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/sg/ - S.T.A.L.K.E.R General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 772
Thread images: 71

>BugTrap, crash to desktop, freeze/lockup?? Find your crash log.
Check your Documents or game install directories for the xray_[your name].log file. If you can't find it, look in the location specified at the top of fsgame.ltx. Copy the last few lines from the log and paste them here if you want any help.

>Start guide, beginner tips, and much much more
http://pastebin.com/FUPEbLiv (embed) (embed)
>HUD guide, modding basics, mod reviews, and AMK mod guide
https://docs.google.com/document/d/10yi79NUFhJrFO4hmGeKqaWSw35BJQv0Ve0OK94ioMEw
>Why Complete is bad and you shouldn't play it
http://pastebin.com/6AtetpMM (embed) (embed)
>Performance Guides, Steam settings
http://pastebin.com/nzXEevG7 (embed) (embed)

>The Zone Manual: Every Mod You'll Ever Need for the True Ukrainian Experience
http://steamcommunity.com/sharedfiles/filedetails/?id=121125400
>Pasta summaries, streamer listing and more
http://cheeki.violates.me/
>STALKER General Steam Group - Join chat and ask for an invite!
http://steamcommunity.com/groups/BroZone

Reminder that MS Update KB2670838 breaks your DX10/11 games including Clear Sky and Call of Pripyat. Here's a possible fix:
https://mega.nz/#!LAAXlaIZ!uVbJ-gsIPm8Sn2ydh7btI_3VK7Mfr41qoO2L6M7FZfQ
>>
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Mods and Repositories | Often out of date; use only as a last resort!

>Shadow of Chernobyl
https://mega.co.nz/#F!R5tnxQab!u1LS76bEVBuIrAZw6Py_3A
>Clear Sky
https://mega.co.nz/#F!NoVzUJLZ!g4Qdy88rL3BG7WTlNXsGOw
>Call of Pripyat
https://mega.co.nz/#F!58lwDISQ!P-UNABvTEA7km2fLUIAU7A
>Game Repacks + Modding Tools
https://mega.co.nz/#F!Ql5CSLxb!gNkfqg-xAUfYezLuMaFtYQ
>Downgrading Patches (drag-and-drop)
https://mega.co.nz/#F!M4BmDRCL!vfze70GSJDyv-HzWn7Dwww
>Unpacked Gamedata + GSC Backup HDD assets
https://mega.co.nz/#F!V5hBzKab!wF7fgX6m5Tq29B_m5EX69g
>Old Builds (dated from June 1st, 2002)
https://mega.co.nz/#F!kFtnBTSb!K-RlA1TVxlJGl86yE1c6fw

>Lost Alpha
https://mega.co.nz/#F!nJEUgaKS!UdZXAwzMWmtjwfn_dFM3dg
>Oblivion Lost Remake
[Gist] Oblivion Lost Remake 2.5.md (embed)
>Joint Pak 2
[Gist] Joint Pak 2.md (embed)

>Call of Chernobyl
https://mega.nz/#F!Z01CVQgZ!kzFOBdGnnehBSk1OUQm6PQ
>Weapon Soup for CoC Repo
https://mega.nz/#F!O0hSmBAT!0u8yH2lQc-7Q3-yN6phXhQ
>Call of Chernobyl/Warfare Bitbucket repository
https://bitbucket.org/revo_lucas/
>Don't have Call of Pripyat but want to play Call of Chernobyl?
https://mega.nz/#!uoYinJ7I!Lqj2DNIAkaVkcFUa1PLZzj80cVhAFK5D-9zbU2Iy5KI

>Codebro's 1.0008 Patch for SoC - enter "menu_fps_cap 0" in the console to prevent crashes.
http://www.mediafire.com/download/6644yv6xekn73rr/Codebro's+1.0008b+Fix+1.zip
http://pastebin.com/CtQ7zfkA (embed) (embed)

>Xetrill's Modified LuaJIT for CS/CoP - improves performance, especially in script-heavy mods.
https://mega.co.nz/#F!BIISmQgK!KHZR01ljznUqJlcHUax-aQ
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_id=23321&sec_id=22
>>
Previous Thread: >>164245890
>>
>>164414464
Those stones on grass texture look dumb.
>>
From last thread if anyone wants it for less tedium on ironman runs:

Got sick of spending 5+ minutes rerolling trader inventories with quicksave+quickload every time I wanted to restock rare ammo, so I raised their percent chance to stock each ammo type to 100%. Prices are unchanged, and the amount of stacks they carry is unchanged. Basically, every trader that can stock ammo, can stock ALL ammo, they just have a maximum amount of stacks they can carry, say 4 stacks of 5.45 AP, and then a percent chance per stack that it rolls. So with "ammo_5.45x39_ap = 3, 0.29" every time you load the game it would roll dice three times with a 29% chance to stock a stack of 5.45 AP ammo. I changed it to "ammo_5.45x39_ap = 3, 1" which means it now has a 100% chance of stocking all three stacks. Really quick and easy change, nothing else is fucked with.

This is for CoC + STCoP only. Traders affected are: Barman, Duty (base), Freedom (base), Owl, Monolith (base), Bandit (base), Military (base), Spore, Mercenary (base), Sid, and Hawaiian.


https://mega.nz/#!cY81xABa!OEoPC73kNhCfdcA5ig78UoMRcVdCZRFtiykjc_wHfpo
>>
Third for bloodsucker tits
>>
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no the webm does not freeze, that's a thing in the game
>>
reinstalled CoP and the mouse doesn't work, how do i fix it?
>>
>>164422651
Buy a working mouse.
>>
>>164422756
How would he be able to post if he didnt have a mouse?
>>
>>164422942
He used a different mouse.
>>
>>164423050
Well then why couldn't he use the different mouse?
>>
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I never played any game in this series, but is it true that NPC's can get to the wishgranting thing before you?
>>
>>164423112
Maybe he isn't smart.
>>
>>164423250
Well, then problem solved.
>>
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>>164423160
fucking spoilers
>>
>>164423160
no
>>
Is this going to be good? Only seen this video and one before, forgot about it:

https://www.youtube.com/watch?v=_0UrkK6kHXI
>>
>>164427007

I already like the damage model but hopefully it actually has a storyline
>>
>>164427007
I'm Inside alpha and the game actually really feels what I would imagine STALKER 2 to be like, even with STALKER references.
>>
>>164427195
>f2p multiplayer shooter
>story
heh
>>
>>164427437
>Will the game be free to play?
No, the game will be distributed as buy to play, bought once and for all. There will be no microtransactions in the game. However, we do intend to release paid DLCs later on.
>>
Does Call of Chernobyl work properly yet? Is it worth checking out?

I haven't kept up with STALKER mods for like a year or two.

Will there ever be a STALKAN experience as comfy as SoC with OL2.2
>>
>>164427007
We've talked about it a bit past thread, it seems good, but you know, wait and see
>>164427195
There's background, but it seems more about making your own stories, that kinda stuff
>>164427437
It's not f2p
>>
>>164427767
yes
yes
>>
>>164421164
Stalkers are learning... they can freeze time now
>>
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>>164427613
>we
?
?
>>
>>164423529
>Arc of deliverance

They're called Pseudogiants anon, not Elder ogres.
>>
>>164429365
probably a copy/paste from the FAQ
>>
>>164429365
He took it from the FAQ in their page, hence the wording
>>
>>164427007
Looks like Survarium but not shit. Nice.
>>
Coc keeps crashing on me.
It tells me to see the log, but there is no log.
>>
>>164430554
The Zone Claims Another
>>
>>164430797
oh nvm im just retarded
ill paste it here tommorow
>>
>>164414497
These two links are messed up again

>Oblivion Lost Remake
[Gist] Oblivion Lost Remake 2.5.md (embed)
>Joint Pak 2
[Gist] Joint Pak 2.md (embed)
>>
>>164414497
>>164431876
4chanx fags get your shit together if you're gonna make an op
>>
y so ded

dont die pls
>>
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>only ever beaten clear sky
>never played SHoC before, only CS and modded pripyat
>pick it up in the steam sale and grab the starter pack from the repo
>that darker atmosphere
>the controller out of nowhere in agroprom
>raiding the bandit base

Holy fuck I should have started with this one it completely BTFOs the others. I'm about to enter X18, how spooky will it be?
>>
>>164433575
b rdy 4 sp00ks
>>
>>164433575
Hope you like Snorks.

Because... well, you'll see.
>>
>>164433575
There isn't a single thing spooky in vanilla SoC.
>>
>>164434194
I dunno, that bloodsucker near the dark valley bandit base spooked me
>>
>>164427007
It's way too empty to be fun. What makes Stalker so addicting is because there are so many things to shoot and fight in big areas.
>>
I'm looking where to get SoC, because I'm not in the best with money after moving
I see that mods give you all files, with game included
Is there any newest version vanilla download somewhere? Can't see it on mega, and on torrents it's old af version
>>
To the Gmod Stalkers from a few weeks ago, Taco N Banana's stalker server relaunched today. I played on it a few hours, seems pretty solid if you are still looking for servers.
>>
>>164434834
The areas are small and there are bands of NPCs. Some do seem to need more stuff in them, though.

Also I kinda hated how many humans enemies there were in SoC
>>164437192
The fugging OP
>>
>>164437908
Kill yourself
>>
>>164437192
>Game Repacks + Modding Tools
Its in the OP.
https://mega.co.nz/#F!Ql5CSLxb!gNkfqg-xAUfYezLuMaFtYQ
>>
>>164438286
Kill yourself._______
>>
>>164438396
Kill yourself first________________

Double kill yourself
>>
>>164438612
Thats very rukill yourself kill yourself kill yourself kill yourself kill yourself faggot
>>
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>>164431876
Sorry, I made the new thread on the OP approximately 2 minutes before walking out the door, and forgot to get fixed links. My bad friend.
>>
So i finally completed all basic story mode objectives for CoC but im left with one objective called Northern passage that apparently reveals a secret monolith lab inside the CNPP, but it seems to point at the wish granter itself. Where can i find it lads?Its not referring to the war labs btw since thats a separate objective
>>
>>164440275
shit Northern passage points to the war labs up north, what i meant was the objective called Concrete Tomb that apparently implies about a secret place inside the CNPP.
>>
Alright, so late reply to >>164393412, but can't seem to find anything about this configurator, though I did find this:

http://www.metacognix.com/stlkrsoc/modifier.html

That's even if I can't seem to actually get it anywhere. What am I fucking up here?
>>
>>164443223

Oh, and forgot to mention, running AA right now.
>>
Are there any good mods SoC that stay somewhat close to the base game?

All the mods in the OP are old as fuck
>>
Buddy of mine is having issues with CoCk. He says CoC won't start because it can't because it doesn't detect that CoP is installed on his computer but it is. He has an old-ish bonus copy of CoP that comes with SoC included. I'm guessing CoC is looking for registry files for the game but the disk version's files arent recognised?

Any help's appreciated, anons.
>>
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>>164444843
Excuse the shit English. I only just woke up and haven't had any coffee yet.
>>
>>164444906
>>164444843
Add "-skip_reg" into the CoC's shortcut.
>>
Can anyone help me out with a problem I'm having?

I'm playing Clear Sky and I just got the quest from forester to enter the military warehouses. The moment I enter the area I get wrecked by the freedom guys guarding the entrance(I am a member of Duty.) I got around them by quicksaving right before their bullets hit my face, dying, reloading the save, moving an inch closer while they draw their weapons, then quicksaving again. I did this 60+ times until I finally made it to the stalker base a few hundred yards to the east. With that loading-screen hell behind me, I talked to the mercenaries and got the information to bring back to forester. Only problem is that the freedom douches are still guarding the exit, and I already feel bad about save-scumming earlier. Any suggestions?
>>
>>164445902
Change difficulty to rookie, simple as that
>>
>>164427007
Really hoping it will be. After 300+ hours in the various Stalker games, I need a new game. I wish I could get an alpha invite, but I think I signed up too late.
>>
How can I run S.T.A.L.K.E.R. without having to go through UAC?
>>
>>164446658
Don't install it into UAC controlled directory.
>>
Hello fellow stalkers, mind if I post a crashlog?

Mods Used: CoC, STCoP, Smurth's Dyamic HUD, DrX CoC Questlines

Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 520
Description : fatal error
Arguments : Can't open section 'booster_script'. Please attach [*.ini_log] file to your bug report

stack trace:

0023:00B6717C xrCore.dll, xrDebug::fatal()
0023:00B69801 xrCore.dll, CInifile::Load()
0023:00B6A3B8 xrCore.dll, CInifile::CInifile()
0023:00428DE5 xrEngine.exe, CObjectList::o_crow()
0023:00469F5A xrEngine.exe, InitSettings()
0023:00469993 xrEngine.exe, CApplication::CApplication()
0023:00469706 xrEngine.exe, CApplication::CApplication()
0023:00432FB3 xrEngine.exe, CObjectList::o_crow()
0023:74C762C4 KERNEL32.DLL, BaseThreadInitThunk()
0023:77DA0FD9 ntdll.dll, RtlSubscribeWnfStateChangeNotification()
0023:77DA0FA4 ntdll.dll, RtlSubscribeWnfStateChangeNotification()
>>
>>164449225
Alright, go on. I don't mind it.
>>
>>164449225
>Can't open section 'booster_script'. Please attach [*.ini_log] file to your bug report
>>
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>>164427007
top shill
>>
>>164449225
>Smurth's Dynamic Hud
>DrX CoC Questlines

both of these have been updated for 1.4.22 so you shouldnt be getting that crash

make sure you are using updated versions for 1.4.22
if you are then something else has overwritten your items.ltx file
>>
>Haven't played much clear sky
>Go in with ZRP+Arsenal
>Hit the swamp
>two hours of constant warfare
>visceral gunfights
>But no bleeding

?? I haven't gotten a bleed yet from these gunfights. Also is there a way to tone down the fighting or does it occur that fast because of the marsh?
>>
>>164443697
Autumn Aurora
>>
How do I get the key to X18 from Borov in Joint Pak 2? I went to the dark valley and got the mission to find the helicopter crash site but I couldn't find any in the dark valley so I went to Yantar to check the crashed helicopter there, but there was nothing there

Where is the helicopter?
>>
>>164455723
there's one in army warehouse isn't there
just going by vanilla soc here
>>
>>164456330
Yeah I suppose I'll have to go there, here's hoping I won't have to fight the entire Freedom base to get to it. Thanks for the reminder friend
>>
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>Tfw you're cooking kraft dinner in your adidas at 2:30am..

Such is lief in the zone...
>>
What happened to Chernobyl Weapon Pack?
>>
>>164457423
what
>>
>>164457423
the devs just don't respond whenever anyone asks about that on moddb
>>
>>164457498
A weapon pack for CoC.
>>
>>164458014
ok. you mean the one the coc devs were going to make?
>>
>>164458453
Yes, I think so. I heard about it in October and then nothing since.
>>
>>164458647
probably put off until further notice, i vaguely remember seeing a bitbucket page about that
>>
>>164458904
>>164457663
I see, thanks.
>>
>>164458904
https://bitbucket.org/Darryl123/call-of-chernobyl-official-addons/commits/all
>>
>>164459249
yeah but none of those are what we were talking about.

think it might have been canceled then.
>>
>>164427007
Its not stalker so It can fuck off to its own general.
>>
> install ZoA for SoC
> launch game
> massive fucking headbob
> disgusting orange filter whenever you aim down the sights

wtf is this normal? I dont remember this
>>
Am I a massive shitter?

I know I probably am but I'm up to the point in the "Dark Valley" where I have to clear out this huge bandit base and it's so hard for me to do unless I basically play it super patient taking people out one by one quicksaving after every kill

There's like 30 bandits in here!
>>
>>164460101
>play meme mod
>you know the rest
>>
>>164460101
>> install ZoA
that's where you fucked up
>>
>>164460128
You can stealth it up to make it way easier. You will get seen and you won't get to Borov with stealth alone but you will get a vantage point or other advantages over your enemies, and you will probably lose them as well granting you extra sneak attacks.
>>
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>minding my own business at the swap crash site in zaton
>two chimera run up on me in a sunrise suit
>>
>>164460128
there is an ak 94 in one hangar, in a tre nch
>>
>>164460595

I just got that but the ingame stats bars say my Fast Shooting AK from Strelok's stash in the sewer is better in every category? (some much better)
>>
whats the mod i see in some coc pictures where it looks almost like a little GUI for ordering around ai?
>>
Anyone know how to reach the secret monolith base under the wish granter in CoC? I got an objective called Concrete Tomb and it points me directly to the Wish Granter. What do i do lads?
>>
>>164462151
Before you go to that room with the granter there should be a hall that leads to a ladder the both should have guards hiding there but the one with the ladder has less I think
>>
>>164462817
I went to the Monolith Control Center above the ladder and the objective popped up when i picked the last document over there so its not that place apparently.
>>
>>164460753
no idea
>>
Is it possible in Call of Chernobyl to edit a file in gamedata so you can change your characters name/faction? I remember this was possible in Dooms Mod Merge where you could change what faction you belonged to mid game (if you wanted) and it was quite fun
>>
>>164467363
close game
go to gamedata/configs/axr_options
change new_game_character_name and whatever to what you want

load up your game
>>
>>164467363
You can change your faction by default in CoC in Yantar.
>>
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>>
Man, love SoC and it's "not give a fuck" attitude about map fencing.

