• S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
    3,237 replies, posted
[QUOTE=Doneeh;53133997]So let's say I want to make a mod that'll have all the weapons shoot turned 90 degrees to the right, how would I go about doing that?[/QUOTE] just make a macro that turns 90 degrees and then remove all keys :downs:
[QUOTE=Wepl123;53130981]It's a CoC overhaul/addon I'm currently working on [url]http://www.moddb.com/mods/call-of-chernobyl/addons/coc-15-original-weapon-renewal-3[/url] These are the weapons I'm using though, currently one of the highest quality ones out there at the moment in my opinion.[/QUOTE] Okay, so it's a CoC thing. I see. I'm an edgy piece of shit, do you reckon that one can be merged with Misery's texture visuals? I want a dead Zone, no fun and lush green allowed.
[QUOTE=LoNer1;53133690]Does someone have an idea how to unpack R6 .db* files? I tried the universal unpacker, to no avail. I'd like to continue working on all my HUD ideas for R6 and beyond, but the lack of ANY files prohibit me from doing so.[/QUOTE] I think I used [url=http://www.metacognix.com/files/stlkrsoc/index.html#SoCPUP]SoCPUP[/url] last time and it worked.
[QUOTE='[Green];53134733']Okay, so it's a CoC thing. I see. I'm an edgy piece of shit, do you reckon that one can be merged with Misery's texture visuals? I want a dead Zone, no fun and lush green allowed.[/QUOTE] I'm actually using Stalker Two-K for textures, which I'd definitely reccomend (it comes with optional 4k Misery grass textures as well) I personally prefer my zone a little but more green, but since I'm just using a custom external shader all that would need to be changed is a decrease in saturation and an increase in the brown hues and you'd have pretty much what Misery looks like - just with higher quality textures.
[QUOTE=Lyokanthrope;53134745]I think I used [url=http://www.metacognix.com/files/stlkrsoc/index.html#SoCPUP]SoCPUP[/url] last time and it worked.[/QUOTE] Odd, cant seem to get it to work. Ill try and see whats up. Thanks for the heads up!
[QUOTE=LoNer1;53134904]Odd, cant seem to get it to work. Ill try and see whats up. Thanks for the heads up![/QUOTE] I might be wrong. I think alundaio's toolset also has some DB tools? [URL="https://github.com/revolucas/AXRToolset"]https://github.com/revolucas/AXRToolset I'm at work currently and can't check :v: [/URL]
[QUOTE=Wepl123;53134789]I'm actually using Stalker Two-K for textures, which I'd definitely reccomend (it comes with optional 4k Misery grass textures as well) I personally prefer my zone a little but more green, but since I'm just using a custom external shader all that would need to be changed is a decrease in saturation and an increase in the brown hues and you'd have pretty much what Misery looks like - just with higher quality textures.[/QUOTE] I installed the mod. It's cute. I have a G36K and a shotgun. I'm having a fun time. [B]But I wish I had an RK.[/B]
[QUOTE=Im Crimson;53096995]Personally, without a scope I don't even bother with ranged engagements at all. Trying to score headshots with ironsights just doesn't seem worth the exposure to return fire, I rather just sneak close enough to jam a shotgun barrel down their throat. It's one of the reasons I really really really like the SVD in all the Stalker games. Ammo is damn hard to come by though, even in CoP. Currently I'm playing Military and I'm just not finding anybody who sells at all.[/QUOTE] I had the same problem, but I found a solution that works really well Each weapon has a 'scope_zoom_factor' which is a FOV increase when using the sights Here's scope_zoom_factor = 1, which is default: [img_thumb]https://i.imgur.com/JCiIGvn.jpg[/img_thumb] And here is scope_zoom_factor = 1.7, which is what I'm using: [img_thumb]https://i.imgur.com/ejvQxnW.jpg[/img_thumb] You could of course change these around to how you like, but I'm using 1.2-1.4 for pistols and 1.5-1.7 for rifles. Really helps using the ironsights at long range. [QUOTE=Lyokanthrope;53135075]I might be wrong. I think alundaio's toolset also has some DB tools? [URL="https://github.com/revolucas/AXRToolset"]https://github.com/revolucas/AXRToolset I'm at work currently and can't check :v: [/URL][/QUOTE] I'm using this with the latest CoC (1.5r6) and it works well. Even has some other tools along with it.
