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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!
Posted by/on
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  14:55:47  22 July 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
 

Message edited by:
Pavel_Fonfara
07/22/2017 14:57:25
Messages: 7
NatVac can you add "stalkers loot dead bodies mod" as option? (AMK looting scheme scripts are awesome!) or can someone merge it with ZRP? We need full AI pack in ZRP.
  13:27:24  25 July 2017
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alienemo25
(Novice)
 
On forum: 07/25/2017
Messages: 2
missing guide quest

Hi, I am in desperate situation. I played the game, visit x16, x18 laboratory. Now I should go to red forrest. I realized that I still didnt get a quest Meet the guide. I revisited streloks stash in agropom, now I finaly get message that quest is complete. Then I tried to revisit ghost body in Yantar but I didnt get a quest, possibly because I done it first without completing Streloks stash quest. I am using ZRP so I want to ask: Is there any way to activate this quest? I tried go to Cordon but there is still Fox siiting by fire. I completed dozens of side quests for Barman, Duty, Freedom and others so I realy dont wanna start from some old save. Is there any chance for repair? or to get decoder in Yantar so I can pass the dor in NPP? I am totaly noob for scripting or modding.
  16:35:49  25 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 58

---QUOTATION---
missing guide quest

Hi, I am in desperate situation. I played the game, visit x16, x18 laboratory. Now I should go to red forrest. I realized that I still didnt get a quest Meet the guide. I revisited streloks stash in agropom, now I finaly get message that quest is complete. Then I tried to revisit ghost body in Yantar but I didnt get a quest, possibly because I done it first without completing Streloks stash quest. I am using ZRP so I want to ask: Is there any way to activate this quest? I tried go to Cordon but there is still Fox siiting by fire. I completed dozens of side quests for Barman, Duty, Freedom and others so I realy dont wanna start from some old save. Is there any chance for repair? or to get decoder in Yantar so I can pass the dor in NPP? I am totaly noob for scripting or modding.
---END QUOTATION---



Reload a earlier save before that, that's the best you can do. You'll have to redo some parts of the game though.
  10:21:30  26 July 2017
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
The links to the current Zone Reclamation Project (ZRP) download site are in my first post on the previous page (as of this post).
__________

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what about the testing and clean up stuff? What to test and clean?
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Thanks again for offering, fellow, but other than playing the game with the most recent 1.09 release and reporting the problems you encounter (which you've already done with 1.09 XR2, I think), I don't have any suggestions at the moment. I have to clean up the code and documentation. I'll need translations, but I'm not yet ready to deal with that.

---QUOTATION---
Hey little bump here as well, while browsing through moddb i came across this

http://www.moddb.com/mods/revised-weapon-hud-placement

would it be ok to add it to the zrp mod?
---END QUOTATION---


It would be okay if you added it as an option. It involves the weapons and changing vanilla, so it would have to be an optional mini-mod like the ones MrSeyker has provided. It wasn't included because the mod maker didn't follow up on a request (see this thread, page 309) and I would have requested he change it to be a non-default add-on. The only default changes to the weapon positions were bug fixes by jrmy per MrSeyker.

---QUOTATION---
Last but not least another question for NatVac, why does the timer of the x-16 lab reset everytime you walk a bit towards the walls and restart when you approach the psi emmiter? Is it even possible to fix? I guess it's a very old bug of the game, Cheers
---END QUOTATION---


Yes, that's on the list of KnownIssues.txt in the docs\ subdirectory.
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Hey NatVac, great to see you're still around doing your thing for the stalker community!
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Same as you, Vintar! Same as you.
__________

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I sent to you sound for bm16 reloading from Sound remake 3.0
---END QUOTATION---


Mister Blonde, I did not receive it.

---QUOTATION---
This [Sound remake 3.0] mod is an attempt to fine tune the sounds in S.T.A.L.K.E.R Shadow of Chernobyl to obtain an adequate reaction of the NPC to them, and the possibility of stealth games.
---END QUOTATION---


To fix stealth in vanilla STALKER SoC, one has to fix more than just sounds. NPCs are notified when one of their own faction is hurt or killed, with information on the killer. And there are zones where NPCs or mutants are "hit" by the game and the game tells them you did it. This means they automatically know where you are.