>Reach Bar
>Remember I knew of a way to jump over an area fence and do it because fuck it, I'm not in a hurry or anything
>Dick around for about half hour pretty much finding all the edges of the physical map
>Curse unclimbable stairs
>Think it's about time I got out, or well back in the map but run around a bit more before loading up
>Notice random group of stalkers moving through, which at a closer inspection turned out to be bandits, probably scripted to attack the Bar or something
>Am behind them and wasn't noticed
>Sneeki breeki closer to them then lob a frag grenade right in their middle
>They try to dodge but it's too late, all four are dead
>Oh well, might as well see what loot they have
>Generic things loot wise, but one of them gives off a stash
>Fuck, now I have to backtrack into the map instead of loading
>No sooner do I think that than another group of bandits spawns around the same spot these came from before
>Am now about 50m in front of them, albeit a bit to their right
>Try and sneeki breeki around them but it's no use, they spotted me
>No more grenades
>Nugget is out of boolet
>Only things I have to work with are my Makarov and Saiga so any mid to long range firefight without cover is a death wish
>Don't want to save outside the map so leg it to one of the three trees that are still around, bullets whizzing by my ears
>5 minutes of Makarov shooting and 2 medkits later they're all finally down, though no more stashes from any of them
>Finally find a spot where I can jump back into the map and no one at the Bar is any wiser as to what happened

Damn, that was fun. Would've probably been a lot easier to just load up when the second group showed up, but I wanted that fucking stash, and damn it, it better be worth it.
>>
>>164469761
Nice one m8
>>
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>>164469842
I'm re-skinning all of the regular AKs as well.

It's worse than I feared, not only do the models not use separate mag skins like the Arsenal Mod does, but also the mags between the 74 and the 74M aren't compatible, and there aren't any non-bakelite types to work with for the 74.

I thought that I could just recolor them and paste an Izhmash logo on them, but then I remembered that the later gen Izh polymer mags have reinforcing ribs down the side of them, and the bakelite mags do not have this.

It's a minor thing but I'm over it now, I'll just assume that all the regular 74 variants use bakelite.
>>
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Degtyarev returns to the zone after hearing about the rumours of the new, rarest items (mechanic tools that should theoretically be really fucking common and easy to find but are not). As such, he sets out on a new main mission harder than anything the USS has ever assigned him before.

FIND 3 TOOLKITS
>>
>>164471221
The only reasonable way to find them in coc is in "loaded" stashes (stashes that you have been given the coordinates to).
>>
>>164443419
I thought you were running ZRP, so never mind. But your original question makes no sense. AA just installs the bits it needs, why are you modifying that stuff?

>>164456396
Keep this and a translator handy: http://stalker-worlds.ru/forum/forum/337-gid/
>>
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>>164470190
I got the metal on the dovetail to match the receiver.
>>
>>164472771
Is there a way to make the wooden 74s use the 74m's recoil animations?
>>
>>164472998
That's not really my area of expertise.

Anyway, the file that the optic AK-74 uses is a .dds called wpn_addon_lastochka.dds

I figure I'll just clone it for the color of each receiver, then use that to make 4 variants with optics, and 4 without.
>>
>mumble to myself how STCoP is a meme mod because of the retarded damage some weapons have
>loot an m249 from some monolith shmucks I just wasted
SO MUCH FUN SHOULD BE ILLEGAL.
>>
CoM trader fag from yesterday, numerous trial and error still trying to get the trader's to have more than just a handful of granola and half a sheet of plastic wrap in their inventory, anyone got any ideas?
>>
>>164474559
Do you want me to download CoM and unfuck the traders for you?
>>
>>164474706
no because im a massive faggot, and if having to go into *each and every single fucking item and swapping the numbers from 0.66 to 1* i wouldn't put my swore enemy against
>>
>>164474846
That's what you have to do.
>>
>>164474952
time to die then, cya guys
>>
>>164472641

Made a post even before that. Trying to give stalkers in Cordon better gear, and even if I don't expect to also change their suits, at least want to get them off the junk weapons they start with. And while over half of them did use the new rifles I gave them, this one guy just kept clinging to his sawed off and wouldn't switch it for anything. He kept the rifle, as in it wasn't in his inventory, but didn't equip it. Guys with AKs can manage I guess, but that one guy with the sawed off is a bloody pain. You just know he'll be the first to go if the military decides to raid the place.
>>
CoM 1.0c patch: https://mega.nz/#!oNFDkbTQ!HeLmVsUrPnYzN-uHWoavjP9wCIlW1O5N6K18OCG0Sag

>>164474559
Sid has a very busy inventory for me. Does that jive with your experience? Is it just the Duty trader that's fucked?

Try swapping in Sid's trade file for the duty traders as a test, making a backup first.
>>
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This is what I have so far, I think these ones look much better than the default ones, and all I had to do was change around some furniture and play with colors between the skins.
>>
>>164475078
OK, that explains why you're trying to merge in the Rulix ai mod. You're going to have to merge it by hand to be safe. Dumping the ZRP version over AA2 is asking for trouble even though AA2 uses ZRP under the hood.

On the plus side, it's not hard to merge since there are no clashes, just hooking in the rx_ calls into various files.
>>
>>164474846
I'm downloading it, I'll see what I can do.

Do you just want what I did for STCoP here?: >>164417875
>>
>>164475257
My biggest problem is that they have nothing to sell par for a rifle and half a box of ammo, sometimes even less, I just find that silly even in the Freedom/Duty main base.

As for what you did for STCoP, see above.
>>
>>164475257
Update: Taking a look at the trade files for the 1.0c patch, and everything already looks in order. Traders stock a LOT of fucking ammo.

Just download the patch this anon linked: >>164475093
>>
>>164475680
Did you check Sid? If he's got nothing you have a fucked up install as he's got plenty of shit to sell in my 1.0c game.
>>
>>164475834
I don't think he's using 1.0c, because I'm looking at the 1.0c trader files right now and they all have their ammo stock chances at 100%.
>>
Man, the Stalker games are some of the only singleplayer games that I'll always come back to for another playthrough. Got 'em all on sale for 11 bucks several years ago, and it was the best $11 I've ever spent. Glad this general is still alive, dudes.
>>
>>164475680
>>164476003
Yeah, inventories are fine in my game.

Which version are you running, anon?

Download the 1.0c repack from one of the options at http://ap-pro.ru/forum/119-88137
>>
>>164475834
Sid is fine yeah, but my problem lies in Freedom and Duty's *Main Base Trader* not having jack to sell.
>>
>>164421164
mod please?
>>
>>164475093
>>164475257
>>164475705
>>164475834
>>164476003
>>164476119
I'm a goddamn idiot, I forgot the 1.0c patch >.<

Problem solved I suppose, thanks for the help guys!
>>
Where can I look up the files about quest rewards?
1.0c has "made rewards more interesting" written in the log and I want to check out what changed.
>>
>>164475216
10/10. Love it
>>
>>164476381
Should be coc_treasure_manager in the plugins folder. A crazy amount of stuff is commented out.
>>
>>164475216
cool
>>
>>164476724
That's for excluding stuff from stash box spawns not quest rewards. Commented out stuff can appear in stashes along with anything else not listed.
>>
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>>164476509
>>164476732
It's hard to recolor the mags for the 105 without pixelating them from adding excessive brightness/contrast.
>>
>>164476826
What the fuck, why would they block bear, veles and svarog from spawning in stashes? That's some bullshit right there.
>>
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What do I do, it crashes ever ten mins or so

FATAL ERROR

[error]Expression : <no expression>
[error]Function : out_of_memory_handler
[error]File : xrDebugNew.cpp
[error]Line : 430
[error]Description : fatal error
[error]Arguments : Out of memory. Memory request: 16384 K


stack trace:

0023:0072717C xrCore.dll, xrDebug::fatal()
0023:717BDAB8 MSVCR120.dll, fcloseall()
>>
>>164476931
They look decent enough ingame so I'll give them a pass.
>>
>>164477645
help pls
>>
>>164477645
Download more RAM
>>
>>164478509
I have 8 gigs you comedian
>>
>>164478539
VRAM, 4 GB where your game is should be fine.
>>
>>164478608
damnit, I omly have an old amd radeon 265
any way to fix this error? turn graphics down maybe?
>>
>>164478813
Not gruphix vram, hard drive page file vram is what you need.
>>
>>164478813
Turn shadows off.
>>
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>>164478852
>>
is there a a cock mod to literally just make all upgrades available without that tools bullshit?
>>
>>164478996
Then how the fuck are you running out of RAM when I have less and I play just fine
>>
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>>164479051
I got this
>>
>>164479129
>Absolute nature
If that's not AN redux then go get it
If it still crashes you'll have to cut back on gruphix mods
>>
>>164477193
Extended hobo phase and all that. CoC base will give you detectors.
>>
>>164479039
You can probably just tweak some configs.
>>
>>164477193
Sleeping bags should be easier to find, I almost never find the damned things, which is weird since you'd assume with limited beds that pretty much everyone would carry one.
>>
>>164475216
These look alot like the AKs from some Insurgency modders mod.
>>
Why the fuck AO3 has the SVT without optics but STCoP doesn't?
>>
>>164477645
>>164478374
Turn down grass detail and radius. Don't use high def textures, especially SWTC skyboxes if you have that loaded.

>>164478608
The game will crash long before it even hits 2GB of VRAM used. I can barely get it past 1.5GB of VRAM used.
>>
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>>164476509
yo borman. think i ended up possibly fixing the crash with the K98 after a bunch of trail and error.

i've been running around between dark valley bandit base, cordon, and the great swamps.
spawning k98's and handing them out (dropping them) for npc's to use. and try to kill me so it runs through the animations
been doing this for a few hours now, restarting the game, jumping to different maps, etc.
spawning bandit squads and giving them to use on me as well

trying my damndest to get the spamming of
! error in stalker with visual actors\*
i've had this happen with loners and bandits then eventually a crash that varies between
stack trace:

0023:00434B10 xrEngine.exe, motion_marks::pick_mark
0023:058D5675 xrGame.dll, CDialogHolder::IgnorePause()

and others, but always a spamming of that type of error

anyways i think this resolves the crash.

test it out, but i haven't experienced that error at all. nor a crash.

also moved the icon for the scope and silencer and changed it to use the pbs-1 supressor for 7.62
because autism

https://mega.nz/#!QEZzXTwL!PgXo6VB0mDg3kaL6Q_M7ACTYAXfZBLx-aLptuP1pmw8
>>
>>164479758
* MEMORY USAGE: 510964 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
stack trace:
it crashes me to desktop and tells me to check the log
>>
>>164479851
Thanks, will check it out ASAP. Funny thing - In the newest build of the soup it's already switched out with PBS
>>
>>164479039
Thanks for reminding me that I need to work on a spawn script for tools, because finding them in stashes is absolute bullshit.

>>164479749
AO3 has better EKP sights on a lot of the AKs. The T shaped optic is much better than the dot shaped one.
>>
>>164479749
it's on it's own bone like AO, so you should just be able to add a config entry for wpn_svt40_pu

like AO has it set up.


>>164479948
cool shit man

oh btw

i have some more scoped variants of the m14 ebr, since one or two people mentioned it.

acog, c-more, eotech, ac11090, ac10632, mark4 scope like on the sr-25

and a pso
which is actually a model from BF4, the mesh needed a little cleaning up but it's good now
only thing is... it attaches via rail so not sure if anyone is really gonna give a shit if you attach a pso and it shows up like that or if you would rather add it as a seperate scope version by itself like the po4x34 for the groza.

and the mark4 scope will probably have to be permanently attached, unless you want to add that to the game as well.

also figured out what was causing the attachable silencer to crash (my own stupidity in overlooking in the first place)
fixed that, so it is option as well now.

when i get done adding them and stuff i'll upload it and u can use what you like.
>>
>>164479905
pls help
>>
>>164480617
I've already added the SVT and AVT from AO3. Tweaking their sights now. And yeah, I'll be waiting for your stuff mane, you're doing great job
>>
>>164479129
>>164480750
reinstall??


>>164480780
thoughts on the pso and mark 4 scope?

and thank you, likewise.
>>
>>164480941
I'd like to see Iron-sighted EBR, but permanent Mk4 seems fine as well. Would be better than the default Aimpoint anyways. About the PSO, I'm not sure. Separate scope would be the most reasonable I think
>>
>>164480512
imo tools should be removed only for common sense: how came a man lives in the zone being a technician but cannot perform a base operation on a gun?

that said maybe the most expensive upgrades could be made only after the calibration tools but that is only details
>>
>>164480941
I only have phone internet and cant reinstall anything
>>
I understand why the devs put tools in stashes, but it doesn't make any practical sense. Stalkers aren't going to find tools stuffed into a backpack somewhere, they're going to find tools where tools would be expected to be.

There's even props of the tools all over the maps in some of these places.
>>
>>164480941
>PSO on NATO weapon
Why? It's not like there is a shortage of rail-mounted western optics.
>>
>>164481160
yeah ironsights will be the base m14, then i guess aimpoint and mark4 wil be permanent.?
or could also make aimpoint it's own addon if you want.
i'll make some models for the scopes as well so if you decide to go that route, you'll have the .ogf's
>>
>>164481449
>imo tools should be removed only for common sense: how came a man lives in the zone being a technician but cannot perform a base operation on a gun?

That would make mechanics useless.

I'm under the assumption that the player is capable of repairing all sorts of things but isn't isn't an expert mechanic or gunsmith.

The issue I have is that the maps are filled with auto garages and junk piles, and machine shops and factories and industrial plants, and yet for some reason I'm not supposed to look for tools there where I would find them, instead we are required to look for them in some slot machine of a stash system.

The places to find tools should be in places where it would make practical sense to look for them.
>>
>>164481676
i was just fishing around for more optics and came across that one from Battelfield4 and just what i ended up putting on it.

i just doing these variants becuase at least one or 2 people mentioned it before
bormann doesnt HAVE TO use anything i upload. he can do what he likes with his stuff.
so if everyone was against the idea of a rail mounted PSO, then he can just not use them.
>>
>>164475221

No idea how I'll go about doing it, but will just google it for now. And yeah, that's exactly what I thought. Figured it wasn't natively included in AA, but thought it might still work considering it was built around ZRP. Anyway, thanks, will look into this rx_calls and see what it's about.
>>
>>164481601
you have the archives, i mean reinstall from those. without the memory hungry AN+AS
>>
>>164482559
sure
ill do that family
>>
So uh, I have a question
I installed CoC to try it out and every encampment I go to, there's only one or two dudes around. Biggest number of people I've seen so far is six in the rookie village, and the rest of the game world from what I've so far seen (Garbage, Cordon, Great Swamps) is barren of all life except for one or two stalkers and a handful of mutants..
Did I somehow fuck up my CoC install? I did install the full simulation a-life mod, but I wouldn't think it would empty the map.
>>
>>164482751
>>164482559
any alternatives to those mods?
>>
>>164482929
You need to turn up the population density. It's in the options menu, and after you do that you either need to wait a while for the world to be populated to the new cap, or you can just restart that run.
>>
>>164483340
Damn, that explains a lot. Thanks!
>>
>>164470190
>>164472771
>>164475216
I'd rather have a system where you have just one type of ak74 and can switch magazines around. Instead of having 'gun with bakalite', 'gun with plum' and 'gun with black' magazine as separate entities.
>>
>>164483250
as someone already suggested

>>164479307

AN redux
>>
>>164483701
I really want to see a mag system in CoC, too.
>>
Wow, it looks like CoC has changed a lot since I first played it after release. Cool
>>
>>164483920
Well the original script had a part for magazines before daryl rewrote it and cut it out. Maybe he can add it back in.
>>
>>164479519
>CoC base will give you detectors
Eh, I don't know about all that. I'm about to break 1 million rubles and I still haven't been able to replace my Bear on this run.
>>
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how do you fix this again?
I remember there being some kind of patch for it, which I dont currently hold
>>
>>164483701
>I'd rather have a system where you have just one type of ak74 and can switch magazines around. Instead of having 'gun with bakalite', 'gun with plum' and 'gun with black' magazine as separate entities.
Shoker had that, I liked it, though I liked how ZoA actually used mags instead of ammo much better.
>>
>>164485313

you're
>>164479129
^this dude arent you?


that was a crash that had to do with itemsoup for AO 1.4.18
which was re-uploaded and fixed.

so somehow you are using the unfixed version

here is a link to the fixed version
https://mega.nz/#!8IIgwQBC!30oNcN3WptruZ040Hq35SunTT4X9vpBKASyrm6-5J5s

if you need to edit it yourself, do this.

Change all instances of
groza_pso
groza1_pso

wpn_groza_po4x34
wpn_groza1_po4x34

in the following files
\gamedata\configs\prefetch\
~prefetch_single.ltx

\gamedata\configs\gameplay\
~character_desc_escape.xml
~character_desc_general.xml
>>
>>164485313
>>164485927

I meant to type

**
Change all instances of
groza_pso
groza1_pso

TO

wpn_groza_po4x34
wpn_groza1_po4x34
>>
>>164482478
Look at ZRP gamedata/scripts/optional/ai_rx. Files named rx_ you can may copy over. Bind_stalker and others will need merging, but only merge the lines that go like
if rx_something then...
Don't copy the xrs_ files unless you want to merge that as well
>>
>>164485491
Your duplicates do neither so, no offence, but what's your point.
>>
>>164487250
*offense
>>
The agonizing sounds on CoM is probably the most enfuriating shit in the entire game.
>>
iiiiiiiiiiiis boris
>>
>>164487250
>what's your point.
My point was that I liked how Shoker mod handled mags as being something separate from the weapon model, but it was still the same ammunition system as vanilla.

If you had something like that combined with using magazines in place of ammo it wouldn't be fun to use. Every time you would load a different type of magazine it would mean changing the weapon model, which is something that I assume nobody would enjoy doing.

I would much rather have duplicates.
>>
Haven't played CoC since 1.2. What's the coolest setup these days?
>>
What do purists think about Autumn Aurora for someone that has never played a STALKER game before?
>>
>>164488867
It's basically just vanilla SoC that's better in literally every way (and I would argue the best SoC experience, although OGSE is close but that's almost a different game entirely), but I wouldn't recommend it for a first playthrough unless you're willing to go change the voiced dialog back to english since you'll miss out on the story and not understand what's going on since there aren't subtitles for most things.
>>
>>164488867
Unless you have some sort of autism and MUST play modded on your first run, I'd say just go vanilla the first playthrough. You can mod every other playthrough, though.
>>
>>164488041
>If you had something like that combined with using magazines in place of ammo it wouldn't be fun to use.
What. Don't combine it then, problem solved. I have no idea what you're talking about.

