• S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
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I used the silenced PM once to sneak through the Agroprom base in SoC. I actually got in and out quietly too.
[QUOTE=creec;48548944]Pistols are good because of how little they weight and how much ammo you get for them (also ammo weight). It makes sense that they lose in any kind of firefight compared to a rifle, but it's still nice to have one with you when you run out of rifle ammo. [editline]27th August 2015[/editline] So you don't really have to think about how to make pistols more viable. CoP has them just right i think.[/QUOTE] Eh, the 9x18s make me sad. 9x18 ammunition is rarer than 9x19 ammunition in CoP for one, for two they're vastly inferior to 9x19s because 9x18 +P+ in vanilla only improves k_ap and k_pierce from .15 to .25 whereas 9x19 HP adds +50% damage. The latter is more useful all-around given the abundance of weak mutants and lightly armored enemies in the game. If I ever came across a nice model for it I'd replace the Fort-12 with an Avtomaticheskiy Pistolet Stechkina. But thanks to OWR I get to give Stalkers glorious Russian TOZ-194 and Baikal MP-153 shotguns instead of the Mossbergs and Spas 12s everyone uses at least. :excited: [QUOTE=cdr248;48549362]Black Kite is the only pistol really [editline]26th August 2015[/editline] also on pistol talk: has anyone ever used the silenced PM? I swear it does zero damage[/QUOTE] It works well with head-shots in ShoC. Was actually really useful when you managed to pick one up early, a stash in Cordon had one if I remember right. Good for Agroprom and the Dark Valley. In CoP however it's pretty much useless: A single head-shot isn't going to kill so much as regular Mercenary at the waste processing station, even if it's pitch-black, the Mercenary is completely unaware and is standing still on top. Takes two consecutive shots and the PB / 6P9 fires too slow to make that reliable.
I think I messed up merging the "loot stalkers for money" mini mod and Misery 2.1 somehow. When I went in-game the first stalker I spoke with gave me 700ru and after that I never got any again, either from talking to someone or from bodies. The instructions say to: ..open bind_stalker.script and go to line [code]function actor_binder:on_item_take (obj) ...and copy this line under it utility.get_npc_money(npc) ...at end it should look like: function actor_binder:on_item_take (obj) utility.get_npc_money(npc) . . . end [/code] and for the other file to: [code]...now open xr_motivator.script and go to the function function motivator_binder:use_callback(obj, who) printf("motivator_binder:use_callback(obj, who)") if self.object:alive() then . . . end end end ...before the second-to-last "end", paste this: else utility.get_npc_money(self.object) ...the final result should look like: function motivator_binder:use_callback(obj, who) printf("motivator_binder:use_callback(obj, who)") if self.object:alive() then . . . end else utility.get_npc_money(self.object) end end[/code] I did this and my two entries, though due to Misery they look a bit different, so I'm not sure if I put the lines in the wrong spots or something. For bind_stalker: [code] function actor_binder:on_item_take (obj) utility.get_npc_money(npc) printf("on_item_take [%s]", obj:name()) if isArtefact(obj) and ui_arty_container.last_art_spawn ~= obj:id() then local scriptart_list = { ["af_quest_b14_twisted"] = true, ["jup_b1_half_artifact"] = true, ["af_oasis_heart"] = true, ["af_compass"] = true, } local ob_sec = obj:section() if obj:clsid() == clsid.artefact_s and not scriptart_list[ob_sec] then -- alun_utils.printf("Artifact %s is not a valid artifact and will not be added to the PDA list", ob_sec) else local anomal_zone = bind_anomaly_zone.parent_zones_by_artefact_id[obj:id()] if anomal_zone ~= nil then anomal_zone:on_artefact_take(obj) else bind_anomaly_zone.artefact_ways_by_id[obj:id()] = nil end local artefact = obj:get_artefact() artefact:FollowByPath("NULL",0,vector():set(500,500,500)) xr_statistic.inc_founded_artefacts_counter(obj:id()) --[[ local s_art = alife():object(obj:id()) if(s_art) then xr_statistic.inc_founded_artefacts_counter(s_art:section_name()) else xr_statistic.inc_founded_artefacts_counter() end ]] end end ui_arty_container.del_art_spawn() treasure_manager.get_treasure_manager():on_item_take(obj:id()) -- Alundaio if (axr_main) then axr_main.actor_on_item_take(obj) end -- End Alundaio end[/code] and for xr_motivator I have: [code]function motivator_binder:use_callback(obj, who) --printf("motivator_binder:use_callback(obj, who)") if self.object:alive() then inventory_upgrades.need_victim(obj) xr_meet.notify_on_use(obj, who) dialog_manager.disabled_phrases[obj:id()] = nil if self.st.active_section then xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "use_callback", obj, who) else utility.get_npc_money(self.object) end -- start [Alundaio] if (axr_main) then axr_main.npc_on_item_use(obj,who) end -- end [Alundaio] end end[/code] Lastly I didn't have a utilities script, just a util one, so I threw the mini mod's utilities.script file in. Sorry for the long post, wasn't sure how to best frame this and give all the info.