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This is weapon of Shooter, with this gun he went to the center of Zone.
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Yes, the gun is shown in the final cutscene. But I happen to disagree about the weapon in terms of gameplay and immersion for Wolf at Army Warehouses. The AKS74U is not as accurate and it is not as powerful as the AKS74 in actual gameplay.

But I agree Wolf should still start with the AKS74U.

Thank you for all the feedback.
__________

---QUOTATION---
NatVac can you add "stalkers loot dead bodies mod" as option? (AMK looting scheme scripts are awesome!) or can someone merge it with ZRP? We need full AI pack in ZRP.
---END QUOTATION---


Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)

It's on the list, somewhere near the bottom, for the reason given in that post. I know bamah made a ZRP looting add-on already -- check the Downloads section -- and I think there are a few custom compilations out there that already include both ZRP and looting, if you look back at some of the older posts that mention them.
__________

---QUOTATION---
I realized that I still didnt get a quest Meet the guide. I revisited streloks stash in agropom, now I finaly get message that quest is complete. Then I tried to revisit ghost body in Yantar but I didnt get a quest, possibly because I done it first without completing Streloks stash quest.
---END QUOTATION---


That's right, alienemo25. You can't get the task to find Guide if you found Ghost before entering Strelok's lair, as mentioned in the "What You Know That Ain't So" web page at the ZRP site.

---QUOTATION---
I am using ZRP so I want to ask: Is there any way to activate this quest?
---END QUOTATION---


Yes. Just use TZIO to give yourself the progress for Army Warehouses (if you don't care about meeting Guide) or for Yantar Lower Level (if you still want to meet Guide).

To do this: Start the game and load your last save. Press Esc to get to the main menu. Then press T to open the TZIO dialog. Select the point of progress you want as mentioned above. If you are in the Cordon, make sure the "Just equip for level" checkbox is checked. Then click "Go". (You can avoid receiving any extra items via the Modifier: Tweaks.cfg > Free Play Tweaks, check "Add only a knife when using TZIO" and click "Apply".)

If you chose Yantar Lower Level, go meet Guide, complete that sequence (you'll meet someone else), then check your PDA. There should be only two main tasks, one with an objective to get to a hotel, the other involving the Brain Scorcher.
  14:59:50  26 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 58
Thank you for the answers, i'll keep waiting to see how things develop. Last questions.While playing various mod for shadow of chernobyl, i noticed that the modders managed to add to the controll option "bind antirad-energy drink" i'm aware of the antirad feature with esc or something that zrp provides. How hard is to implement a feature like that? Take care and thanks again
  05:55:14  27 July 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 394

---QUOTATION---
It would be okay if you added it as an option. It involves the weapons and changing vanilla, so it would have to be an optional mini-mod like the ones MrSeyker has provided. It wasn't included because the mod maker didn't follow up on a request (see this thread, page 309) and I would have requested he change it to be a non-default add-on. The only default changes to the weapon positions were bug fixes by jrmy per MrSeyker.
---END QUOTATION---



Since I sent you those fixes, I've done some more weapon mods and came up with a neat, clean method to install them, but it comes at the price of adding quite a bit of files to the optionals folder (I use subfolders for big mods like the weapon position addon would require).

Starting from Jrmy's files, I've tweaked the muzzle flash positions (on some weapons they look really off-center when looking through scopes), and other particle effects.

I even looked at using the mod in that link, though I recall there was an issue in that pistols didn't have tweaked positions. There's a CS weapon position mod that does tweak those, though. It'd just be an issue of choosing between the various mods and selecting which tweaks work best.

Then through the modifier I can make install option for the various combination: Jrmy's positons, Revised Hud, Clear Sky positions, a combination of the later two, and no tweaks.