>>164488867
It's basically complete 2014
>>
>>164489198
>>164489686
>>164489560
>Unless you have some sort of autism and MUST play modded on your first run
lol

Alright, vanilla it is.
>>
>>164489808
I would recommend turning off time_to_aim though, since vanilla's gunplay is shit-tier at best, and that makes it unbearable.
>>
>>164486656

Yeah, got the ZRP files and already grabbed the optional folder out of it, so I should have what I need. Just need to google a bit, though I'll leave that for tomorrow, will probably hit the hay soon. Thanks for the help again.
>>
>>164488041
>which is something that I assume nobody would enjoy doing
Actually I think it would be the most optimal way. Unless you mean that nobody would want to make all those models. But that would be the easy part imo.
>>
>tfw there will never be another misery update
>>
>>164490120
>not being able to walk and chew gun at the same time
>>
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>>164490304
>chew gun
>>
>>164490625
yes exactly. kys
>>
>>164490078
>Unless you mean that nobody would want to make all those models.
There would be duplicate models regardless of which system you use.

The only way I can see combining Shoker's system with Kirag's/ZoA's mag system means that altering the weapon model to use a different mag type means divorcing the weapon model from it, and attaching it using a "loader" tool via script that switches the weapon from one model to another, allowing the player to change which magazine type the weapon can use.

Even with such a system you would have even more duplicate models than if you just reskinned a bunch of guns and had them use mags which matched the skin, because then alternate skins have to be created for each gun with each optic type.

The only difference the player understands is that while having the same gun it can have different appearances based on which magazine is it is manually loaded with.

It would be much simpler and far less troublesome to have multiple skins of the same weapon that spawn using their own mag types that match them cosmetically.
>>
>>164490120
Meh, at least the Russians took over development and ported it to CoC
>>
>>164490924
I guess that's where we differ. I think having extra skins without extra functionality is just useless junk.
>>
>>164491991
Agreed, I much prefer AO's handling of AKs vs STCoP's, where in AO you've got all the different types of AKs versus all of the different types of AKs and then a bunch of duplicates with different furniture.
>>
hey /sg/

are there other reasons than "it makes the game extremely easy" that makes you dislike COMPLETE

when I first got into stalker, years ago, literally everyone I asked told me to play it with complete, now I feel like I am being memed
>>
>>164491991
I'm settling for the second system for now as a preliminary, it's easier.

If I went with the first system the weapon variety would have to be vastly simplified.

So I see it like this:
>AK-74 and AKS-74U - bakelite mags
>AK-74M and AK-105 - plum mags
>AN-94 and AK-12 - black polymer mags

If I went with that I could have 3 types of AK magazines with the weapons that use them being cosmetically consistent. Of course you could make the models use all types of mags but to cut down on bloat it would be wise to have only the ones listed above as how they would spawn ingame and have icons etc.

The point of why I am reskinning all of these guns in the first place is to create art assets for such a system in the long run.

>>164492198
The question I really want to ask here is whether or not players would really put up with having to change their gun in the field when switching magazine types.

They already do it with scopes in AO and STCoP, but it would be a total bitch in combat going from poly bakelite or so.
>>
>>164492749
I honestly think the potential benefit of having a working mag system like that is far less than just overhauling and fixing the problems with the existing guns. I do like what you're doing with consistent mag styles though.
>>
>>164492718
There is a pastebin in the OP describing the issues complete has.
>>
>>164492718
CS Complete is okay, but completely overshadowed by the AO-SRP merge.

The real SoC complete is AA in my opinion.
>>
>>164493532
I know. I read it. Twice. All it is is a list of things that make the game easier

That's why I said
>are there other reasons than "it makes the game extremely easy"

Did you even read my question?
>>
>>164492749
I see added benefit for magazines even if they are fed from the vanilla ammo pool. It's just a cosmetic optional with the occasional benefit like quad stack or rpk magazines give, kind of exactly how scopes are implemented. Some prefer to use the old kobra to the new one, same as some will prefer plum over bakelite. I don't see why you wouldn't want to be able to change it on the fly as opposed to being maglocked to the current model.
>>
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>get to loner hangout in Army Werehouses
>get this

! ERROR on rejecting: entity not found. parent_id = [27191], entity_id = [33792], frame = [106862].
stack trace:

what the shit?
>>
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>>164493097
The problem I have with what I've proposed would be if I went into an area where I would have to switch to a different type of mag in the same caliber in combat, which would mean opening the inventory and manually loading the weapon with them.

I dislike it, though acknowledge that it would have some merit in that players would pick one type of magazine that they would use and stick with.

Luckily 7.62x39 AKs and NATO guns wouldn't suffer from this problem. I doubt waffle 7.62 mags would be very popular in the Zone.

Also, I got a kick out of the camo AK having the mag painted. If someone found something like this, the original mag would have probably been replaced in the field a long time ago.
>>
>>164494173
>! ERROR on rejecting: entity not found. parent_id = [27191], entity_id = [33792], frame = [106862].

this is pretty much nothing, you get these normally in coc. i have them in my logs without any crashing.
i think even when adding and removing scopes

so it looks like you just have an empty stacktrace

mods?
>>
>>164493797
Its not a good way to play.
>>
>>164492718
>>164493797
It's better to use the newest ZRP. You'd have to merge it in otherwise, all to deal with
>complete
>>
>>164493797
Not that anon, but in my opinion Complete makes the game easier without compromise, and I don't think that makes for very good gameplay and largely goes against the spirit of the series. It certainly fixes some of the problems with Vanilla, but it doesn't push back against the player to keep the overall experience challenging and interesting, so difficulty wise it's a straight downgrade from Vanilla which already wasn't that hard to begin with, even with how fucking retarded they went about implementing the difficulties.

In Vanilla, we've got high TTK (time to kill) when it comes to the player killing enemies, AND the enemies killing the player. It feels very "gamey" and clashes with the atmosphere the game is otherwise cultivating. In Complete, we have low TTK when it comes to the player killing enemies, but still high TTK for the enemies trying to kill the player. So the gunplay feels better, but it still feels gamey since you can just grab a pile of medkits and mow everyone down, since you're essentially unkillable until you run out of medkits and there's not much risk of taking too much damage too fast before you can just hammer those kits.

This is why I prefer AA with my vision+damage tweak, where you're on relatively even footing with NPCs and combat is quick and brutal in both directions, and real stealth gameplay is possible under the right lighting conditions.
>>
>>164496290
>AA
This meme again
>>
>>164494612
How do you even get that camo AK in CoC? Both AO and STCoP have it but I've never seen it.
>>
>>164494612
>which would mean opening the inventory and manually loading the weapon with them
Kind of when you want to switch from a telescopic sight to a red dot because your combat situation changed. You have to do this gruesome thing called opening your backpack and switch. *shudders*

Anyway, you missed this >>164494026
I'll stop pitching this now since I can't seem to get through to you.
>>
>>164496405
Post your favorite SoC mod, and I'll tell you how to fix it.
>>
>>164496695
OGSE 0692
>>
>>164496290
Thank you for the serious answer, m8

I played through SoC twice with complete on the highest difficult; and it was so god damn easy that I got tired of with half way
>>
>>164496695
making gunplay shittier, adding brown to a mod doesnt make it better. looking at you too there misery.
>>
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>>164496674
>I'll stop pitching this now since I can't seem to get through to you.
I never said I wasn't considering it.

It's something I can't do at the moment, and if I did, it would have to be streamlined so that it isn't troublesome, mags in general are more crucial in combat than optics, but I do like the idea of the player having to be prepared with them.

45rnd RPK mags and 60rnd casket mags the definite benefit of such a thing. desu I'd honestly rather have 60rnd caskets than regular black poly mags, gives variety.

Anyway, I updated my work for today.

http://www.moddb.com/mods/zone-of-alienation-mod/addons/ak-reskins-for-weapongulash

For now I'm simply reskinning guns.
>>
>>164497308
<3
>>
>>164496735
I had a feeling you were an OGSE fan. I actually made an unfucker for it (0693 though) which was very well received over at 8ch, although interest in STALKER has mostly dried up there which is why I came back here for these specific threads.

I can't speak for 0692, but in 0693 the two primary problems are the insanely damage spongy enemies (not even including the "boss" type humans that have damage profiles set where even headshots deal <5% damage) and the ammo economy being completely broken (enemies can take 4+ 5.45 headshots to kill, and may drop 2 fucking bullets). Both of those combined make it largely unplayable by default, but fixing the damage takes care of the broken economy.

>>164497184
Try AA with my stealth+damage mod. The gunplay is fantastic. Misery's gunplay is fixable as well, but there's so many problems with the rest of the design in my opinion that it's better to just start with a different mod and work from there.
>>
>>164497548
>8 fucking chan
LUL
0693 can go fuck itself
>>
>>164497548
>OGSE 0693 unfucker
>less bullet sponges
>more ammo drops

I'm interested
>>
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>>164497308
>having to be prepared with them
Holy fuck, can you read.

This fucking guy.
>>
>>164497548
>Misery's gunplay is fixable as well, but there's so many problems with the rest of the design in my opinion that it's better to just start with a different mod and work from there.
Finally someone who knows what's up!
>>
>>164498008
I read what you said about switching optics.

You also omitted the fact that in CoC when your mag is empty you have to manually reload, it doesn't automatically reload when you pull the trigger after your weapon is empty like in all three games.

I don't recall whether not there is also automatic reloading when the inventory is opened like in SoC, CS, and CoP as well.
>>
>>164497658
What can I say, being here from 2006 and watching the mod team become completely compromised and turn against the users with moot more interested in sjw cred than maintaining a good relationship with the community was fucking crushing, so I fucked off during the first exodus. Came back for /sg/ recently since this is my favorite franchise and the only place with active anon discussion.

>>164497809
https://mega.nz/#!0UFVWbyI!gs3uuqz0WGhU-1EoPu1IgApHWIipzPq_FRcNWnUcMu0

The bullet sponge "boss" NPCs are untouched, as their damage profiles are located in spawn_sections and I can't fuck with that without breaking compatibility with the patches that have been being released, or fucking with the profiles that are called in damages.ltx, but which are ALSO used by certain quest NPCs that are supposed to be very "tanky" so they don't instantly fall over. For now, keep a couple F1s on you for the handful of quest bosses. Everything else is 100% good to go though.
>>
>>164498859
>Muh ecelebs
Literally who gives a fuck about moot
>>
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funny stalker webms
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>>164499026
Kill yourself
>>
>>164499026
How about you start then
>>
>>164498957
The anons who were getting banned for openly discussing GG and the SJW infiltration of the mod team gave a fuck.

There's also the issue of every single post you make now being tied to your jewgle account for datamining purposes, but that's a topic for another day.
>>
>>164498434
You apparently didn't understand it.
You can reload by pressing "r". It would still use an ammo pool for now. That doesn't mean you can't change the model and corresponding magsize. Just like changing scopes, changes ltx parameters.
>>
>>164499181
>Muh true internet anonymisity
You're not 15 by chance are you
>>
>>164498859
What is a moot?
>>
>>164499212
This guy may have a point. In STCoP as well as AO, each scope is using diffrent model. Think it might work as well with mags
>>
>>164499212
>You apparently didn't understand it.
I did understand it, you made a valid point, that it would work in the same manner that optics work now and most players are fine with it. I'm fine with it, but I brought up questions as to whether people other than you or me would find such a system for mags acceptable.

>>164499212
>It would still use an ammo pool for now. That doesn't mean you can't change the model and corresponding magsize.

That's not really what I meant, it was one of the first things that I noticed while playing CoC, having played for years and being used to many of the general shortcuts or quirks to the game.

Definitely seemed like an engine change that the devs made.
>>
>>164499726
Can you describe your theoretical mag system in-depth, because I'm not quite getting it.

Are you talking about mags being a purely cosmetic item and swapping it would function like swapping optics, or some full-fledged different reloading system?
>>
>>164499368
>This guy may have a point. In STCoP as well as AO, each scope is using diffrent model.

This was done ages ago in ZoA with nightvision scopes, and Shoker mod used it before it, when you attach a scope to the weapon, it's not technically the same weapon, since it respawns in your slot with the optic attached.

It's because in Stalker weapons can't attach multiple scopes, or have multiple mags or attachments/modifications while held by the player. It's even why I mentioned that there would have to be a separate loader tool ala Shoker that would replace the weapon model with one using a different mag, and I am aware of how this system already works.

What I was bringing into question is whether or not such a system would be worth it with mags when every other magazine you would have in your inv be completely different and require reloading through the inv. I think it would be acceptable but have no clue whether or not most players would just find it annoying.
>>
>>164499368
>>164500206
Here would be the most simlpyfied lay down:
1. you have icons for magazines, ammo stays the way it is
2. click a mag and it changes your gun to use that mag (provided it's the correct caliber)
3. it spits out the old mag it was using into your inv
4. you keep reloading using the mag you have until you actively change it
5. fuck yeah, sid has a quadstack mag
6. use it, sell my old junk

>>164499726
Pray tell, how would having more options unacceptable.
I haven't used coc in a while, are you saying they changed reloading? How do you reload now, because that's how you'd continue to reload. What am I missing here.
>>
>>164500309
>every other magazine you would have in your inv be completely different and require reloading through the inv
Oh man, that sounds like that would get old REALLY fucking fast.

I wouldn't mind a system where you could loot magazines, and you had to manually load them (I guess by dragging the box of ammo over it), and they would remember how many rounds you had left when you reloaded, but I would hope you could just reload by pressing R.
>>
>>164500549
That's OGSE's system, more or less, right? I love that shit.
>>
>>164500206
>Are you talking about mags being a purely cosmetic item and swapping it would function like swapping optics, or some full-fledged different reloading system?

The latter, like in ZoA this theoretical system would use the magazines as a replacement for ammo, you could load ammo into them by moving them over ammunition like the repair kit.

When this is done the mags are "loaded" and when the weapon is fired and all bullets expended the mag is then ejected from the weapon back into the inventory as a separate "empty" state again.

Weapons models would have the model without the magazine attached when not loaded, and using a manual loader tool in the inventory, would select a magazine type from the inventory, which would change the weapon model to the appropriate one with the mag from the inv attached to it.

The loader tool in the inv would simply be a script that switches the weapons to between magazine types, most likely being a UI option like a repair kit.
>>
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>>164500309
ZOA's system doesn't apply. It never could do what shokers system did.

>>164500549
This is a half implementation because it doesn't return the old magazine. Stcop used to have a magazine portion of the script until it was removed and rewritten.
>>
>>164501267
delet this
>>
>>164501248
>ZOA's system doesn't apply. It never could do what shokers system did.
It worked in a similar way it just didn't have models, it was used for nightvision scopes, which worked with it.

>>164501248
>Stcop used to have a magazine portion of the script until it was removed and rewritten.
Where can I find these assets?

Also, the reason why I want to use a loader tool instead of the mags being useable items like in that .WEBM is that items can only have one purpose. Mags would be a surrogate for ammo, and the loader tool would merely swap the guns into versions compatible with different mags.
>>
>>164500973
That all sounds great except for the having to reload from your inventory thing, which for me seems to be a huge stumbling block in usability and wouldn't be enjoyed by most people.

I could see that working in a hardcore dedicated milsim-type mod (something like Misery, but realistic, I guess), but I think it would feel awful in normal gameplay.
>>
>>164499181
pray tell how my shitposting is tied to the google account i don't have
>>
>>164501713
>which for me seems to be a huge stumbling block in usability and wouldn't be enjoyed by most people.

This is what I was debating with the other anon ITT, I didn't think it was worth having, he did.

I'd be perfectly fine with using separate skins because it would ultimately mean less scripting, less model editing, and smoother gameplay, at the cost of not having your gun purely cosmetically update every time you switch a magazine.
>>
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>The G36K scope texture in CoM 1.0c is misaligned
>>
>>164497184
misery so far is the only mod where enemies aren't sponges and only those that feels they're supposed to be (exos, pseudogiants) actually are

of couse people don't even bother reading armor classes and bullet penetration so they attack mercs in combar armor with the mp5 and then cry muh sponges

misery is the modern equivalent of the soc car park bandits, people either get shitfaced because of lack of gameplay awareness or git gud, i'm pretty sure most of people shittalking misery just get rekt by the night attack on shevchenko and then come cry here for friendly pats on the back
>>
>>164501626
>Where can I find these assets?
Shoker 1 mod.

>>164502006
>>which for me seems to be a huge stumbling block in usability and wouldn't be enjoyed by most people.
>This is what I was debating with the other anon ITT, I didn't think it was worth having, he did.

No this is totally your thing. You want it again here >>164501626
>loader tool instead of the mags being useable items

You are pushing that. I want none of it.

YOU KEEP RELOADING THE SAME WAY.
How often do I have to repeat it holy shit.
>>
>>164502245
Why do miseryfags always believe that the people criticizing the mod have difficulties actually killing things?

Misery isn't hard and no one here is saying that. Now, if only it weren't for it's 'mod equivalent of dark souls' marketing, that'd be great.
>>
>>164502643
>YOU KEEP RELOADING THE SAME WAY.
If you have that, you still have the ammo pool, I don't want an ammo pool because it makes a magazine system somewhat pointless.

The system you are talking about is purely cosmetic and while being able to upgrade a weapons magazine capacity, it isn't very different at all from vanilla.

I'd rather have a system where the player can't magically refill the ammo in their mag, and requires filled magazines to use their weapon at all, along with tactical reloading, etc.
>>
I fucked up with the quests and can neither become a friend of Freedom or Duty
Is there any way I could get into Pripyat now or is there some console code I can use?
>>
>>164503462
stfu faggot
>>
>>164427007
>no quests
>no mutants
>no anomalies
>no artifacts
>no morphic fields
>no RPG elements
>forced always online
Its shit
>>
>>164503462
What exactly did you fuck up? You can still go to Pripyat even if you didn't recruit Strider. You might still be able to get the Man of balance achievement.
>>
>>164503290
There is no magazine system. In fact you pretended you were trying to argue me out wanting one. And now you want it back in? Are you taking the piss?