[QUOTE='[Green];53136808'][B]But I wish I had an RK.[/B][/QUOTE] Just wait for Radium ;^)
Got the AXR-toolset working. Thanks a lot guys, now I can finally continue with this HUD [t]http://media.moddb.com/images/downloads/1/113/112655/ss_dimitri_10-11-16_22-53-34_l0.jpg[/t]
you know i'm really excited to play cs and cop. i've had all three games for years and years and i've only ever played through soc. i always want to play through them all but i get through a play through of soc and lose interest, but this time i think i'm gonna be ready to actually play them all this time.
[QUOTE=VodkaChicken;53137324]Just wait for Radium ;^)[/QUOTE] can't come fast enough i need to cram that barrel down my fucking throat and fellate it like it's my ex-boyfriend's dick, man i love that rifle so much if marrying rifles was legal I'd do it in a heartbeat you don't even fucking know on an unrelated note, where the hell are the tools in CoC again, I forgot
I know this one is a couple weeks old now, and I am sure you lads are aware of this youtube channel, but the quality is consistently good, and I love comparing the attitude between the westerners and the Ukranians in it. [video=youtube;V9L_ovyo-LM]http://www.youtube.com/watch?v=V9L_ovyo-LM[/video]
[URL="https://www.twitch.tv/datsurge"]I'm streaming that thing I got linked with my good ol' voice rn fi you want to tag in and watch me crash and accidentally kill friendly people after bad ID[/URL]
[QUOTE='[Green];53138363']can't come fast enough i need to cram that barrel down my fucking throat and fellate it like it's my ex-boyfriend's dick, man i love that rifle so much if marrying rifles was legal I'd do it in a heartbeat you don't even fucking know on an unrelated note, where the hell are the tools in CoC again, I forgot[/QUOTE] Radium is clinically dead. I'm sorry for your loss. Since I got so much shit last time for posting WIP screenshots I haven't cared updating you guys on the progress. Swartz left the team since that "big amazing developer from Crysis and Unreal Engine" recruited him (he joined some indie dev project) and we've been stuck without a solid team ever since. Hope you weren't anticipating it too much. Cheers
[QUOTE=LoNer1;53139205]Radium is clinically dead. I'm sorry for your loss. Since I got so much shit last time for posting WIP screenshots I haven't cared updating you guys on the progress. Swartz left the team since that "big amazing developer from Crysis and Unreal Engine" recruited him (he joined some indie dev project) and we've been stuck without a solid team ever since. Hope you weren't anticipating it too much. Cheers[/QUOTE] Ah, I see. RIP Radium.
[QUOTE=LoNer1;53139205]Radium is clinically dead. I'm sorry for your loss. Since I got so much shit last time for posting WIP screenshots I haven't cared updating you guys on the progress. Swartz left the team since that "big amazing developer from Crysis and Unreal Engine" recruited him (he joined some indie dev project) and we've been stuck without a solid team ever since. Hope you weren't anticipating it too much. Cheers[/QUOTE] So...just yet another mod where the work gone into it will go unseen. Lovely.
[QUOTE=LoNer1;53139205]Radium is clinically dead. I'm sorry for your loss. Since I got so much shit last time for posting WIP screenshots I haven't cared updating you guys on the progress. Swartz left the team since that "big amazing developer from Crysis and Unreal Engine" recruited him (he joined some indie dev project) and we've been stuck without a solid team ever since. Hope you weren't anticipating it too much. Cheers[/QUOTE] Wait, Matt really just dump whole project? As far as I know Radium was single one solid project that actually used Im-dex 64bit repo(that weirdly is also inactive for past month). No one else really wanted to push their mods to use this version, and they prefer rape old CoP or butcher Call of Chernobyl adding 10000 useless crap on top of it until it crash more often than every 2 minutes. Radium was actually unique because it was focused on using this engine version without adding hundreds of crap "features" to it, keeping stalker clean and good looking. Wasnt Radium in "playable" stage? There is a chance to just finish rest of visual and release it as it is, just for people too see how it worked? Matt in last PM mentioned me if I want check Radium, and now Im seriously mad at my self, because I should get it to at least play with it a bit :/
moving on to call of pripyat not sure if i like the current setting being around pripyat, but is it just me or the artifacts keep spawning here?
