enemies shit on your weapons condition and make your gun jam more to simulate shitty corrosive surplus ammo or something
Realistically speaking, in a place like the Zone, full of gun wielding adventurers, mercs and soldiers, it makes perfect sense for ammo being common rather than scarce. What would be useful, if common stalkers and bandits were restricted to using soviet weaponry only, and mercenaries and Monolith were the only ones to have NATO rifles and ammo. The latter wouldn't be available by trading, simply because in the longterm it is not profitable enough to import it, so NATO ammo could be only obtained by killing mercs and liths. In addition to that, they should never walk around in groups of two, but atleast 5-6 so taking them down becomes tougher and harder. There should be a dynamic system for squads to reinforce themselves, when squadmembers die, or a recon party, to investigate a squad's death. You also could just make some special kinds of ammo very rare, like sniper ammo and RPGs/Grenade Launchers. You'd have atleast some ammo management on a few kinds of weapons.
Yeah, it probably makes more sense to restrict quality ammo, rather than ammo in general. So most stalkers would have crappy stuff that degrades your weapons quick, while the quality ammunition that can pierce armor and mutant hides would be more expensive and rare, ala Metro.
Is there a way to edit the damage a specific weapon does? The bulldog 6 in MISERY is way underpowered. It takes 2 shots from other VOG-25 launchers to kill a pseudogiant, however bandits will eat a bulldog round and just walk away, which is pretty blatantly wrong.
[QUOTE=mecaguy03;46724424]Is there a way to edit the damage a specific weapon does? The bulldog 6 in MISERY is way underpowered. It takes 2 shots from other VOG-25 launchers to kill a pseudogiant, however bandits will eat a bulldog round and just walk away, which is pretty blatantly wrong.[/QUOTE] Just edit the weapons file.
[QUOTE=Ghost101;46724190]Yeah, it probably makes more sense to restrict quality ammo, rather than ammo in general. So most stalkers would have crappy stuff that degrades your weapons quick, while the quality ammunition that can pierce armor and mutant hides would be more expensive and rare, ala Metro.[/QUOTE] Another solution would be the introduction of MANY DIFFERENT kinds of ammo and weapons. You will find plenty of ammo, but only a fraction will be useful.
Thanks a lot for the feedback guys, great to see you all getting interested in the issue - with your help, we'll find an awesome solution! [editline]16th December 2014[/editline] Hey Loner, can you message me on Steam ASAP please mate?
is there a soc hud for cop?
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