>The system you are talking about is purely cosmetic
My idea at least adds functionality to the purely cosmetic change that you are making. Again I have to wonder if you still have your marbles. I'm just perplexed at this point.
>>
So... how's actual version of Call of Misery? Is it mergeable with other mods? I suppose no, but just asking.
>>
how do i edit specific faction stats in CoC? i want monolith to have shorter respawn time than other faction so they will eventually leak all over the zone
>>
>>164506491
I doubt it's mergable with anything major, the mod itself adds so much content to the game though that it's not that much of a loss.
If you like Misery, you'll like CoM.
>>
>>164507074
How about I leak all over you
>>
>>164507074
If you just use full dynamic alife they will typically do that eventually on their own.
>>
Are there any mods for increasing performance in CoC for a bad laptop using an integrated graphics card?
Its perfectly playable but in larger maps with more action like dead city the fps drops to ~15
>>
Any way to repair guns in Autumn Aurora?
>>
Is Escape from Tarkov our hope?
>>
>>164508893
Kill yourself
>>
>>164508959
>shitposting for nothing

You should kill yourself, fucking faggot
>>
>>164508889
Traders can repair your guns and outfit.
>>
>>164509404
>He's shilling for fucking free
Kill yourself
>>
>>164508893
given the devs track record no
>>
>>164508893
Nope. Mods have always been and will always be the only avenue for improving upon the experience.
>>
>>164509549
Thanks
>>
>com red forest with fog
now that' some bullshit
>>
>>164511442
>enemy vision is not obstructed by pea soup fog
It's the DARK SOULS of STALKER mods! :^)
>>
>>164511961
Utter shit then, got it
>>
>>164427007
looks like shit but i'd love to see an anon rip the animations from this game and port them to stalker
>>
>>164511961
falseflag harder, shit fog that only fucks the player exists since atmosfear
>>
>finally get veles detector in stash
>already have 1.1 million rubles
>dick around for 30 minutes hitting up anomalies starting in cordon on the way to beard
>upgrade complete set of artifacts to bubblex2, goldfishx2, pellicle
>sell 430k in leftover artifacts

I guess it's time to upgrade my G3SG/1 to one of the .50 cal rifles.
>>
>Cowering in a dead city commieblock
>SKS is down to last 13 shots
>Squad got shot down in the street
>Mercs are swarming around the building I'm in
>All bodies to scavenge from are way out in the snipers view
RIP in pizza hobo loner ironman, best take as many mercs as I can down with me
>>
>>164516565

If you're playing with realistic damage, 13 7.62x39 is more than enough to kill at least 5 mercs which should buy you some more time and guns.
>>
AMK: Autumn Edition or just AA?
>>
>>164517792
AMK Autumn Edition
>>
>>164517792
AA is more polished, is basically bug free, and has infinitely better dynamic lighting.

AMK AE is, well, AMK.
>>
>>164517670
13 is enough, it's just down to if exos rape my shit in close quarters
>>
>>164518345
I believe in you, anon.


Good luck not getting buttfucked from shit ignoring the spawn exclusion radius and spawning 2 feet you as you zone in somewhere, though. I've had more ironman runs ended by that shit than everything else combined.
>>
>>164519015
Well I'm dead
Wasn't mercs though, I ended up hiding in the commieblock and the mercs just wandered off
Waited a bit, then heard gunfire start erupting from somewhere, figured maybe the bandits came back for round 2
Slowly emerged onto the street, noticed there was no enemies in the radius but something was just about able to see me
Shithead psuedogiant came barreling towards me down the road, I ran like a bitch and jumped into the sewer but it someone made its way down, needless to say it fucked my shit up
>>
>Playing clear sky
>ZRP+AO
>People dont auto loot
>always end up with way too much gear
>economy broken

welp into the trash this goes
>>
>>164521429
CS never had an economy like SoC and CoP because it isn't like SoC or CoP. It's basically an action game. If you want an extended hobo phase, contain your autism and don't abuse the loot, nigger.
>>
>>164506491
There are already a lot of addons for CoM including weapon packs such as TAZ, STCoP and AO (OGR is already merged into the last CoM version) and something smaller like DoctorX's addons.
I'd say, CoM is the best thing that happened to CoC 1.4, even considering that I'm not a Misery fan.
>>
>>164521429
>use AO
>surprised the economy is shit

Next you're going be saying you used Complete but the game was too easy.
>>
Is there some weird technical reason that helicopters don't make any noise when they crash in CoC?
>>
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>>164414464
So just started playing Call of Chernobyl and I've got a couple questions.

1) Is there anyway to pickup your backpack-stash once you placed it, or otherwise move it?

2) Are there any mods that add weapons to the game without conflicts with CoC? I looked at both the Arsenal Overhaul 3.1 and Original Weapon Renewal 3 addons for CoC and the comments were just flush full of bug reports and no comprehensive fixes/patches/developer-responses.
>>
>>164525358
>>164522569

Ah, so I am thinking of skipping straight to call of pripyat, the power surges you get in clear sky make it a bit unfun especially since I got a wehrmacht rifle from a stash in the swamp and that things godlike.
>>
>>164526245
Ideally you treat CS for what it is, a brief, action-packed trip through the zone compared to SoC and CoP which are both your typical STALKER experiences.

Fuck around with the new guns in AO until you find one that really clicks with you, and then just tear through the game with it.
>>
>>164526245
If you want pure hobo phase in Clear Sky use only Sky Reclamation Project; graphics mods are optional. The guns may be shit but hey now you can be:

>always low on medical supplies
>dying from radiation after stepping into a pool of water
>sniped by shotguns
>bleeding to death from the scrape to the elbow

The game is still weak in comparison to CoP and SoC, but the swamps were honestly the most hellish time I had in a STALKER game.
>>
>>164526096
Most of the weapon packs don't cause THAT many bugs, maybe a few I can name from the top of my head but not much else. You can pick up your backpack by pressing take all, or if nothing inside it just put one thing inside of it (for example bread or a 9x18 box) and then click take all.
>>
>>164508889
Besides what the other guy said there's also repair kits for both weapons and armor.
>>164508893
>>164508959
Personally I don't mind the ocassional EFT post as long as it is significant
Yours really wasn't desu
>>
>>164526898
Thanks for the backpack solution.
>>
Stalker newfag here,
A.M.K. or Z.O.A?
Looking for a mod that makes the game more survival and adds extra spooky to the atmosphere
>>
>>164530052

amk is alright, but it's not really spoopy.
It's survivalist enough, npcs loot stuff they kill go out and hunt etc.
>>
>>164526096
Go for OWR if you want polished original guns or STCoP if you want more guns. AO is garbage.
>>
>>164530052
OGSE
>>
>>164530503
>>164530947
Will check out, thanks anons
>>
>>164530691
But STCoP's original guns are just as "polished" as OWR, while also having more guns.
>>
>>164531134
And some people like only having the original guns in game.
>>
>>164506491
It's good. Liking it though I dislike Misery. It's a tougher version of the Zone, but spawns and other stuff is still CoC. Good mix.

There's an addons thread for CoM. Some of that is not up to date for the 1.0 release yet, but there's quite a bit of modding activity around CoM. http://ap-pro.ru/forum/119-89102-1
>>
>>164531413
Who?
>>
Does anyone know how to limit or disable respawns in CoC? I remember some anon talking about going on a quest to kill every stalker on the zone and having respawns turned off.
>>
>>164517934
AMK AE is basically the definitive SoC vanilla+ experience at this point. It has practically all of AA2 with AMK's far better spawns, dynamic anomalies, and the ton of other cool shit it adds. And working AMK blowouts because they didn't have to rip it out in the hope of curing the save corruption that still happens anyway. You can also take any number of fucking missions you want to.

AA2 is a great mod, one of my all time faves, but it's basically redundant now that AMK Autumn exists. The latter is superior in every way. AA2 is more cosmetic which it does very well. AMK makes stalker what it should have been gameplay wise, there's a reason it's used as the basis for so many many mods.
>>
>>164530052
>>164531130
The newfag in those posts, deciding to go with A.M.K with A.A.2 merged with it. How retarded am I?
>>
>>164531881
>AMK AE is basically the definitive SoC vanilla+ experience
Not with how they absolutely gutted the lighting system and introduced a metric fuckpile of bugs and crashes that aren't in AA2. AE is a mess.
>>
>>164531883

It works pretty good
Army Warehouses will bug you out
Artifact conversion is a convoluted and op system
hope you enjoy psuedogiants
>>
>>164531883
Use this with it: https://mega.nz/#!FUslGLxA!-PDqdHG5r-eiqmyby4ygpgozK66Q9kyB3_VcpECjP-8

Fixes the bullet sponge humans (mutants are left alone), enemies seeing through brush, and somewhat allows you to sneak at night.
>>
>>164517934
>AMK AE is, well, AMK.
in ae, amk is the cake and aa2 is the icing. tasty icing, but you come to eat the cake
>>
>>164533238
If you want a unique AMK experience, I think ArsenOL2.2 does a far better job at that. Doing a back to back playthrough of AA and then AE, I fully expected to enjoy AE more since it gets shilled here so heavily, yet AE ended up being a somewhat bloated, broken knockoff. It's not without merit, and is certainly better than shit like Complete, LURK or OL2010; but I honestly can't see how anyone could play both and then say AE is better.
>>
Best mods for a vanilla but better CoP experience? Misery?
>>
>>164534627
Misery is far from vanilla.

Just download a weapon mod or maybe the Merge mod from moddb.
>>
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>>164534627
>misery
>vanilla but better
>>
>>164535218
>>164534906

"Extensive overhaul with vanilla structure"
I don't need a million guns.
>>
>>164535362
Try it then.
There's Rookie mode you can select during installation and also Les Miserables addon you can download to ease your suffering.
>>
>>164534627
STCoP + Absolute Nature and Absolute Structures + Atmosfear
>>
>USS specialization
what the shit is this
>>
>>164536131
Autism.
>>
>>164536131
specialization of major Degtyarev, u numbnut
>>
>>164536369
>>164536289

Well I finished researching
time to get fucked and hope my machine dont melt.
>>
>>164536532
Your machine probably won't melt, just be prepared for Autistic 'comedy' and lots and lots of stuttering
>>
>>164536670
>stuttering
It's funny, I remember years ago fags claiming that if you got an SSD, CoP wouldn't stutter, yet there's essentially zero difference in stuttering between your average HDD and a really fucking fast SSD, just way faster initial load times.
>>
>>164537469
>he fell for the SSD=no stutter meme
>>
>>164538020
Well to be fair, I bought it to decrease load times (and it certainly did that), but it's disappointing that there is literally no difference in stuttering between my WD Black and my fucking 850 PRO.
>>
just tested about 30 minutes out of misery
it's ruined by ALL THE SHIT
i am sure most of the stuff works fine, but the choice of 7 different types of lube doesn't fucking matter.
>>
>>164540067
When everyone shits on Misery in literally every single thread and calls it out for being a shitty meme mod, they aren't exaggerating.
>>
>>164540231

It desperately needed quality control for inventory management which triggered me as soon as I hit the first trader.
>>
>>164540231
Don't forget how they try to make stuttering """""immersive""""" by saying its micro-emissions which aren't long enough to kill you.

Only on MISERYâ„¢ FULLâ„¢ CONCEPTâ„¢ MODIFICATIONâ„¢
>>
>>164540231
Why would you critique Misery for anything, but cocky devs? So far 90% of the valid critique points are manageable and possible to fix, others are exaggeration of nitpicks.
>>
I accidently installed a mod (not sure which) that changed all my text into cyrillic. How can I change it back to english without uninstalling all my mods?
>>
>>164540645
replace language strings with english strings and/org select eng in localization file
>>
>>164536086
>>164534906

So merge mod?
Do I need a weapon/combat overhaul mod on top of that? Wouldn't it fuck up with the additions from the merge mod?
>>
>>164540531
If we're going to play the "but you can just mod it to fix it" game, literally every mod out there is equally good and there is no such thing as a good or bad mod, just mods that need various degrees of fixing by the end-user.
>>
>>164540736
Thank you, anon.
>>
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>>164494824
ao3, outfit addon, massiccio_4am, quests addon dynamic faction relations, faction relations, more mutants, dull simulaiton a-life

here is an ancient meme
>>
>>164540067
What version are you on? I haven't finished 1.6.02 on Master difficulty yet, but so far I've haven't run into this lube thingy.
>>
>>164540846
Fair point, but then again, some people enjoy mods without any fixes.
>>
>>164541463

2.1 or whatever, the latest
about 50 kinds of gunlube, batteries for vibrators, etc.
>>
>>164540765
Merge mod has outdate versions of some of it's mods, like OWR and Absolute Nature. STCoP supports the latest version of AN.

And both mods suggested include weapon mods.
>>
>>164541489
>some people enjoy mods without any fixes
what kind of faggot plays mods without tweaking them to their exact liking?

>>164541550
ao supports latest absolute nature too: http://www.moddb.com/games/stalker-call-of-pripyat/addons/pripyat-2016-ao31af3an401dynamichud20

even comes with memehud mod.
>>
http://www.moddb.com/mods/ray-of-hope-co-op-online/news/december-update32

Looks like Ray of Hope is still alive. Maybe it'll come out NEVER EVER
>>
>>164541670
>what kind of faggot plays mods without tweaking them to their exact liking?
Most people.

And yeah, AO is another option. Personally I don't enjoy AO as much generally (it's close) but if the guy chooses to get this I would suggest forgoing Dynamic Hud. Or removing the broken mask effects, which ties into modding mods.
>>
>>164541670
>what kind of faggot plays mods without tweaking them to their exact liking?
Those, who don't know how to fix them/too lazy to do so.
In fact, majority of STALKER players are "faggots" according to you.
>>
>>164541525
I like the extra items but Misery blows it out of proportion. The only really bad thing about it is how it fucks up trader inventories. The repair/food items are okay but i don't get why there's all of those "junk" items that are only there to sell for very little or give 2% on a gun.

I like the mod overall, but I'm one of those people that needs to tweak shit. I can't play Misery without bumping up stamina regen.
>>
>>164542124

It could be solved by just standardizing some of the items. Like you said, it doesn't matter if its junk, but making it unique junk lube that clutters inventory that you need to mouse over to figure out what the fuck it is compared to other junk lube is shit design.
>>
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>>164541959
i used to be a vanilla hud fag too, but after getting used to no minimap or indicators, i just can't go back, feels too much like cheating. i understand why people wouldn't enjoy playing like that, however. it's definitely an acquired taste, like iron man.

>>164542073
>will spend hours and hours playing a mod
>"too lazy" to spend a couple minutes tweaking it so your experience is exactly to your liking
yeah sounds like faggots to me.
>>
>>164542124
>items that are only there to sell for very little or give 2% on a gun.
There's a lot of junk, the only role of which is to add immersion and I can see why some think it goes over the board with that.
It needs some additional usage, like the CoM guy started adding it. E.g cooking kit works like 1-time use coal stove, hunting kit actually increases amount of stuff you get from dead animals etc. Also 2.2 feature to break weapons into usable parts seems good.
As for stamina regen, cocaine or epipen solves this problem.
>>
>>164542585
The junk items would work on a game with a crafting system or something, but in Stalker most of them don't serve much of a purpose.
I don't mind the "clutter" much, but i just wish the items did...something. Maybe the dismantling system will fix some of that?

Also i like what the CoM guy is doing, for the most part. Only played a little but it seems good. Apparently future versions are gonna adjust item slots and whatnot.
>>
>>164542864
The devs have a very warped vision of what makes a good game, so I can't see 2.2 fixing it. Take a look at the pic in >>164542470
>>
>>164500309
I don't like it, but only for one single reason: Every time you change optics, the weapon you get resorts to it's default fire mode. If you apply this to magazines you would have to hit your fire selector every time you reload. Simple in theory, but I can see how it would bite you in the ass in the midst of combat.
>>
>>164542961
IIRC that whole pic is just him talking about "roadblocks" through gear. Frustration is a tool.

That approach pisses me off when it comes to anomaly/psy-damage but i don't notice it much in gunfights past the hobo phase. the grind is a bit exaggerated imo.
>>
>>164543178
If you're modding it, you can definitely get the grind under control and have it feeling pretty okay as a whole, but "vanilla" 2.1 is gross, especially when it comes to how much damage mutants soak.
>>
>>164502006
Fatal, what about this... I have absolutely no idea if it's possible, but...

Guns have unlimited ammo, but require a certain, specific "part" to function (the magazine). Hitting 'R' puts a new "part" into your gun. This part wears out with as the gun is used (AK mag breaks in 30 shots), and 'R' replaces it with the next best condition "part" in your inventory. You can repair these "parts" with ammo boxes (reload a mag from a box), or wear out the "part" to spawn ammo boxes (unload the mag into loose ammo/an ammo box).

Is it even possible to dig that deep into the system and change how weapons function?
>>
>>164543531

>Guns have unlimited ammo, but require a certain, specific "part" to function (the magazine). Hitting 'R' puts a new "part" into your gun

I want you to slap yourself for even thinking this was a good idea.

>unlimited ammo

holy fuck man, no.
>>
>>164543305
>especially when it comes to how much damage mutants soak.
in vanilla, it takes like:
it takes 2-3 spas shots to kill boar, 2-3 headshots from ak74 with ap-ammo to kill snork, 1 meaty headshot from double barrel shotgun to kill bloodsucker.
it seems good to me
also for the grind part - it's non existent. if you do only main quests, you will be well-armed, well-armored, well-fed and won't have problems with money
>>
>>164543748
That is damage spongy as fuck, though. One blast of #00 buck to a boar's face should instantly remove it, as should one 5.45x39 round ripping apart a snork's skull. Also if you don't manage to land headshots (especially on snorks), they just soak an absurd amount of damage.
>>
>>164543748
>>164543305
Bloodsuckers and snorks feel bulkier than normal, but maybe i'm just saying that because they're faster and more in your face.