[QUOTE=Spectre1406;53140735]moving on to call of pripyat not sure if i like the current setting being around pripyat, but is it just me or the artifacts keep spawning here?[/QUOTE] Artifacts respawn after an emission in CoP and with the highest tier detector, the svarog, you can find them lying around sometimes
if I recall correctly artifact spawns don't always work properly, but yes - in principle anomaly fields have a chance to spawn new artifacts up to a certain limit after each emission. some artifact spawns are however fixed, including quest items such as the [sp]altered wheel[/sp] in the dredge station and a few generic artifacts like the [sp]kolobok on top of[/sp]oakpine (fairly unimportant loot/quest spoilers) [editline]18th February 2018[/editline] but I notice TKGP is currently in the thread, so if anyone will know the actual scripting of artifact spawns it'll be him
[QUOTE=Etcetera;53141295]but I notice TKGP is currently in the thread, so if anyone will know the actual scripting of artifact spawns it'll be him[/QUOTE] Dang, the spicy reverse creep. Truth be told I've never looked into that, I just sleep like 10 times and then rake in the dough.
Hello there. I feel like showing you a little something that I put together if you don't mind. Maybe I can manage to put a smile on someones face too. It's my version of OGSE 0692, in my opinion the very best mod for Shadow of Chernobyl. I merely added some eye candy, a weapon addon and tweaked a lot of things to my personal liking. It doesn't sound like much but I feel like it adds a lot of fun to this beautiful mod and other people seem to enjoy it as well. You can get everything here: [url]https://mega.nz/#F!ZENwkJCA!lY30uYbjzgvbNsDIFh9pdA[/url] (No need for the fixes, everything is up to date) Now, this is still work in progress and some things are still in need of fixing. But it's mostly minor text stuff that shouldn't hurt your experience in any way if you can overlook small mistakes. Everything is explained in the readme, please read it. You can also look at a few screenshots to give you an idea, I don't want to clutter this post with pictures. Give it a shot if it looks like it could suit you, I can't imagine someone not liking it if they liked regular OGSE 0692. Please let me know if you encounter anything game breaking. Hope you enjoy it!
[QUOTE=Lyokanthrope;53139503]So...just yet another mod where the work gone into it will go unseen. Lovely.[/QUOTE] I have 5 or 6 RADIUM builds on my backup HDD. If Swartz does not come back, I'll release it for the community to tinker with, if the rest of the team agrees. At least the work gone into the weapons and some gameplay features + shaders will not have gone to waste this wayß
i can't believe someone actually greeted me with aloha in ukrainian wasteland
[QUOTE=Hank420;53142113]Hope you enjoy it![/QUOTE] Nice name you got there.
[QUOTE=LoNer1;53143004]I have 5 or 6 RADIUM builds on my backup HDD. If Swartz does not come back, I'll release it for the community to tinker with, if the rest of the team agrees. At least the work gone into the weapons and some gameplay features + shaders will not have gone to waste this wayß[/QUOTE] Yeah, I'm mostly interested in the engine and gameplay improvements that have been made.
While the auto-generated quests are cool and all, and I plan on adding more, they are somewhat limited and can get repetitive pretty easily. So I figured out how to generate NPCs and using that I made a quests that involves being told to find someone (who is spawned in a pile of mutants, so they die), finding their corpse and taking their PDA, and returning that. What are some other ideas/suggestions for quests? Since I'm hand making them they can be fairly complex and can have some storyline through dialogue, so go give me some wild ideas and I'll see what I can create
Can you make multiple spawn possibilities for the same quest? Or if not, multiple quests that are a variation of the same thing? For instance, somebody tells you his friend disappeared in x area. The first possibility is he was killed by some bloodsuckers. The second quest is the same setup, but when you get there you find it's a trap and bandits come up and steal your equipment like CS. The third is again the same, except the friend is alive and he wants to follow you back, but then it turns out he's wanted from a random faction, and there's a chance for a squad to spawn and offer to pay you if you turn him over to them. Depending on the faction they may or may not fight if you refuse, but handing him over would increase your rep with that faction. Or you might never run into them I've no idea if this is possible in stalker but a random element like that would go a long way towards making taking random quests more fleshed out and interesting (my source for this is some of the random quests for daggerfall) and would help them feel less like fetch/escort to do lists in CoC
how long does it usually take for owl to receive the svarog detectors?
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