[code]function actor_binder:on_item_take (obj) utility.get_npc_money(npc)[/code] This will never work. [b]npc[/b] is nil. Also, [B]on_item_take[/B] is triggered every single time an item is added to actor's inventory. Putting this here is a very bad idea, I don't think these instructions are correct. Completely ignore this. Now, the second part of the directions seems more accurate and the proper place for this code. It should look like this: [code]function motivator_binder:use_callback(obj, who) --printf("motivator_binder:use_callback(obj, who)") if self.object:alive() then inventory_upgrades.need_victim(obj) xr_meet.notify_on_use(obj, who) dialog_manager.disabled_phrases[obj:id()] = nil if self.st.active_section then xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "use_callback", obj, who) end -- start [Alundaio] if (axr_main) then axr_main.npc_on_item_use(obj,who) end -- end [Alundaio] else utility.get_npc_money(self.object) end end[/code]
Thanks, it actually was giving me money every time I interacted with a stalker, whether I was talkiing to them or not. The handouts are nice, but they'll break the economy quickly. :v: I'll try that next. So I should just revert the first script change entirely?
Pistols are shit unless they have nice animations and sounds. I never use pistols unless they're visually modded
[QUOTE=Doom14;48545689] You might find this image from /vg/ useful: [t]http://i.cubeupload.com/dQwBEa.png[/t] SoC hasn't had any big release recently that I can recall. The CoC leak was built on CoP's engine, iirc, with SoC maps.[/QUOTE] thanks dude!
[QUOTE=Ghost101;48549400]I used the silenced PM once to sneak through the Agroprom base in SoC. I actually got in and out quietly too.[/QUOTE] There's an easymode way to do Agroprom silently. Get the PB, shoot out the alarm siren or don't if you're that kinda badass, sneak between the hangars until you find an opening, and then in and through the stairway. Snipe the two guards on the top floor, and get the data. THEN, on the way out, just to be sure nobody catches you, on the last turn of stairs jump through the window and hop down on the concrete floor, then rush Southwest past the guard tower and through a hole in the wall. Works flawlessly, unless helicopters are chasing you.
[t]http://images.akamai.steamusercontent.com/ugc/792938544933515920/5F1EB5258BE149CECF816159BC21A257FE475F11/[/t] [editline]27th August 2015[/editline] eh silenced is for weaklings, I just bulldoze my way through everything with 15% hp
I could never get the stealth system to work for me properly. Probably because I always ditch the silenced pm.
well you could always get a silenced zm-300 later
[QUOTE=Araknid;48551288]Pistols are shit unless they have nice animations and sounds. I never use pistols unless they're visually modded[/QUOTE] You're going to love V+
Does anyone here know of any mods that simply adds a lot more items to loot to Call of Pripyat? I liked how Misery did it that there were lots of misc. items that you could loot & sell or keep, but I dont like the overall mod that much.
SGM is probably the best one for just tons and tons of content. I'm playing SGM 2.2 Lost Soul right now.
[QUOTE=Ghost101;48556223]SGM is probably the best one for just tons and tons of content. I'm playing SGM 2.2 Lost Soul right now.[/QUOTE] Pretty much this. The starting area is dull as hell, but once you get to Zaton the game really opens up.
[QUOTE=kattolil;48556283]Pretty much this. The starting area is dull as hell, but once you get to Zaton the game really opens up.[/QUOTE] I'm playing through SGM 2.2 right now, and having played other versions, I'd honestly recommend 2.1 over 2.2; 2.1 has slightly less content, but seems more stable. Additionally, 2.2 starts you at the Cordon instead of Zaton, and the first few hours are really boring and consist of a lot of confusing, poorly written back-and-forth missions until you finally get to Zaton.
[QUOTE=GrudgeReport;48556345]I'm playing through SGM 2.2 right now, and having played other versions, I'd honestly recommend 2.1 over 2.2; 2.1 has slightly less content, but seems more stable. Additionally, 2.2 starts you at the Cordon instead of Zaton, and the first few hours are really boring and consist of a lot of confusing, poorly written back-and-forth missions until you finally get to Zaton.[/QUOTE] You can get a Zaton start patch for it which makes everything better.