The pseudogiant and chimera feel pretty fair, they're supposed to be spongier.
>>
>>164517934
They have the exact same lighting. AE has the same weather, shaders, and lighting as the original AA2.1. "Original AA2.1" because they removed blowouts in the hope of fixing the infamous save corruption and added the bleak color tweak to only the ENB without changing the version number to 2.1.1 or something.

Regardless the "dynamic lighting" is exactly the same in AMK Autumn which merge in almost all of AA2 after all
>>
>>164542864
Junk is good for the first playthrough, much like static stashes. You read description of every junk item, you learn what they do and if it's useful and then they left with only one purpose - to be sold.
Hopefully, the CoM guy is going to add more uses, perhaps overhaul inventory system. He seems like a very potent modmaker, even though Call of Misery is his first project.
>>
>>164544189
Doesn't have the same lighting. Go test Cordon at night on both. AA2.1 displays proper dynamic moonlight and shadows at night, AE turns nights into pea-soup darkness where you can't see the moonlight or dynamic shadows, but NPCs still treat you as if you're standing in pools of moonlight for luminosity checks.

I heavily tested this shit when developing the stealth fix. I don't know what they did with the lighting in AE but it's fucked up.
>>
>>164543952
but boar's skull is fat as fuck. sure, there's ballistic trauma that could put such thing into comatose, but then again, it's a mutated boar.
I don't shoot mutated boars daily irl. do you?
snorks too, realistically, should be dead from one 9x18 bullet, but then there's game and a balance
>>
>>164544396
You can balance this by making ammo scarce and having mutants seriously fuck your shit up if they hit you. Damage sponge enemies is always the worst option when it comes to good gameplay in stalker.
>>
>>164543705
Did you read past that? Think about it: You can shoot as much as you want UNTIL YOUR MAGAZINE BREAKS AFTER 30 SHOTS. Then you couldn't fire again until you find another magazine that isn't broken (read: empty).
>>
>>164544539
>You can balance this by making ammo scarce and having mutants seriously fuck your shit up if they hit you.
you just described vanilla memery
snorks can two-shot you in leather jacket
blind dogs can also seriously wound you, unless you start as assaulter with 1 kevlar plate
>>
>>164544645
yeah. NONE of it is realistic. at all. and is alot of work for what?
>>
>>164544728
But they're also damage sponges, which is the exact opposite of what I'm describing. Basically just Complete mod in reverse.

Ideal stalker gameplay is extremely lethal player, extremely lethal npcs/mutants. Hell, you could even spice it up by amping up their sound detection radius, increasing their movement speed, and decreasing the volume of their "passive" noises so if you don't use a suppressor, nearby mutants will run you the fuck down, causing you to either waste precious ammo or flee.

There are so many ways that Misery gets it wrong, but hey, that's what modding and a little creativity is for, right? :^)
>>
>>164544645
I get that you're trying to think of something from a technical standpoint, but i doubt that's any easier to make than other options.
>>
>>164544812
>NONE of it is realistic
gun needs magazine to fire. magazine needs bullets. right-click ammo box, select "load magazine". right-click magazine, select "load gun". gun fires until magazine is empty. sounds pretty real to me, and I should know, I have some guns.

>and is alot of work for what?
a functional magazine system. IF it even works, it's one of many ways to get a magazine system to work.

don't think of it literally "guns have unlimited ammo and magazines break". think of it like "the game THINKS guns have unlimited ammo and magazines break"
>>
>>164545068
>>164544645

The solution to magazines is to make them manually fillable, and then attach to a suit a certain number of magazine slots that you can quickly get your hands onto to fill your weapon. After that, you have to manually go into your bags and load them into your weapon.
>>
>>164545068
it probably isn't, i don't know if it's even possible. It's just another way to go about it, with certain benefits and drawbacks. you get a health bar to estimate rounds remaining, but idk how tf to use different color mags.
>>
>>164531986
The lighting is exactly the same in both mods. AA2 was merged into AMK, the lighting too. The CONTRAST/SATURATION shaders that make AA2 overly dark and desaturated are disabled by default to restore the color just like the ENB version does, but that's literally a two line tweak that part of the options.

You don't seem to know what you're taking about when it comes to AE. And you love your AA2, which I do too, but stop with the uninformed speculation and shilling.
>>
>>164545203
sure, but how do you implement the magazine system? that's what I'm trying to address.
>>
>>164545189
>unlimited ammo
>real
>just can't use muh magic unlimited boolets because all my mags are gigantic pieces of shit made by 5 year old kids.
>i have guns
>this sounds real to me

yeah fuck off dude.

>don't think of it literally "guns have unlimited ammo and magazines break". think of it like "the game THINKS guns have unlimited ammo and magazines break"

except the game doesnt fucking think, and even if it did. doesnt matter. it maters what the player experiences. and from the sound of it it's exactly like i described if i was to play it.
>>
>>164545060
>Ideal stalker gameplay is extremely lethal player, extremely lethal npcs/mutants
this is where engine limitations and save-scumming comes in.
95% mutants are melee and if they die extremely quickly, there can become lesser threat then they should be
save-scumming - the "oh noes, dog hit me, I have to load my previous save which I just made 5 seconds ago" will go into play
suppressor is useless in all stalker games as far as I'm aware. there's no such sound detection for NPC's. engine limitation; would be excellent if it was solved
>>
>>164545313
>You don't seem to know what you're taking about when it comes to AE
Right back at you, you clearly haven't done your testing, and don't appear to have an understanding of the luminosity levels or detection.
>And you love your AA2
And you love your AE. That's fine with me.
>uninformed speculation
Again, right back at you. I've actually ran the test, but you clearly haven't.
>shilling a free mod
Are you retarded? Do you even know what "shilling" means?
>>
>>164531986
AE is also far more stable than AA2. You can't take more than 5 quests in AA2 without save corruption. AE doesn't crash period.

Why are you in here shitting on a mod that just works and which you obviously haven't played for more than 30 mins? We get you like AA2, but why do you need to bullshit on other mods? Is this some 8 chan shit alongside stealth in Stalker?
>>
>>164545508
See >>164534069
I've done BACK TO BACK playthroughs of AA and AE. AA didn't have a single crash, I lost track of AE's crashes, but it was somewhere in the neighborhood of 10 in one playthrough.

Why are you sitting here just lying and making shit up? What do you have to gain?
>>
>>164545441
Alright smartass, here: guns have only as much ammo as a magazine can hold. Once the mag is empty, the gun can't fire any more until you reload the magazine or load a fresh mag into the gun.

Now, how do you put that into the game?
>>
>>164545653
this isn't what you initially said or described.

i dont give a fuck about a mag system. because in the end it's not worth the work imho
>>
>>164545476
I don't think the "you can die in two hits, but so can everyone else" approach is best. Savescumming feeling "necessary" is a problem. But bullet spongey enemies are just as bad, imo.

There's a middle ground there, where enemies and the player can take some punishment but can still die quick if they fuck up.
>>
>>164545809
Then shut the fuck up. That is literally what I described from the start, and all you're doing is bitching about something you don't understand and don't care about.
>>
>>164545623
>>164545503
nothing to add except that i'm fairly sure you are right
>>
>>164545828
I agree, let's settle it on this.
>>
>>164545060
>Ideal stalker gameplay is extremely lethal player
This can lead to some extreme savescumming.
You can have this if you have a better death mechanic. But we don't
>>
>>164545915
no you fucking twat.

that's not what you described or said at all.

i'm not bitching about anything.
i'm saying what you said initially is fucking retarded and not realistic.

>"You can shoot as much as you want UNTIL YOUR MAGAZINE BREAKS AFTER 30 SHOTS."


>all you're doing is bitching about something you don't understand

top

kek
>>
>>164534069
>Oblivion Lost
Lol. That is a legendarily crappy AMK variant, one of the worst.
>>
>>164545476
>>164546182
>savescumming
Holy shit, anons, get some self control. There's nothing more thrilling in the entire series than ironman runs where your saves don't mean shit and you have to completely change your playstyle, especially if you aren't cheating with a minimap.
>>
>>164546265
>Self control
What fuck even is that, stop making things up.
>>
>>164546252
It's a unique experience, nothing more, nothing less. Meanwhile AE is just a downgraded AA.
>>
>>164546185
kill yourselfstalker
>>
>>164546265

Ironmeme runs mean you take much less risks, which means a lot of time standing around watching shit. Which means the rest of the game has to be very, very, very good or else if anything frustrating happens it's deleted instantly. if the recon/survialist portion of it isn't fun, then the rest of the game won't be.
>>
>>164544341
Dude, going to stop talking to you since you don't have a fucking clue just a lot of forums persistence. But stop fucking looking at your screen you clueless dipshit and start looking at the fucking code and configs. Run windiff and stop with all your uninformed speculations.

You got a particularly dark night, you twat. The version of Atmosfear in AA2 (best version imo) can do that. AMK AE uses the exact same weather code and configs and lighting.

Also you're shilling OL as a good AMK variant, there's no reason to discuss shit with you.
>>
>>164546531
>mean you take much less risks
Yes of course, that's the point. How would you act in the zone in real life? If you hear gunfire in the distance, do you just brainlessly sprint towards it for free drops, or would you either avoid it entirely or hang back and watch it play out, seeing if you can pick off the victor of there's only one guy?

Would you just sprint through anomaly fields with your detector out, hoping you lucked into the correct path through to the artifact because LOL can just load a quicksave if I eat shit, or would you slowly and methodically traverse it, maybe even deciding it isn't worth it if it's looking too sketchy?

If you get shot at and you only know the general direction from which the shot came, do you just stand there in the open like an asshole with your binocs out looking for the enemy, because if you get tagged, HEY, just gonna quickload, or would you make a mad dash to cover and try to carefully discern where the shot came from without exposing yourself?


You're seriously depriving yourself of so much tense enjoyment.
>>
Is there anyway to increase the draw distance past what you see in the menus? When I have to deal with helicopters they're straight up invisible for me and seeing them clip in and out is really immersion breaking.
>>
>>164545623
not that dude, but did you see the screen in aa2 installer where they make you swear to not take more than 5 quests otherwise you'll corrupt your saves? you know when you install the game? i like aa2 but save corruption and the texture freakouts at the cnpp and later are a sad fact of the mod
>>
>>164547156
Other anon here, I never got the texture freakouts at the CNPP but I did get save corruption there. It was fucking annoying constantly having to quicksave before I crashed to make sure I didnt have to do the same shit over and over again.
>>
>>164546974
Not that anon, but the tension you're talking about could probably be gained with a more restricted save system. A lot of people have tried only saving in safe areas or in certain situations. You'll lose progress so you have to play it safe, but you don't lose everything.

I get what you're saying, but in the end I'd just be annoyed and frustrated at losing my entire character, especially to a ridiculous death involving a glitch or spawn issue.
>>
>>164546805

Identical vision settings:
>"pea soup" night in AA
>hide in shadows in direct line of sight of npc
>can sit there forever, not seen

>"pea soup" night in AE
>hide in shadows in direct line of sight of same npc
>instantly spotted every single time


>"clear night" in AE
>moonlight extremely dark, shadows extremely hard to make out
>stand in "moonlight" (which has identical luminosity to shadows in AA)
>spotted across map

>"clear night" in AA
>moonlight bright, shadows easy to discern
>stand in shadows, with identical luminosity to moonlight in AE
>invisible to enemy

I don't know why you're still going on about this, but I'm glad you'll stop running your mouth about bullshit.

>>164547156
I never had more than 5 quests during normal gameplay. If that's a dealbreaker for you, hey, I can understand that, but I was 100% crash free while I had several with AE, despite playing by the "same rules" and keeping my quests down.
>>
>>164547287
Yeah this. Playing SoC with say, only the level changer autosavers is a nice replacement
>>
>>164547254
Yeah, love AA2 and completed it. But had to be religious about not taking more than one side quest ever. Talked to Cromm about the corruption and he doesn't think it's the blowouts that caused it. Me neither, just entered the mod at the same time they added blowouts. Which is also when they rebased it onto ZRP. I did a bunch of diffing but didn't see any candidates.
>>
>>164547367
go look at the weather configs, retard. they are in config/weather if you need to be told. lighting is set from there

ae has no problem with tasks, take as many as you like together. 15, 30, 100, no one fucking cares since it doesn't corrupt
>>
>>164547367
Not any of the people with you, but your expectations and observations on stealth in Stalker are retarded
>>
>>164547287
>but the tension you're talking about could probably be gained with a more restricted save system
I think by saving at all, you're creating a failsafe so you'll always have in your mind "I'll only be knocked back to X point at worst" which is really the same thing as quicksaving when it comes to the potential cost of death.
>but in the end I'd just be annoyed and frustrated at losing my entire character
That's because you're looking at ironman runs in the same way you would your normal playthroughs. Try to set a goal for yourself with certain limitations, and then see how far you can get. You're expected to fail, so the overarching goal is to partake in an intense experience and see how far you can push it.
>>
>>164547367
How did you never have more than 5 quests in normal gameplay? If you take all of Sid's quests after you deliver the USB you'll have more than 5 right there, leave alone Wolf or Nimble's quests. Same thing at various other points like the bar. You mean you were careful to not take more than 5 like the installer said I assume
>>
>>164547287
In CoM and NLC7 you can save by using matches near bonfire.
>>
>>164530691
>>164531134
T-thanks senpai.

I went with STCoP, and now I'm finding weapons with suffixes (Alternate), (Modern).

Whats the significance of these suffixes, are they just different skins, or do they have actual stats assigned to them like in Misery?
>>
>>164547610

>im n-not going to respond anymore!
>responds anyway
Heh.

>>164547714

Not an argument, friendo.

>>164547880

I completed quests as I took them, which is what I always do, even in CoC. I never had more than 4 in my log, and even that was a rarity. I normally skip sidequests in SoC as they're extremely unrewarding.
>>
>>164547978
>T-thanks senpai.
into
>T-thanks senpai.
Why mods?
>>
>>164547978
just skins since stcop creators have ak fetish

>>164548338
desu senpai is filtered
>>
>>164548459
>russain mod
>bunch of ak variants

who would have thought
>>
>>164548025
Then you see why people actually playing the quests in the game would routinely run into save corruption in AA2 if they simply accepted the quests the very first person you meet gives you? Completing quests had nothing to do with it, you have to actively avoid taking quests to avoid save corruption in AA2. It's a sad blemish on an otherwise great mod and I hate they butchered it by removing blowouts to no real effect. But it's hard to call AA2 stable and AMK AE which is rock solid unstable.
>>
>>164548739
As I said, AA crashes = 0, AE crashes ~10, so from my personal experience I can't call AE stable unless your benchmark for stability is ZoA or Misery. I'm beginning to think you've never played all the way through AA, or you haven't played AE enough to experience crashes and are just memeing it up to fit in.
>>
>>164548739
amk ae has its problems with save corruption too.

had a few saves take a shit on me i forge the logs but i think it had somethign to do with task manager or dialogs? like i said not entirely sure, all i know is i had corrupt saves with amk ae 1.4.1, which is more on AMK's fault than anything.
>>
>>164548998
>Misery
wat
I thought 2.1.1 it has only 1 stable crash in pripyat
other than that, I think it's pretty stable for amount of content it has/changes
>>
>>164546974

Thats what I am saying. The rest of the games atmosphere has to be very, very good. The game also has to make sense and be fair and fun. Spending 30 minutes casing a village to make sure a bandits not sitting on the other side of the wall ready to blow your brains out isn't fun.
>>
>>164549074
When I did my 2.1 Misery run, I would frequently crash and then have my saves break and have to set the alife switch distance to 0 to move away from whatever NPC was broken at the time. The first time it happened I was fucking pissed, but then I found the workaround on the forums and just got used to it. This happened around zombies a LOT.
>>
>>164548998
I've played through to completion with both. What you're being disingenuous about is the bit where you didn't do side quests in AA2 and so didn't tickle it's easy to tickle save corruption that the installer warns you of. Save corruption in AA2 gets brought up here a couple times a month, it's really quite common. You didn't corrupt because you didn't do the very common thing that causes corruption. You shouldn't be pushing it on new players for that reason, they will want to play those side quests.
>>
>>164549249
around zombied stalker or around civilian zombies? latter were removed in 2.1.1 due to this critical bug
>>
>>164549216
>The rest of the games atmosphere has to be very, very good.
I think that's one of the things the series has in spades.
>The game also has to make sense and be fair and fun
I find high damage both ways fair and fun, you just need to tweak the NPC settings a bit so you aren't having guys either snipe you from inside bushes 300 yards away, or being 5 feet away and managing to dump 30 rounds at you without hitting you. You can find a happy medium.
>Spending 30 minutes casing a village to make sure a bandits not sitting on the other side of the wall ready to blow your brains out isn't fun.
Oh come on, you're exaggerating. CQB is a very high risk situation, so obviously you would have to do a threat analysis of whether or not the potential contents of that village were worth the risk, but really, just low crouch, check your corners and slice the pie and you'll always get the jump on enemies.

>>164549326
>being disingenuous about
>that the installer warns you of
Read what the installer tells you, follow it, and you will have an extremely stable experience. If you've absolutely got to take all of the shitty side quests you've already done simultaneously, compromise and go with AE.
>You shouldn't be pushing it on new players for that reason
New players should be playing vanilla+ZRP. AA makes for a great second playthrough, though.