Honestly, I think Jrmy's mod should be default, as it addresses the alignment of all the attachments, which is more important now that we have Weapons.cfg.


---QUOTATION---
NatVac can you add "stalkers loot dead bodies mod" as option? (AMK looting scheme scripts are awesome!) or can someone merge it with ZRP? We need full AI pack in ZRP.
Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)

It's on the list, somewhere near the bottom, for the reason given in that post. I know bamah made a ZRP looting add-on already -- check the Downloads section -- and I think there are a few custom compilations out there that already include both ZRP and looting, if you look back at some of the older posts that mention them.
---END QUOTATION---



I've fully integrated the looting mod into my personal gamedata, complete with Modifier configuration file. You can enable the scheme at any point, and it has an aditional option that makes NPCs find random amounts of money from bodies.

It's neat in that a down-on-his-luck Rookie with a just a couple of RU can end up with a few thousands if he happens to come across enough firefights.

I've never really experienced any problem with it in my playthroughs, but I'm certain that I'm not as through as you in testing.


I should probably release both addons. The lootmod has been sitting in my gamedata for little over a year now, and now that I deviced the installation method to swap between more complex mods, I can get the weapon postion mod out relatively quickly.
  15:42:07  27 July 2017
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fellow
(Senior)
 
On forum: 01/31/2013
Messages: 58

---QUOTATION---
It would be okay if you added it as an option. It involves the weapons and changing vanilla, so it would have to be an optional mini-mod like the ones MrSeyker has provided. It wasn't included because the mod maker didn't follow up on a request (see this thread, page 309) and I would have requested he change it to be a non-default add-on. The only default changes to the weapon positions were bug fixes by jrmy per MrSeyker.

Since I sent you those fixes, I've done some more weapon mods and came up with a neat, clean method to install them, but it comes at the price of adding quite a bit of files to the optionals folder (I use subfolders for big mods like the weapon position addon would require).

Starting from Jrmy's files, I've tweaked the muzzle flash positions (on some weapons they look really off-center when looking through scopes), and other particle effects.

I even looked at using the mod in that link, though I recall there was an issue in that pistols didn't have tweaked positions. There's a CS weapon position mod that does tweak those, though. It'd just be an issue of choosing between the various mods and selecting which tweaks work best.

Then through the modifier I can make install option for the various combination: Jrmy's positons, Revised Hud, Clear Sky positions, a combination of the later two, and no tweaks.

Honestly, I think Jrmy's mod should be default, as it addresses the alignment of all the attachments, which is more important now that we have Weapons.cfg.

NatVac can you add "stalkers loot dead bodies mod" as option? (AMK looting scheme scripts are awesome!) or can someone merge it with ZRP? We need full AI pack in ZRP.
Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)

It's on the list, somewhere near the bottom, for the reason given in that post. I know bamah made a ZRP looting add-on already -- check the Downloads section -- and I think there are a few custom compilations out there that already include both ZRP and looting, if you look back at some of the older posts that mention them.

I've fully integrated the looting mod into my personal gamedata, complete with Modifier configuration file. You can enable the scheme at any point, and it has an aditional option that makes NPCs find random amounts of money from bodies.

It's neat in that a down-on-his-luck Rookie with a just a couple of RU can end up with a few thousands if he happens to come across enough firefights.

I've never really experienced any problem with it in my playthroughs, but I'm certain that I'm not as through as you in testing.


I should probably release both addons. The lootmod has been sitting in my gamedata for little over a year now, and now that I deviced the installation method to swap between more complex mods, I can get the weapon postion mod out relatively quickly.
---END QUOTATION---



That's nice MrSeyker, would like to see your weapons mod! As for jrmy's mod, where i can find it? To take a look since you say it's very good
  15:47:21  27 July 2017
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Pavel_Fonfara
(Novice)
 
On forum: 07/22/2017
 

Message edited by:
Pavel_Fonfara
07/27/2017 16:11:30
Messages: 7
more about AI packs.