[QUOTE=AntontheFox;48555231]Does anyone here know of any mods that simply adds a lot more items to loot to Call of Pripyat? I liked how Misery did it that there were lots of misc. items that you could loot & sell or keep, but I dont like the overall mod that much.[/QUOTE] Arsenal Overhaul. Plenty of guns to find. Doesn't change gameplay much tho.
Ive already played with Arsenal Overhaul, & guns wasnt what I was looking for. Ill try out SGM though. Thanks all who gave advice!
Arsenal Overhaul 3 has just been released. Should tide me over til some of the other big mod projects get released.
[QUOTE=Sgt Doom;48558876]Arsenal Overhaul 3 has just been released. Should tide me over til some of the other big mod projects get released.[/QUOTE] I'm merging it with CoC. This is going to be 'fun'. Also, I've been meaning to ask: [B]Vanilla+[/B] I've added quite a few shooters to the game, but I'm doubting where to put them. G3A3 / SG1 variant. G36c, PKM, L96, M14 (the DMR, also not the EBR version but the wooden one), some pistols, MP443, OC33, Python, .40 S&W USP-C etc. Where do I put them. I've thought of the following: G3 series with freedom, along with some pistols chambered in .45 acp (As they're nato scum) PKM for duty guards (preferably in exo's), along with the MP443 as it's a russian police pistol of origin (iirc) L96 I honestly don't know M16 / M4a1 with mercs ofcourse. I've already given the mercs english voices, so that fits OC33 for bandits and lone stalkers AEK for duty, too AK12 for duty, M14 for duty or lone stalkers? That's kinda it.
L96 for either mercs or freedom
[QUOTE=LoNer1;48558938]I'm merging it with CoC. This is going to be 'fun'. [/QUOTE] Can you make sure the damage isn't overly exaggerated like it is in OWR for CoC?
So I was having a fun time playing stalker-soup. I wouldn't give it commendation for enhancing STALKER immersion but being spooked by walking skeletons while wielding a minigun was a great deal of fun, and that was all in the intro-sequence! Best part is that every ingame day there is an ''hell hour'' from 11PM to 12PM, during which numerous wacky soup mutants spawn and start attacking Stalker outposts.
Oh hey. Tantrumhalos just un-ended Oblivion Lost's ModDB.
[QUOTE=LoNer1;48558938] L96 I honestly don't know[/QUOTE] Monolith snipers? [QUOTE=LoNer1;48558938]AK12 for duty[/QUOTE] Why not give these to the military Spetsnaz?.
[QUOTE=LoNer1;48558938]AK12 for duty[/QUOTE] With AK-12s not being produced until mid-2013, would it really make sense for it to be present in the zone? I could maybe picture it as a unique variant of an existing weapon, but to me it seems it far fetched to be able to find the AK12 in the hands of stalkers and making any kind of circulation within the zone.
Any way to change the ui text size?, I'm playing CoP in 4k and the text is tiny.
[QUOTE=GrudgeReport;48561455]With AK-12s not being produced until mid-2013, would it really make sense for it to be present in the zone? I could maybe picture it as a unique variant of an existing weapon, but to me it seems it far fetched to be able to find the AK12 in the hands of stalkers and making any kind of circulation within the zone.[/QUOTE] erm aren't the games set in 2012
[QUOTE=GrudgeReport;48561455]With AK-12s not being produced until mid-2013, would it really make sense for it to be present in the zone? I could maybe picture it as a unique variant of an existing weapon, but to me it seems it far fetched to be able to find the AK12 in the hands of stalkers and making any kind of circulation within the zone.[/QUOTE] [I]" In January 2012, the Russian Deputy Defense Minister announced that the Russian Army would not be buying the AK-12, as they had millions of surplus AK-74 rifles, and over concerns of the financial state of Izhmash. Despite this, Russia began trials of the rifle on November 2, 2012." (..) It was tested for its effectiveness when exposed to freezing cold, desert heat, humidity, dust, and impacts.[SUP][URL="https://en.wikipedia.org/wiki/AK-12#cite_note-9"][9][/URL][/SUP] By November 23, trials were about 80 percent complete. During these initial tests, the AK-12 was found to have a "range of defects." The specific problems were not revealed, as they were considered "the developer's confidential information." Izhmash reported that the faults were fixable, and that the trials precisely highlighted weaknesses in the design for changes to be incorporated" [/I] Come again? Also, it's indeed unique. I was merely asking. I think I'll make it just a single weapon instead of giving it to the masses. I've made it so that it's true to this description, with the defects being missing burst mode, quick degradation and very innacurate shots when degraded
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