>>164549515
I honestly don't remember, it's been a while. I do remember it happening a lot near the jupiter plant though.
>>
> some autist is screeching that a magazine system is not worth it

fuck off, there are plenty of people here who would love a functioning magazine system. I can get the argument if it is that it is too much work to be worth it, but if its not, its as worthwhile as any fucking mod is, and a whole lot more worthwhile than some mods.
>>
Anyone here try Escape From Tarkov?
>>
>>164550768
This. More mods is always good.
>>
>>164550834
oh come on don't turn this into a meme
>>
>>164550834
oh you mean that re-release of hired ops ?
for fuckton more $

no, fuck off shill.
>>
>>164551032
I've heard of that aswell, but how is it similar?
>>
>>164551070
go look
>>
>>164551032
finally someone with insight of this ruskie money grab
>>
>>164551326
looks similar in some aesthetic aspects but that's literally it.

I am cautious though and will probably hold off on it and see what comes of it in the coming months.
>>
>>164550834
Everyone I've seen try it says the gunplay's good, it's got potential, not worth it at the moment (the guaraunteed beta access tier). Just wait and see and not preorder, like you always should
>>
>>164551779
Yeah it looks and seems alot more refined than that shitty hired ops game they did, maybe they stepped there game up but yeah seems kinda shady especially with ruskie devs.

I can't help but want to play it though as the gunporn and mechanics look so nice.
>>
>>164486656
Alright, so zrp files are in place, bind_stalker should be merged fine enough and the game boots without any CTD. That brings me to the first question again, how to activate the the Rulix options. There are a few with checked/unchecked options but those are filled out, with the rest using a choice 1/2 option. And it's the later that I'm not really sure how to activate. Only one with a "Default1" set up is:


[AIPack - Body Removal]
Title=Add/Remove xStream's Camp Cleanup
Type=FileChoice
NumberOfFiles=1
Target1=scripts\xr_kamp.script
Choices=2
Choice1=Re-enable Dead Body Removal
Choice1Source1=scripts\optional\ai_rx\xr_kamp.script
Choice2=Disable Dead Body Removal
Choice2Source1=scripts\optional\zrp\xr_kamp.script
Default1=scripts\optional\zrp\xr_kamp.script

But this one sends the default into a script so not really sure how to go at it from here. Do I set the "Default1" to the script location like it's done here like this:

[Rulix - NPC Weapon Manager]
Title=Disable/Re-enable NPC Weapon Selection
Type=FileChoice
NumberOfFiles=1
Target1=scripts\rx_wmgr.script
Choices=2
Choice1=Re-enable NPC Smart Weapon Selection
Choice1Source1=scripts\optional\ai_rx\rx_wmgr.script
Choice2=Disable NPC Smart Weapon Selection
Choice2Source1=
Default1=scripts\optional\ai_rx\rx_wmgr.script

Or do I leave it to a 1 or 2 like this:

[Rulix - NPC Weapon Manager]
Title=Disable/Re-enable NPC Weapon Selection
Type=FileChoice
NumberOfFiles=1
Target1=scripts\rx_wmgr.script
Choices=2
Choice1=Re-enable NPC Smart Weapon Selection
Choice1Source1=scripts\optional\ai_rx\rx_wmgr.script
Choice2=Disable NPC Smart Weapon Selection
Choice2Source1=
Default1=1

?
>>
>>164552192
Once you've merged in bind_stalker, state_manager and whatever else, then copied the actual rx_ files you're good to go. The AI pack is now active.

One other thing to be aware of is npcs use ui_wpn_params.script for weapon parameter values like accuracy. The default accuracy calculation is pretty complicated and doesn't just show you the weapon's accuracy bit instead factors in recoil, rpm, and other such shit. ZRP comes with an option called single shot accuracy that makes this go back to the weapon's accuracy. Up to you whether you want to use this value. But check the ZRP script options and you'll see this file in there.
>>
>>164547287
>A lot of people have tried only saving in safe areas or in certain situations

Ive started doing this, the CoM mod which i quickly uninstalled still had the nice idea of having a feature where you can only save at campfires.

you can do the same with self imposed limitations, like only saving at beds and what not.

thats a nice compromise between not save scumming and not losing hours of progress in ironman because something dumb happened
>>
>>164553672

Alright, thanks.
>>
>Playing Merc with dynamic factions
>allied or neutral with everyone except Monolith
This is really boring desu.
>>
>>164554973
makes sense though
why would anyone shoot you, except for bandits and monolith?
>>
>>164554514

you have to sacrifice artifacts to create a save point
>>
>>164555009
Bandits are neutral to me too, I've been ganking them but I only lose reputation.
>>
>>164555175
strange that bandits and mercs are neutral to each other
I dislike that change
>>
>>164555175
keep at it, you'll end up making them enemy again and you'll be able to kill them to get your rep back up
>>
>>164554878
Just to clarify what you did here: the lines in bind_stalker etc that look like:
if rx_something then rx_something.do_something() end
are basically checking to see if the file rx_something.script exists and if so, it called the do_something() function in that script. By copying the rx_ files over you made the functionality available, and by merging in those lines, you have bind_stalker and the others calling into the Rulix AI additions at the right times.

The xrs_files and are the xStream AI additions which are also very good to have. Some of that is already in AA2, you can merge in the rest if you like.

It's all in AMK AE (since xStream was an AMK dev and AE added all of the Rulix AI pack already).
>>
>>164546185
He was describing a possible mechanic behind it from game engine pov. You're a literal retard who doesn't know when he should or shouldn't chime in.
>>
>>164556480
no. he wasnt. re-read his posts.
>>
>>164556559
Stop responding, thick retard.
>>
>>164556642
the irony
>>
>>164528629
Suck my dick
>>
Kill yourselfs
>>
>>164557502
Kill your dick
>>
>>164556049

Success! Well sort of. Alright so first of all yes, I did add the xrs files as well since they were also mentioned in the Experimental AI config file, though also adding the rx_ and xrs_ functions in the modules script, since there was also a modules script in the optional/ai_rx, froze pretty much all npcs/ Not really sure why that happened so everything but the modules script was modified, and as mentioned at the start it sort of worked. First of all the weapons seem fine now, even sawed off asshole finally traded it for a rifle, though it still required a night's sleep. Gripe was with suits, since I figured hell, module's also there so might as well use it. So left a suit with one of the three in the farm after the bridge, and one with asshole sawed off. Then had one more night's sleep in the safe house next to Fox, ran to the garbage real fast to change maps, and on return, two of the three in the farmhouse, who were still on bandit jackets were wearing these (picture related). And stranger even, the stalker suit was still in the inventory of the guy I left it with. Third guy had a decent suit from the start and didn't change his. This didn't also happen in Cordon though as sawed off asshole still didn't equip his so not really sure what to make of this yet. Will test around a bit and try and figure this out.
>>
>>164449225
I got this one with 5.1 patch for stcop - the one with just particles.xr.
Solution - don't install it.
>>
>>164557823
except that error has nothing to do with particles.
>>
>>164557818
Happy modding, stalker.
>>
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Why are Clear Sky and Freedom at odds in CoC?

Is it to just balance the faction relations out, or is there some "lore" related reason that the author interpreted?

I'm really interested in details if its the latter.
>>
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>>164558786
>>
>>164558786
freedom hates eggheads
science make zone mad
>>
>>164414464
Is there a list of weapons that STCoP adds to CoC via the addon?

I'm holding out for a battle rifle, but so far the only one I've found was one which technicians wouldn't upgrade.
>>
>>164559296
as for battle rifles, there are the G3 and the SCAR-H; if you install weapongulash then you can get the FN FAL and the HK417 as well
>>
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>>164559026
>>164559116
Then why're they neutral to the Ecologists, huh anons? I need answers!
>>
>>164559296
http://ap-pro.ru/forum/36-10858-1
>>
>>164559370
Sorry, I meant to specify an older battle rifle - like the grand, moist nugget, and sks. Guess I'm outta luck in STCoP though.
>>
>>164559625
well, Weapongulash adds those too, the nugget and the SKS that is, it also adds the Gewehr 43 and the K98
>>
>>164559409
how would one actually make realistic, fair and enjoyable weapon durability/price system?
in vanilla it's:
>weapons are always in ~75-85% durability from enemies
>they don't jam for enemies, infinite ammo
>you can't sell them under ~85% condition
>when you do, they cost shit
in misery it's:
>weapons are between 10-50% durability from enemies depending on the rank
>they don't jam for enemies, optionally infinite ammo
>you can sell weapons under 50% of the durability for shit, you can sell ~>85% repaired weapons for a lot of cash
>>
>>164559625
there's mosin and sks I think
sks in 2.9 patch
>>
>>164559885
>Repair gun
>Costs several thousand more than a brand new version of the rifle off a merchant
Haha what a system
>>
>>164560079
>it costs 30k to repair a 25% SVU, which originally costs ~60k
Haha what a noob
>>
>>164560130
>30k for a 25% repair
>120k for a 100% repair
>60k cost of weapon.
>2x the base cost in repairs
Exactly anon's point.
>>
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>>164559625
>battle rifle - like
>the grand
>moist nugget
>and sks
you posted this to piss me off didn't you
>>
>>164560260
you didn't get it
you can repair 75% of SVU for 30k
>>
>>164560079
I think that makes sense, really. Try building a car that can be had for say, 15k euros. It's gonna cost you at least 5 times more. Not saying the exact same goes for all rifles, but I doubt you'd get cheap parts for stuff that isn't very common in those parts.

That doesn't change the fact that misery's prices are designed to be prohibitive, not "difficult" or realistic. The same goes for all other parts of misery, really.
>>
>>164560394
it does
ordering individual details is always more expensive
>>
>>164560339
pancakes nigga
>>
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>>164559952
dang, I'm using the STCoP addon to CoC, and that only goes up to 2.8.0.7

>>164559535
wish I could read cheeki breeki

>>164560339
You have my most sincere apologies for using the term incorrectly
>>
>>164561550
>wish I could read cheeki breeki
press on the fifth spoiler
>>
>>164560130
I wasn't talking about vanilla, I was just referring to every mod that tries to fix it's economy by simply making repair prices beyond retarded
>>
what achievementd are there in coc?
>>
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Can I install this mod simply over Atmosfear 3 Redux for CoCK and will it work?

http://www.moddb.com/mods/call-of-chernobyl/addons/winter-mod-for-coc-132-and-later
>>
>>164543531
>This part wears out with as the gun is used (AK mag breaks in 30 shots)
I think this might be how mags already work in ZoA, the guns have a magazine size of 1, but that item they use for ammo is the magazine itself, which has a condition state based on the number of rounds within it.
>>
>>164562330
Yes.
>>
how do i add a right click option to an item to execute a specific script in coc?
i want to make artifacts "usable" to teleport back to your home base to make "hi fellow monolith of pripyat go conquer swamp and report back for 1000 rubles :^)" quests not take forever
>>
Downloading Call of Chernobyl again, as I saw it has had a lot of updates since last I tried it. The featured video on Moddb suggests it has a lot of community mods now, does it have the extra arsenal or what's it called? Or is that still an additional download I should do? I remember it being fucking nice.
>>
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>>164562972
No, CoC is still a modders resource/root thing. It's not going to change now or ever. You are responsible for making CoC into whatever you'd like. Check the addons, that's where AO, STCoP and OWR3 are aswell as many many other addons. Don't forget the 1.4.22 patch (obligatory) and don't forget to check out our mod repository too for Call of Chernobyl, it has some things too.

Just a few more details you should know in advance.

- The FoV/HUD Fov/Stalker and Monster spawn amount and etc are in the game settings now so you don't have to worry about that

- WeaponGulash is our (/sg/'s weapon mod)

- Itemsoup is in the STCoP repository

- Get the HD models for STALKERS (You won't regret it)
>>
>>164563134
Thank you, friend, my journey through the zone shall be better for your advice.
>>
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>>164563257
Just to give you an idea of how far you can go. This is what I'm using.

Absolute Structures, Absolute Nature 3 Redux, Better Flashlights, Better Nightvision, WeaponGulash ft Itemsoup, AA2 HUD, Factions Playlist, DX11 Ultra Graphics, Full Simulation A-Life, HD Model reskins for STALKERS.

Don't forget to install things in a logical order, that is what I did and I have no crashes. But if you fuck the orders up you'll get problems.
>>
>>164563494
>knowing I'm very prone to fuck up modding
Oh dear. Wish me luck.
>>
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>>164563494
holy shit, what the hell is this earth; looks like spinach soup
>>
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>>164563584
Doesn't look that bad, that's just extreme place around the fire in Cordon.

>>164563563
The most important is that you get ItemSoup/WeaponGulash right if you're going down that roud, and Outfit Addon (totally forgot that, get that shit seriously). Just read the readme's and you should be good.

Start your installation with Absolute Strucutres and Absolute Nature always.
>>
>>164562972
There's a Misery merge for CoC also. Good stuff; give it a try even if you didn't like original Misery.
Last time I was playing it with STCoP and Autumnal Winds, really enjoyed it, now waiting for STCoP to update. Best CoC experience I had.
>>
>>164563687
Doesn't outfit add-on add shit like exos and sevas to factions that don't seem like they'd have access to them though?
>>
>>164563687
>>164563715
I'll keep all of this in mind. Man, what a nice general this is.
>>
>>164563494
>Absolute Structures
There's this now: http://www.moddb.com/mods/call-of-chernobyl/addons/structures-redux
>>
>>164563840
Clear sky are worthy to have at least SEVA's
they are a research group after all
>>
>>164563985
True enough, no bandit exos or shit like that then?
>>
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>>164563883
But not everyone wants to make everything rusty looking? I saw that earlier but I don't like the way Yanov station looks for example so I'll stick to the normal AS.

>>164563840
Actually that's kind of realistic, see it as faction members are individual and if we think realistically in a faction in the zone.. Why would they not have their own versions? If you prefer the SEVA suit, but don't want your faction to shoot you apart and all that then why not take a regular SEVA and color it/make it into a faction suit so that your faction recognizes you?

I never really saw this problem. There are faction SEVA's and Exo's but to be fair these suits are very high end and you'll rarely see them on people.
>>
>>164564078
bandits exos exist in original CoC as far as I'm aware
it's shitty, I know
>>
>>164563872
There are links you're going to need, if you want Misery merge for CoC:
http://ap-pro.ru/forum/119-88137-1 - official page
http://www.moddb.com/mods/call-of-chernobyl/addons/english-trans-call-of-misery-b092 - translation
http://ap-pro.ru/forum/119-89102-1 - more addons
>>
>>164564080
It just seems logistically difficult for a faction that's made enemies with so many others to get their hands on such tech, I mean I guess they could loot it and spray it up but it should be really damn rare, wouldn't make much sense the trader having a few lying round next his his shitty AK 74us and sawn offs
>>
>>164564158
>bandits gank some duty guy off guard
>take his exo and make it more appropriate for them
???
>>
>>164564158
Thinking about it you're probably right, still seems odd to me
>>
>>164564463
Good point but it's a game balance thing too. For example playing bandit is a pain because bandits have shitty weapons, aim and tactics. So when you got a bandit bro with exoskeleton it feels good
>>
>>164564817
Yeah true enough I guess, bandits are the kicking boys for most every faction and have a hard lot in life so I guess it's only fair in gameplay terms they get something back to slightly level the field
Probably semi related that I've never had a semi decent bandit ironman, I might be shit though
>>
>>164564708
>some duty guy
>buff exoskeleton 2 meters tall nord, that was just taking a piss without his own squad in a convenient for gopniks spot
yeah, sure
>>
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>>164565248
Nah it's not you, it's the balance. For the most part, bandits have low tier weaponry, aim and armor values. Even their Veteran/Master bandits are retarded. Being with bandit squads, they are usually just cannonfodder unless you specifically spawn (and arm) them with weaponry like Dragunovs or some other kind of very high damage weaponry such as the AS Val. But even then, compared to Loners equal to their ranks they still have worse aim and live far shorter.

My best runs have been with Duty, Duty squads don't go down without killing at least half of the enemy. The bulat guys are unstoppable and one exoskelleton Dutier is worth 2 squads of Bandits.

I guess this is all intentional though.. But I do wish that the bandits were not such fucking retards.
>>
does call of misery change much stuff compared to cop misery? i keep hearing about sponges but i can usually drop mercs with 2-3 m4 bodyshots and sometimes even got a use ouf of pistols that are memeweapons in pretty much every stalker mod
>>
>>164565827
You're hearing about bulletsponges since original Misery.
I'm not sure if damage system is completely the same, but it should be close.
I know that artifacts are like 1,5-2x more expensive in CoM. Since there are no classes, actor.ltx is also different ( a mix of all 3 classes).
Not sure what you meant by changes - changes overall or damage system changes.
>>
>>164565578
Agreed, and on duty, think I'd recommend them or eggheads to anyone that wanted a decent faction to start with or an easier run
That peace with the military matters a whole lot too
Currently doing a CS run and enjoying it quite a lot, although I'm currently just getting bullied by soldiers in the swamp again
>>
I am playing misery
I just started
why the fuck am I randomly blacking out
>>
where do I find the most artifacts in coc?
>>
playing aa2, gog version

I can't talk to sacharov/the grandpa scientist inside bunker at yantar when I rescued kruglov. tried reloading/restarting, doesn't work. what to do?
>>
>>164566973
probably want to sleep
>>
Did fast travel get taken out of CoC in 1.2x patches? I thought it got added in 1.15 or so, but I checked /configs/plugins and didn't see an .ltx for it.
>>
>>164565827
Gunplay in CoM is good even w/o weapon packs.
>>
>>164568467
isn't it in scripts folder?
>>
>>164565827
Is CoM just the same rusty piece of shit that is misery just on CoC?
>>
Dumb question
Say I download CoC, do I need to download and install the patches like 1.4.16->1.4.18->1.4.22 or can I just straight off install 1.4.22?
>>
>>164568897
you can install any an4 preset in misery, you numb nut
>>
>>164568467
fast travel wasn't put in until 1.4.2
http://coc.epicstalker.com/patches/Patch_Notes.txt
>>
>>164568897
pretty much, it's just significantly harder since you don't have quests that shower you with money and shit to sell
>>
>>164568897
Not as bad, looks much much better. But you can just drop AN_Redux and AS Redux over it if you want more green.
>>
>>164568897
CoM is actually the best thing that happened to CoC.
>>164568983
Patches are cumulative. Straight to the latest.
>>
>>164568983
you need 1.4.2 then the 1.4.22 patch which is cumulative
>>
>>164568983
There is no download for 1.4.22, just one for 1.4.12. However, you install only the latest patch as they're cumulative. 1.4.22 contains all of the earlier patches in it.
>>
>>164568615
All I saw was scripts.db inside the database folder, nothing in gamedata, and I don't have a tool to extract .db files yet. Might try later though.