---QUOTATION---
Pavel_Fonfara, I evaluated that mod a few years ago. It crashed the game when a stalker and I both searched the same body; see my comment to ZaGaR about it in a 2011/09/28 post in this thread on page 254. (I was always racing to beat the stalkers nearby to the NPCs I'd made newly-dead.) And there was a problem with NPCs squatting and spinning around certain bodies. (The NPCs also picked up items from stashes and in the open, making it hard to complete certain tasks without killing NPCs until you found the one with the item, although that might have been from a different mini-mod.)
---END QUOTATION---

Thank you for clarifying this! as for npc looting stashes and picking up items - this was other mini mod, I'm talking about this one [link] https://www.mediafire.com/?a3m6rcfycr665u3 [/link]
in above linked mod (taken from AMK?) npc's search dead bodies, take dead npc's guns, AND only items that player throw out from inventory, nothing else.
Yes, bamah merged this in his ZRP1.07 addon however in his version stalkers does not avoid anomalies, probably it's hard to marge every AI mod together:/
(I'm not professional lua scipter but I remember that in 2008 after many hours spend in winmerge and comparing stuff I've manage to merge together npc anomaly evading scripts with npc looting scripts and ZRP1.05 scripts and it worked really well, in any case I still have those 1.05 merged scripts.)
I've done some further testing of npc looting scheme and it has some slight issues with scripted events,(but no crashes like you mentioned) the earliest example is a quest in garbage; helping Bes to kill the bandits, we wait for a running scout to arrive so he can give as info about incoming bandits but he suddenly stops running and start searching some dead bandit bodies and because of this behavior he can't reach player fast enough and incoming bandits start shooting, fight breaks to late!(we have no time to prepare ambush)
I guess this can be fixed with rewriting script so ONLY "non busy" npc's can loot.In case of racing to get stuff... well, this is easy to fix by increasing their "after fight cooldown time alert status" - npc's can't loot if they thinking they are still in danger right? Looting somehow works in COP.

I'm really exited about ZRP 1.09 because of CPU usage optimizations (I've increased npc distance to load more into memory and this cured game on fly loading-stuttering but CPU usage increased to much so maybe 1.09 would free some precious cpu load that we need so much for other stuff)

Any ETA for 1.09 RC?


---QUOTATION---
I've fully integrated the looting mod into my personal gamedata, complete with Modifier configuration file. You can enable the scheme at any point, and it has an aditional option that makes NPCs find random amounts of money from bodies.

It's neat in that a down-on-his-luck Rookie with a just a couple of RU can end up with a few thousands if he happens to come across enough firefights.

I've never really experienced any problem with it in my playthroughs, but I'm certain that I'm not as through as you in testing.


I should probably release both addons. The lootmod has been sitting in my gamedata for little over a year now, and now that I deviced the installation method to swap between more complex mods, I can get the weapon postion mod out relatively quickly.
---END QUOTATION---



MrSeyker that's great news! please release it to the world! and I would love to see that running on zrp 1.09 in the future...
  09:47:42  13 August 2017
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Sasha Red
(Novice)
 
On forum: 08/13/2017
Messages: 1
Updating an old mod for use with ZRP, could use help.

Hi. I've been working on a revision of the InGameCC mod - www.gamewatcher.com/mods/s-t-a-l-k-e-r-shadow-of-chernobyl-mod/in-game-cc-and-subtitles-1-00 - and updating it for the latest version of ZRP.

I've got a problem, and I don't know where else to ask. Minor subtitles which appear in orange don't seem to work, and I have no idea where the issue lies. So far, this is what I have. https://www.dropbox.com/s/lruz8d058hnbhls/cc_redone.7z?dl=1
  23:27:33  13 August 2017
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 394
NatVac, I was working on the spanish localization of the ZRP for a friend, and I got reminded of something that I feel should be changed in future releases.

In string_table_enc_zone.xml, the dates of the history of the Zone archives should be changed to match the dates in the string ids.

Not only the string ids indicate what the original intent was, Call of Pripyat's introduction sets the major events in those dates, too.
 
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All short dates are in Month-Day-Year format.


 

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