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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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Question/AnswerMake Oldest Up Sort by Ascending
  13:01:49  22 December 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
12/23/2014 1:16:09
Messages: 377
ZRP Addon

A while ago someone in this thread had asked if the Clear Sky-Ish Weapon Position mod could be addapted to the ZRP. NatVac and I talked about it back then, and the problem I had with addapting the mod at the time was that it involved too many lines to make it toggable.

I came up with a method that allowed the HUD tweaks to work just like that. You can choose which weapons to modify, and they can be rolled back to vanilla values (the weapon data is remade when the engine starts, so it will work with existing saves).

Keep in mind that the files are provided as is, and that the original mod had some sights which didn't align 100%. I might rework the values at some point.

Clear Sky-Ish HUDs:
http://www.mediafire.com/download/n97bda4yve6vttm/CSIshHUDs.rar

The weapon files of weapons already in ZRP are in the rar, along with the missing vanilla files for the tweak to work.

If you have modified weapon files that alter the "hud = [wpn_name_hud]", the modifier will indicate an error.

The tweaks were made for vanilla weapons, so any altered mesh that requires its own position offsets will not work properly (ie, STALKER Re-Animation Project weapons probably will missaling if the tweak is applied).

EDIT: Fixed an error in the sniper configuration, please download again.

EDIT2: Corrected an error in the sights of the Abakan with a GL.
  00:06:16  19 December 2014
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ReZoMbiE
(Novice)
 
On forum: 10/14/2014
Messages: 37
In case NatVac shows up (it's been a long time and I really hope he's doing fine), I wanted to remind him that I still need help with this:


---QUOTATION---
ReZoMbiE, you can try; the info_portion is val_sos_actor_near_wounded. But the vanilla workaround is known to work for that problem. I messed up on the sound because it is played but at the bloodsucker's position -- and you don't know where he is. You received that info_portion when you went to that room with the wounded guy.

I think the bloodsucker is in the Army Warehouses, somewhere in the area of the barrier, perhaps to the north where you cannot easily go in vanilla. You could try loading that save with the ZRP enabled as a test and try to mark val_sos_bs to get an idea. As a test you could also copy the special optional\_custom_zrp.script up a directory to gamedata\scripts\ and then use Esc J in-game to reach him if he is outside the normal game area.

If he is there but in the north, he will eventually move to the midst of the Freedom guys where you can remove him from the game using conventional means.

If it is not him, we'll have to iterate through the target smart terrain's denizens, ascertain their online/offline status, and mark them. We would need the ZRP for that, but then you could use the same vanilla + hack solution afterward.
---END QUOTATION---



To summarize: I helped the wounded guy, got the info_portion, but the bloodsucker failed to appear at the camp, even though I waited for the whole day, until the quest failed. I tried to mark him, but as soon as I enable the ZRP, the quest automatically completes and the only marked val_sos_bs shows in Wild Territory, which I don't think is the one I need.
  15:38:32  16 December 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
well I read it..

support utilities/spawn tools

right?
---END QUOTATION---



yes
http://imageshack.com/a/img661/7537/duIwNh.jpg

gamedata\docs\ZRP_SupportUtilities_Manual.txt

---QUOTATION---
Press Esc to get to the main menu, then press Z to open
the ZRP Support Utilities dialog.
---END QUOTATION---



http://imageshack.com/a/img661/509/tvXYN2.jpg
  13:54:36  16 December 2014
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
Messages: 153
well I read it..

support utilities/spawn tools

right?
  13:26:01  16 December 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---

where do I find the modifier at exactly?

---END QUOTATION---



the Modifier app in the gamedata folder (the one that allows you to tweak all the settings); read the documentation provided by NatVac if you're not familiar with it...
  13:20:14  16 December 2014
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
Messages: 153

---QUOTATION---
is Atlas spawn mod compatible with ZRP?

what exactly are you trying to spawn?

ZRP has a spawn menu already, just have to enable it in the modifier...
---END QUOTATION---



where do I find the modifier at exactly?


Also on a side note ..noticed..not sure if its a bug or an intended feature...I cannot seem to trade with NPC's while they are in ''bleeding mode'', only give them medkits...even in vanilla I could trade
  09:12:59  16 December 2014
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
12/16/2014 9:13:13
Messages: 1868

---QUOTATION---
I dunno if NatVac was aware, but if Barkeep for any reason enters in combat, the game CTDs.
---END QUOTATION---



It is a well known vanilla problem, yes. IIRC, it is because he has no combat animations - not something NatVac can fix
  05:15:38  16 December 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 377
I dunno if NatVac was aware, but if Barkeep for any reason enters in combat, the game CTDs.

I edited his logic script to mirror Sakharov and make sure that he never engages in combat. Also touched the script so that both always remain neutral, like Sid, if the player shoots at both of them.

It's very unlikely that he would ever engage in combat in vanilla or ZRP, but if one enables weapons at traders or messes with the spawn tools inside the Bar, game's not going to like it.
  02:23:40  16 December 2014
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
 

Message edited by:
angrydog
12/16/2014 2:23:59
Messages: 3341

---QUOTATION---
is Atlas spawn mod compatible with ZRP?
---END QUOTATION---



what exactly are you trying to spawn?

ZRP has a spawn menu already, just have to enable it in the modifier...
  01:49:32  16 December 2014
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
The one where you press keys to bring up spawn menus? Yes, but merging it takes a bit of work.
 
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