>>164568996
Oh huh. I could have sworn it was put in before but disabled by default. I'm running 1.4.21 though, so it should be there. Maybe it's an in game option now and I missed it.
>>
>>164567063
guys pls help

he started talking to me somehow but now I need to "offer help to scientists" and he still doesnt talk
>>
>>164569080
>>164569081
>>164569137
Okay, thanks
>>
>>164569080
>Best thing to happen to CoC
How so?
>>
>>164569153
yeah check dis out
http://www.moddb.com/mods/call-of-chernobyl/addons/coc-fast-travel
>>
>>164569359
From addons standpoint. It's a biggest addon so far.
Misery gameplay fits CoC maps perfectly.
>>
I think the CoC cordon village wants me to stay out.
Twice now, on different days, a couple military approach and start shooting at me, and only at me and my follower. All the other loners don't even flinch.

Maybe Sidorovich just calls the military whenever I throw useless weapons on his floor.
>>
>>164569539
the addons*
the biggest*
>>
>>164569539
Ah yeah fair enough, though that could just be to the lack of many major cock addons unfortunately
>>
>>164569361
Oh wow. Thanks anon. I didn't realize it was separated. Now I can use the Great Swamp for my main base and not hate life.
>>
>>164569539
I only played CoM for like an hour, but it feels like i take less damage from bullets than in the original Misery.(Which is a good thing).

It'll be interesting running through this without stashes and missions to exploit.
>>
>>164569732
it's not seperated. it's part of coc 1.4.2 +

except the file that controls wether or not fast travel is activted is off by default and packed into the .db files. so in order to activate it you need to unpack the file.

i think that the moddb link adds fast travel locations locations to the file as well, so i suggest reading the description of the moddb page in case there is any issues.
>>
>>164569913
Oh I see. Guess I shoulda gotten the unpacker after all. I didn't see anything conflict-wise before downloading, but I'm about to find out for sure. Thanks again, anon.
>>
>>164569707
Yeah, CoC could definetly use something like quest addon; not like DX1's random fetch quests, but more like original CoP maybe.
>>
>>164570135
no problem m8
>>
Stalker general is very alive nowadays.
I like that.
>>
>>164570320
I don't like you
>>
>>164570320
>>164570360
Such is life...
>>
>>164570320
Don't get used to it.
Lately a lot of good addons have been released resulting in more people being around and discussing them.
Once the fresh gameplay experiences dry out, and they will, this thread will go back to being dead until the next major mod/addon releases.
>>
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>>164570360
I'll be careful then.
>>
>>164570662
this dude lol
>>
i'm playing coc as military and barkeep wont talk to me, i changed his faction to trader so he wont run away but he doesnt talk, what do?
>>
>>164570854
Put this dog down!
>>
Hey stalkans, been a few years since I've been on this site, /vg/ specifically.

I was trying to install CoC, however, whenever I try to extract the files from the 7 zip file, (downloaded 1.4.12 off modDb, as well as the mega mirror, same result on both) the .exe will always fail to extract without any error message or anything. Couldn't find a solution online.

I really want to try this mod out, can anyone help me? Am I being really dumb and missing the solution right under my nose?

Someone please halp
>>
>>164574026
Your anti virus is blocking it. Seems to happen randomly to people
>>
>>164574274
Thanks for the help anon, I now realize that it says that on ModDB as a possible problem. So yes, I was being really dumb and missing the solution right under my nose.
>>
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>>
>>164578510
>Bear

Don't let it near the mod devs.
>>
Why are STCOP's optics without zoom so shit? the little green sight for the AK's isn't even round, it looks like a fucked up ms paint dot, the one and the one with the chevron is too dark to use

albeit I don't recall using the NATO sights, I don't use nato guns too often

using STCOP in COP right now instead of COC and the red dots and eotech I've seen so far are fine for nato guns, so I assume they are the same
>>
>>164579921
Because stcop sucks dick
>>
>>164580006
t. enigma
>>
Where do I get a better detector than Bear in Coc?
>>
>>164579921
The dots have retarded shapes is in ao as well, that's not an stcop issue.

Like half of the red dots not glowing on certain weapons IS an stcop issue, though.
>>
>>164580624
You've got a pretty decent chance (maybe like 8%) for a veles or svarog in "loaded" stashes, which are stashes you have been given the coordinates to which have their loot tier upgraded.
>>
>>164545476
>suppressor is useless in all stalker games as far as I'm aware. there's no such sound detection for NPC's.
you mean no detection of gunshot sounds right? because i'm fairly certain they hear other shit
>>
Can anyone recommend me the best addon/combination of addons for CoC?
>>
>>164581490
>>>/diy/
>>
>>164581596
Have you ever considered that you don't have to answer my question if you have no valid points?
>>
>>164579921
>>164580006

nah some have problems, some don't.
even for some nato weapons like the eotech for the
HK416
AK-102
M4
UMP45
MP5
M16
pp2000
ak-74 with the permanent eotech
remington 870
g36c
sig550

that's just for the eotech

the kobra doesnt work right on any weapon (ekp-1s-03)
but this was fixed in the new stcop 2.9

AO3 has the same issues with some scopes but sometimes with different weapons.

take the MP5 for example
c-more, ac11090, eot don't work in STCOP
but work just fine in AO's version.

long story short, both packs have their handfuls of problems.
only real diff is people are working on stcop's problems.
>>
>>164581876
Kill yourself
>>
never ever
https://www.youtube.com/watch?v=1L645eVFYIE
>>
>>164581337
NPCs can "hear" gunshots, boxes breaking, footsteps, brush rustling, explosions. He's just retarded and doesn't know what he's talking about, like most of the fags here when it comes to game mechanics.
>>164581490
I consider Full A-Life Simulation (which is actually just a single line edit in _g.script, but hey) a requirement for every good CoC playthrough. From there, it's up to you, but I recommend Dynamic Faction Relations OR Faction Relations, and then More Mutants (all by doctorx).
>>
>>164582006
>how do you want your intensity settings, sempai?
>>
will disabling the scorcher and miracle machine delete monolith presence?
>>
>>164583087
Delete yourself
>>
>>164583087
no, there's far too many brainwashed fucks around.

including you
>>
>>164582398
>I consider Full A-Life Simulation (which is actually just a single line edit in _g.script, but hey) a requirement for every good CoC playthrough. From there, it's up to you, but I recommend Dynamic Faction Relations OR Faction Relations, and then More Mutants (all by doctorx).

Thanks anon, I'll look into it.
>>
>>164582006
>need to equip binoculars
that's fucking dumb
>>
>>164582006
>takes out like 10 banditos
>shrekt by a fucking cat 2 min slater

top kek
>>
Installing CoM for the first time to see how playable it is. If the base gameplay is decent, I'll work up an unfucker patch for it.
>>
>kill some snorks
>get the loot from the car
>Ferry it back to base
>Blowout happens
>some stalker opens up the door
>die
>>
who is this AEHIH guy?
>>
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>>164588506
>AEHIH
>>
>>164588506
https://www.youtube.com/watch?v=wgzdb0txR_c
>>
>>164588506
I know you're doing it on purpose, but that doesn't make it any less funny
>>
>>164588506
Supposed to be Lenin, which is ЛEHИH
>>
Well that's a fucking shock, CoM is actually good.
>>
>>164589994
SHILL
>>
what's the better version of misery again
>>
>>164590745
1.2>literal garbage>2.x
>>
>>164591563
fuck you Miseryâ„¢ 2.1, full concept modification for S.T.A.L.K.E.R.: Call of Pripyat is one of the finest gaming experiences to be made and the true evolution of S.T.A.L.K.E.R. gameplay.
>>
So how does CoC story mode work? Is it combined?
>>
>>164592783
It's shit don't bother. Maybe once at most.
>>
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>>164592464
>>
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>>>best things about misery
>quickload into full out mist
>bandit clipping you halfway across zaton
>funnymen mercs glitching out and you have a whole army against you
>grenades with blast radius of a nuclear bomb
>>
>>164593017
>Via 9fag
>>
>>164593017
>9GAG
GET OUT
>>
I'm removing the bullshit from Autumn Aurora for the ultimate vanilla experience
>>
>>164593246
>Autism Aurora
This meme again
>>
Is there an installation order for CoC addons?

I want AO, Dynamic Faction relations, DoctorX Questlines ,Outfits, Smurths Dynamic Hud, Expensive Consumables and Faction Patches >CoC 1.4 and Inaccurate Zombies.

Last time i tried to install these i fucked up somewhere along the way with a crash log that said that something was not working.
>>
>>164593246
What would that be
>>
>>164414464
what character model mod is that?
>>
>>164590745
>>164591563
Made me remember REVIEWER's write up on old misery
>The game was also made much more beautiful, textures were pleasing, especially the beautiful gun textures and the skies pleased my eyes.
Lmao this writing, why the fuck do we have this cunt in the op
>>
>>164582006
Looks like stealth actually sorta works, but what are the major differences between 2.2 and 2.1?

And why don't they get a decent animator and some model replacements? The guns look like ass
>>
>>164593305
DocX mods gives you a specific install order in their readmes if you're combining them. As for the rest, I don't know, especially with "expensive consumables" which I would guess modifies trade files which means it isn't going to be compatible with AO out of the box unless it has a merge patch.
>>
What can I do with the faction patches in Call of Chernobyl?
>>
>>164593926
Repair your shit in Itemsoup
>>
>>164593926
eat them
>>
>>164593409
All the graphical goodness minus the gameplay changes.
>>
>>164593246
fix the guns and save corruption and put blowouts back in while you're at it
>>
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>>
>>164593442
from
http://www.moddb.com/mods/call-of-chernobyl-hd-models-addon/
>>
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>>164594297
thanks bunches anon
>>
>>164593571
make better ones if you're so great you memeing fuck
>>
>star CoM as loner
>start to walk towards road
>standing next to the pile of wood near the entrance fucks up camera and makes it darker/brighter over and over
>continue walking towards road
>get to road
>instantly sniped and killed by military at checkpoint
w-wew
>>
>>164594124
But the gameplay changes are good
>>
>>164594612
You don't need to be a chef to know when something tastes like shit
>>
>>164594753
Some are good, some are shit. The Misery medkit thing is shit, for example. Just have medkits rapidly stop bleeding and then provide the same amount of healing over a looooong period of time.
>>
>>164594881

Yes you do. You literally can't criticize anything unless you're capable of producing better, be that movies, tv shows, music, videogames, anything.
>>
>>164594171
>fix the guns
Explain to me what's broken about them so I can get an idea of what I'm supposed to fix.

>save corruption
I don't know if it can be fixed, the only extra thing besides textures, models and extra grass will be the weather system.

>blowouts
Could be, once I'm done dismembering the weather system.

>>164594753
But not for the ultimate newfag experience! Who wants old Absolute Nature and Absolute Structures when AtmosFear exists?
>>
>>164595094
You need to kill yourself
>>
>>164594881
but you need to offer better alternatives when you bitch about removing something that has at least some value
>>
>>164595094
Is this irony
There are people that are actually this retarded
>>
So what does Call Of Misery adds exactly?

The only features i gave a fuck about in the original Misery were the ones related to hunting, cooking your meals, sleeping and overall all the surviving aspect of the mod.

Is those features present in CoM?
>>
>>164595123
they are inaccurate as fuck for no reason. at the very least pistols

i dropped the mod so fast, so i cant tell you much else
>>
>>164595123
Not that anon, but:
>Explain to me what's broken about them
Damage is shitty and unrealistic when used by the player. Why does the player need an exo to soak as much damage as a bandit in a trenchcoat? I don't mind dying in a couple hits, but equally geared enemies better fucking die just as fast.

>>164595369
>is this irony
What do you think? :^)

>>164595430
Yes.
>>
>>164595620
>>164595627
My idea was to bring back the vanilla values.
What do you think?
>>
>>164595620
The pistols aren't inaccurate, they just don't do dick damage, same with ae. Can fix it for both in like 20 seconds by just changing m_stalker though, and either upping location multipliers or increasing the wound scale if you prefer a bleed based damage model.
>>
>>164595932
That would be my recommendation, yes. Have gameplay changes in an optional folder if someone wants to go that route, but everything vanilla by default to make it just vanilla+.
>>
>>164595932
that's fucking stupid
make it optional if you do but vanilla gunplay is shit
bad multipliers and time_to_aim is a terrible mechanic
>>
I've played Joint Pak 2 for 30 hours and I just quick-saved after killing a controller WITH the controller song still playing, didn't think about the warning.

Do I really have to restart from the beginning now? The controller's singing won't stop playing, even if I load a previous save.

Can this even be? Can a mod this popular be this fucking shitty? That if you quick-save during this sound it will play on repeat forever, even if you load an old save?

WHAT THE FUCK
>>
>>164596309
>Can a mod this popular be this fucking shitty?
LUL
>>
>>164596309
Nevermind, the warning is just badly translated. I don't have to start a whole new game as it says, apparently I just had to restart the game .exe

Fucking bad translations
>>
>>164596309
is it good
is it as grindy as they say
>>
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>>164596218
>bad multipliers
But AA has those by default.
>time_to_aim
Same again. Pic related.

I don't think Vanilla gunplay is good, but I don't see why those changes shouldn't be relegated to an optional folder so you can have vanilla if you want vanilla, or milsim if you want milsim. Best of both worlds, and wouldn't take much effort at all.

>>164596309
>not having hard saves for every level transition
Really should start doing that.
>>
>>164596309
i have never had this happen. alot more than 30 hours in it.
>>
>>164596823
every single one of those is 1 in vanilla
>>
>>164592464
What about that Arisaka Mosin?
>>
>>164594696
round two
>load save
>sneak towards road
>spot sentry in woods
>peak out behind tree for half a second
>instantly spots and throws grenade at me
>smoke grenade wew
>sprint to closer tree for cover as he shoots me through smoke because crysis vision
>shoot him in the head once with mak
>falls over wounded
>surrenders
>choose the 'give me your weapons and information' line
>gives me stash info
>falls over on ground
>get dialog to offer him medkit
>what could possibly go wrong, army ally?
>stands up, pulls out an94 and shoots me in the face

I got memed.

>>164596947
Which is at least consistent, why is TTA in AA seemingly completely arbitrary?
>>
>>164597026
fuck your dick
>>
>>164596642
Well, yes and no, to both questions.
I think it's really good, but it's plagued by bad translations and a lack of quality control. Generally it works quite well but the bad translations make it difficult to understand clearly what it is you're supposed to do at times, since most missions don't have PDA markers you rely on quest descriptions and NPC dialogue. Of course you can play the game quite like you want, it seems to be fairly liberal in that way. But the missions are of varying difficulty, the most difficult ones are quite hard to work out though so it's rare that you just step into a clusterfuck-mission by playing regularly. For example Cordon is quite simple if you just do the straight-forward missions, but if you do one of the "hidden" ones by finding a secret stash you'll spawn 100 zombies that you'll have to mow down if you want to progress.

Because of that it's quite grindy, if you want to do these missions you're going to need to get a hold of good weapons and a lot of ammo. The SPAS-12 works great for mutants though.
A lot of side-missions require stuff like vodka, both for collection and to give to NPC in trade for information about missions or stashes, and vodka is also, along with artifacts and food items used as currency to trade with certain vendors for health aid items, weapons, ammo, etc... (different vendors want different resources)

It's a huge mod though, and I suppose you could call it quite grindy because of that. Supposedly it lasts hundreds of hours with a lot of new NPC's, zones and missions. Not like your average run of the mill Stalker mod that'll last you about as long as the vanilla game, or a little while longer.

>>164596823
I do ESC+S saves regularly, aswell as autosaving at each mission, so I have plenty of saves to roll back to if needed (though I'd preferably avoid it)

>>164596945
Just don't save while the controller's singing is playing, it's loop its sound permanently until you restart .exe
>>
>>164597554
That actually sounds awesome. I think after I'm done fucking around with CoM i'll give it a playthrough.
>>
>>164596106
Yes, vanilla+. I don't understand why the original mod developers couldn't release everything in modules.

>Have gameplay changes in an optional folder
Might as well download the original mod. But I'll keep it in mind, I don't even know if it's possible since the amount of scripts is huge. I'll know once I'm done with the weather system, probably.

>>164596218
But I want vanilla, only with better graphics. The ultimate newfag experience, since it is generally recommended to play the game without any mods that modify the gameplay for your first playthrough.

>>164596823
>and wouldn't take much effort at all
Yet it is extra effort. I don't have the time to find the sweet spot for every weapon.
>>
I want to get into games and got a cheap copy of the first STALKER today. I'm all for playing vanilla but at some point I want to mod it, is there something akin to Mount & Blade's Native Expansion mod? Like a Vanilla Expansion, doesn't touch the vanilla game fundamentals but adds quality of life stuff and not-to-insane balance fixes and such.
>>
>>164598150
Don't need to fuck with every weapon, since the damage values are pretty okay, just would need to change m_stalker and each creature file for the locational damage multipliers.
>>
>>164597768
Yeah I'd really recommend it if you want a huge Stalker fix. There's a huge thread about the mod that's over 1000 pages long, in which people describe various difficulties they've had to get help from other people, so if you run into something you could look to there, but generally it's really hard to find answers for specific problems that you may come across, so in most cases if you get lost or don't understand a mission a google search won't give you shit. This is mostly just for the side-missions though. For the main missions there's a 38 pages long .pdf guide available (Stalker NS Guide), it's short but it covers mostly all of the main missions and main characters, so if you run into some main quest issues you could look there. Sometimes it's not worth trying to figure out what you're supposed to do for yourself since there's a whole lot of in-descriptive missions, so if you're stumped you might aswell stop focusing on that particular mission and go ahead with other ones.
The mod is very inter-connected and requires you to re-visit every zone a couple of times for new missions that more often than not send you back to old zones for some new task, so you might very well solve an old quest after having forgotten about it while doing a new quest
>>
>>164597554
Thanks for the writeup anon
>>164598335
Zone Reclamation Project
Comes with a configuration exe, you can put things like weapon repair and a more FPS/Realistic damage model among other things, fixes a lot of bugs, adds fast travel, more waypoints, and a lot of other quality of life shit
I'd actually recommend to start playing with it instead of vanilla, even without touching the config it's a superior experience without changing too much
>>
>>164598625
>>164597768
>>164598845
Also I want to point out that I know I described the mod as quite frustrating in the way that you have to drag your ass across several zones, the mod adds a bunch of new shortcuts between zones that you can unlock through missions and tasks for NPC's and dropped PDA's, that shorten travel times significantly (A shortcut to the freedom base in Army Warehouses from the Dark Valley bandit base for example)
>>
>>164597161
it's consistently shit
>>
For those of you that don't use dynamic relations for cock, what have you got as your settings?
Changing freedom from being hostile to eggheads and CS cause I don't get why they'd want to kill them
>>
I think CoC is still desperately in need of a big addon that actually adds spirit to the game.

At the moment it feels kinda lifeless, and not in the good way, because wherever I go there's zombified stalkers to snipe me down from a mile away. No meaningful faction interaction, no stashes, anomalies aren't worth bothering with, exploration is unrewarding, etc.
>>
>>164599147
Default relations. Fuck DoctorXs relations.
>>164599203
> because wherever I go there's zombified stalkers to snipe me down from a mile away.
>no stashes
???
>>
>>164599203
The stash system is a little fucky. They have an extremely low chance of good loot if they aren't "revealed" by an NPC first (putting the marker on your map).

As for the zombies, there's a mod that fixes their vision.

>>164600238
Zombified stalkers in CoC have eagle-eye vision and can easily kill you from 200+ yards with extremely accurate fire.
>>
>>164588506
>>164588591
>>164588859
>Supposed to be Lenin, which is ЛEHИH
Stop. I know you're trolling, but in Slav runes Л is also written as lambda Λ.
>>
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Why are the enemies in CoCk/WeaponGulash so fucking bulletspongy? I bought the SV98 Sniper rifle, beast of a weapon and stats display it does full damage. I'm using 7.62x54MMR ARMOR PIERCING bullets on bandits and sometimes it takes 3 - 4 shots to take them down? I won't begin to start on the Military and how much it takes. This is potentionally unplayable because these weapons are meant to be high damage but degrade quickly, now I'm degrading my SV98 at the speed of light while barely killing enemies. Whats the point srsly?
>>
>>164600238
I just had a look and I'm pretty sure I turned it back into default relations anyway
>>
How do i disable the brain scrotcher in CoC so there is more spawns in jupiter?

Also what is the best graphics for CoC? DirectX 11 or 10?
>>
>>164602110
Download this : https://mega.nz/#!9N9CASbY!n5IkVwW8x1TYIdDi8sXki5uKfNYO-oBD7XIARmV4_g4

Put it in gamedata/configs/creatures

Boom, humans take realistic damage.
>>
>>164602436
Is that compatible with every gun mod?
>>
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>>164602241
DirectX 10 because as far as I know DX11 in CoC appears to completely break sunrays (dunno why) so it basically disables them regardless of setting. So DX11 is the thing to use.
>>
>>164602521
Yes, as it only modifies damage humans take, does not touch anything else.
>>
>>164602559
>DirectX 10 because as far as I know DX11 in CoC appears to completely break sunrays
>So DX11 is the thing to use.

wat
>>
>>164602631
Thanks, I'll try it out. Starting to get really mad when I'm fucking killed instantly by a AK burst vs if I burst the enemy they just fucking brush it off like it's nothing. What mod is this file from??
>>
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>>164602687
Fuck, I meant DX10, that was a typo. I use DX10 too.
>>
>>164602897
Alright thanks mang
>>
>>164602897
how do you not crash using dx10. no my pc isnt a fucking potato
>>
>>164602721
No mod, just extracted from CoC and edited it myself like I always do whenever playing a new mod to get the damage reasonable.

Also includes a slight transparency tweak and very slightly reduces their night vision in their non-danger state (combat state is unchanged) to stop enemies from ignoring brush (or sitting inside bushes and sniping you from a mile away like the bush isn't there). If you want default cry-vision AI, set transparency_threshold back to 0.6 and they'll be sniping you through trees and bushes in no time.
>>
>>164603197
What do you use then?
>>
>>164602083
>Zombified stalkers in CoC have eagle-eye vision and can easily kill you from 200+ yards with extremely accurate fire.

This has always been my main gripe with Zombies, they have better accuracy and vision than regular NPCs in game for some really weird reason.

I figure I'll just edit their configs to significantly narrow their FoV and hearing.
>>
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>>164603210
But just how OP is this? I don't want everything to drop in 1 fucking bullet, I just want headshot to kill things and If I'm using something like a 7.62 AP I want it to do DAMAGE. I shouldn't have to shoot someone with a Dragunov 4 times that's ridiculous.

Nice tweak tho that's a big deal for me too, bush sniping is extremely fucking annoying.

>>164603197
i5 6600K
1060 GTX 6GB
16GB RAM
250GB SSD

I'm running everything maxed (grass density at 0.2, 0.1 from max because 0.1 is ugly as fuck you cant even see the ground).

I have rare crashes yes, but it's not things I can "replicate". Anyway, the sun rays look too good for me to use DX11. STALKER without sun rays looks fucking bad imo.
>>
>>164603274
have to use dx9, otherwise it would crash a few patches ago.

might try it again in a bit with dx10 see if i still get crashes. don't have that windows update installed either
>>
>>164603342
>midnight
>climbing oakpine anomaly to get tasty kolobok
>halfway up
>snapsnapsnap dead
>load save
>climb anomaly
>snapsnapsnap
>see tracers
>it's fucking zombies INSIDE antenna complex shooting through windows

Always exciting.

>>164603494
Basically enemies die just as fast as you do in equivalent armor, and headshots are universally lethal.
>>
>>164604128
That makes sense, thanks Ill save the file for the future
>>
Why are all the mod guides and starter packs for SoC? I just got CoP and I can't find anything for it.
>>
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>>164604501
CoP does not need any starter packs. Out of the 3 games it is the most stable out-of-box experience. The only thing you could consider is installing AtmosFear 3 for better lighting/weather and Absolute Structures & Absolute Nature for textures but that's honestly it. The rest of the vanilla experience is solid.
>>
>>164604830
Mostly agreed, but the vanilla gun models are disgusting. At least get OWR or something.
>>
>>164604830
>>164604952
I'm taking notes, got any other recommendations?
>>
>>164603342
Zombies definitely need to be toned down.

Even if we blindly accept that the brain damage they receive doesn't affect their marksmanship, they still shoot from the hip and never stop moving.

I'm going to guess the reason they were made so accurate was to prevent them from becoming totally free loot pinatas, but that obviously comes at the cost of making zero sense.

Less loot/incredibly degraded weapons might be a better alternative. Or the game being balanced to the point even a stray round is dangerous making even indirect fire from hip firing zombies something to worry about.
>>
What the fuck is wrong with the ladders in CoM? I either get stuck at the top, or can't go up at all. Every ladder in the loner village appears to be broken one way or another.
>>
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>>164604952
>>164604991
I'm speaking purely of stability and simplicity and efficiency. Out of the box CoP is great. And if you want the vanilla experience and are playing for the first time seriously, don't bother with any mods (again except for the ones I mentioned) because only after you play vanilla CoP will you see why the weapon mods are so god damn nice. Yet, still.. CoP vanilla weapons are better than CS/SHOC vanilla weapons imo
>>
>>164605648
Should I get it through steam or gog?
>>
>>164605807
I dont see the difference? Im using Steam version since 2010 never had a problem
>>
>>164606183
Always GoG.
>>
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>>164606625
Shit.
>>
>>164606950
You'll be fine for vanilla, just make sure to disable steam overlay.
>>
>>164606950
https://www.gog.com/reclaim
>>
>>164574026
>>164574274

I give up. I've disabled my anti virus multiple times and tried extracting multiple files and always the same result: no .exe, no error, no explanation or anything.

Video games suck anyways.
>>
>>164606950
Steam version has served me well 1000+ hours with no problems.
>>
>>164607209
>>164607060
BUT MUH ANTI DRM REEEEEEEE
>>
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>>164607209
>1000+ hours in a 20 hour game
>>
>>164607139
did you turn off windows defender as well?
>>
>>164607209
>playing with additional drm
heheh
>>
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>>164607307
>>164607447
:^)
>>
>>164607380
When I try to open it, I get the message:

"This app has been turned off and isn't monitoring your computer"

So I assume that's not the problem.

I have Avast and I disabled and restarted my computer several times with no luck of proper extraction. I'm going to restart my computer once more after disabling it and see if windows defender is automatically turning on, which may be the case.
>>
>>164607850
are you using win10 like a retard?
>>
>>164607139
Test the archive to see if it's corrupted or not.
>>
>>164608094
hell no
>>164608550
ok fellow stalker, thanks for the advice
>>
>>164607850
turn off NX ? maybe?

also here is the .exe from the 1.4.22 patch if you want to try downloading it
https://mega.nz/#!VNh0jTLS!Xe2OU9w9qkn65x9CLdiCFPfyJzYMC_MlSEdcjmPL6ZY

SHA-1 hash of

SHA1: CABFAF4996D581FED61EC833EB8ED786DB0680DC
>>
>>164608550
this.

what are you using to extract it?
>>
>>164609037
>>164608550

"No errors found"

I'm using winrar.
>>
>>164609472
Scan the archive with an antivirus
>>
>>164608878
I'll give that a shot, thanks.

Forgive me for not being computer smart, but can you translate the latter? Also, what's NX?
>>
>>164609472
>I'm using winrar.
delete this
>>
>>164605072

I rarely ever find any worthwhile loot on zombified stalkers anyway. Guns are always broken too.
>>
>>164609472
try downloading
>>164608878
see what happens.
>>
>>164609621
Give me suggestions please.
>>164609608
Okie
>>
>>164602559
why does the ground in every single sceen you posted look like dogshit

like, only the ground, every thing else is fine but the ground aways looks like a unreal engine parody picture
>>
>>164609765
http://www.7-zip.org/download.html
>>
>>164609871
Didn't know winrar was shite, thanks
>>
>>164610165
it's not, i use both.
>>
Whats the quickest way to get CASH in CoC?
>>
>>164610494
Sell your butthole to Sidorovich.
>>
>>164414464
Can you just jump in and play, or is it like Skyrim where you need to mod for hours before it's worth it?
>>
>>164610904
modding doesnt take hours tho
>>
Okay, done with CoM. It mildly impressed me initially as "something different", but the gameplay is shit. The guns handle like shit and the modeling/texture work would be at home in 2003, the economy is beyond retarded and broken. Why the fuck is ammo so expensive everywhere? Why does everyone have infinite ammo and give zero fucks in combat if ammo is so expensive and scarce? Why do guns go from brand new to rusty shitheaps in a few mags?

Who can play this shit and think it's actually good?
>>
>>164610430
7zip didn't make a difference, but ty.

>>164609693
>>164608878

No luck still. "Cannot open fxgame.ltx" This time
>>
>>164611406
This shit was in vanilla CoP misery as well. You can see how retarded it is yourself. Here's how:
First, go to beard. Check the price for a full water bottle. Now, go to Owl. Check how much money you have to pay for all of the 5.45 or 7.62x39mm he has available. Now what does the money amount to?
2.5k for a water bottle, and maybe around 1.7k rubles for a full stack of 5.45/7.72
WHY DO WATER BOTTLES
COST MORE
THAN BULLETS

forgive me for sperging out, i just thought this shit was really stupid
>>
>>164611479
all i uploaded was the .exe
not zipped
what do you mean cannot open fsgame?

what happens when you download the .exe?
>>
>>164611263
this answers nothing
>>
>>164609798
It's the bumpy grounds textures from AN 3 Redux, I'll look into it because it's becoming annoying even for me.
>>
>>164611794
Oh, I misunderstood. I tried overwriting the xrEngine.exe in Bin with the one you supplied me with (which btw dl'd fine if that's what you mean), and tried running the .exe and received the cannot open fsgame error.

I give up but thanks for the help guys.
>>
>>164611479
>>164611794
if you downloaded the exe, and it isnt being erased, then just put it in your bin folder for coc, and download this.
this is probably what you wanted in the first place
Stalker-CoC.exe
https://mega.nz/#!oVpzUY7S!WkZaS_TYfMksn2OlMWUe2JzM6ncyOwPL606phl7iQIY
>>
>>164612235
>>164612314
alternatively you can create a shortcut to your xrengine.exe and remove "bin" off the end of the "start in" field in the shortcut properties.
>>
>>164612314
>Stalker-CoC.exe

Yeah, that's the one, I failed to mention before. Sorry anon that kindly gave me the xrEngine dl, I just assumed that the other .exe would automatically appear or something.. again not so computer smart.

Upon downloading, chrome told me the download failed and that I have insufficient permissions. I'm not sure why, I'm logged in as administrator.
>>
Does anyone know what file(s) are responsible for the spawn rate of enemies in SOC? I've been trying to play OL 3.1, but the amount of enemies I'm encountering is absolutely ridiculous.
>>
Almost done with AA Vanilla Edition, only need to check the weapons against the default values.
Release candidate tomorrow. Probably.
>>
Those extra mutants for CoC are so goddamn annoying and shit
Especially the mosquito ones
>>
>>164612841
then just do this
>>164612651
should work fine
>>
>>164613112
Mosquito mutants? What the fuck?
>>
>>164613127
>>164612841

It worked, thank you a lot stalkans for your help- everyone that responded to me.

I was on the verge of never playing stalker again.
>>
>>164612841
>>164613492
cool.

just curious. have you tried moving the archive to your desktop and unpacking it there?

sounds like a folder permission problem
or some shit.

anyways good hunting
>>
Misery would be cool if the player wasn't the only one that had to abide by the game's entirely arbitrary rules.
>>
>>164613734
Yes actually, but that wasn't even my intention lol. Just for convenient access.

Bless your soul, hope you find many vodkas on your journey,
>>
>>164613168
or flies
or whatever they are
the little ones
>>
>>164614360
Is this in normal CoC? I haven't seen anything like that.
>>
>>164594696
That doesnt happen, you can get pretty close to the base before you get spotted. You got shot by someone you were too blind to notice much closer to you. Pay attention retard you're in the Zone.
>>
>>164613757
This is the main issue with mods that try to be "hard" and "difficult". It applies only for you, the player. The AI does not give a fuck, and they will still hack etc.
>>
>>164598150
Look in the repo before you repeat what others have done long ago. AA2 textures and weather have long since been separated out and used.
>>
>>164614475
It literally just happened. There's a dude halfway to the military base in the woods facing the road that snipes the fuck out of me. I've started over a few times and he's there every single time, I don't know what you're talking about.

Also hi misery shill/kys poster.
>>
>>164598625
I posted a link to the Russian walk through thread in this very thread. That's very comprehensive, far more so than the ancient pdfs
>>
>>164605807
There is no difference other than the DRM and that doesn't affect mods at all.
>>
>>164612848
That's the main feature of OL. Don't waste time on it, it's a shit mod.
>>
>>164612997
Have you even looked in the eye candy and other folders in the repo? AA vanilla edition should take 10mins to put together.
>>
NEW DED WHEN?!?!?!?
>>
>walk through wild territory
>seemingly empty
>find unarmed zombie
>apparently has no animations
>just slides along ground to me
>stab him in the head ~30 times to no effect as he follows me around doing nothing
>decide to ignore him
>find armed zombie
>stab him in the back of the head a couple times
>turns around and instantly kills me

It's the Dark Souls of STALKER!
>>
>>164615079
That's not what you wrote retard, you moaned about getting sniped from the fucking checkpoint

You're being fucking dramatic to get some greentext in
>>
I just tried vanilla after complete and it's day and night difference
Why do a lot of people say complete doesn't change much stuff, but in reality it does? Complete master is like vanilla novice
>>
>>164616262
>you moaned
I moaned, did I? Very interesting. Would you kindly point to the part in my post where I "moaned"?
>You're being fucking dramatic
I don't think I'm the one being dramatic here, miseryshill.
>>
>>164616476
Because it wanted to add stealth to the game and they nerfed things to suit
>>
>>164616561
Are you this literal in your language to ask me to mimic your moaning? You whinged about getting noticed and sniped from the checkpoint. I pointed out that you didn't, it had to be someone much much closer. Which you apparently noticed several restarts later.

The "you disagree, you must be doing" insecurity shit you can take up with your doctor retard
>>
>>164614443
nah, its a mod in the archive.
It adds some poor quality mutants that have shitty sounds and annoy you to hell and back
>>
>>164616831
>Are you this literal in your language to ask me to mimic your moaning?
If you're going to say I'm "moaning", I would at least like you to show me where I was "moaning", miseryshill.
>You whinged
I merely described a situation that happened.
>blabla insecurity blabla armchair psychology
You're projecting your insecurities about an objectively bad mod onto me, friendo.
>>
Anyone who's playing CoC knows what are those markings you find on enemies for? Should I just sell them?
>>
>>164619229
>>164619229
>>164619229
New thread, migrate
>>
>>164607363

>STALKER is about finishing the main storyline and then dropping it
>>
>>164616476

I don't think anyone says Complete doesn't change much stuff, the complaint is Complete changes stuff in bad ways, like taking away difficulty instead of bothering to rebalance.
Thread posts: 772
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