ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Call of Pripyat Forum » Mod discussion
Call of Pripyat: Complete

« Previous 10 events | 1 ... 17 18 19 20 21 22
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  09:17:24  24 June 2014
profilee-mailreply Message URLTo the Top
Servalion
Senior Resident
 

 
On forum: 09/20/2008
Messages: 258
Hey David, I managed to get the scopes working. I had Enhanced Dynamic Lightning set to DX11. Seems bringing it down to DX10 solved it, although I didn't expect it to do so.

I was using Snag's AK-74U, but now that Scopes are functional, I'm using an Abakan. They're so different and effective now at what they do, basically being a cheap sniper analog. Still, quite an effective marksman rifle for common ammo.
  12:45:09  24 June 2014
profilee-mailreply Message URLTo the Top
nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 7316
It's a common issue with the vanilla game as far as I remember, They often get stuck, Usually at the section were Kovalski (if alive) radio's ahead. Maybe to do with some thing having not been killed, ie: zombie somewhere.

The free repairs are vanilla aswell, I didn't bother changing that in this mod as there's nothing added in freeplay.
  12:46:51  24 June 2014
profilee-mailreply Message URLTo the Top
nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 7316

---QUOTATION---
Hey David, I managed to get the scopes working. I had Enhanced Dynamic Lightning set to DX11. Seems bringing it down to DX10 solved it, although I didn't expect it to do so.

I was using Snag's AK-74U, but now that Scopes are functional, I'm using an Abakan. They're so different and effective now at what they do, basically being a cheap sniper analog. Still, quite an effective marksman rifle for common ammo.
---END QUOTATION---



They can be quite confusing as one file does a couple of settings and the other file does the others. Maybe I named them wrong.
  22:38:00  24 June 2014
profilee-mailreply Message URLTo the Top
SCAVENGER1
Senior Resident
 

 
On forum: 03/31/2007
 

Message edited by:
SCAVENGER1
06/24/2014 23:46:18
Messages: 950

---QUOTATION---
It's a common issue with the vanilla game as far as I remember, They often get stuck, Usually at the section were Kovalski (if alive) radio's ahead. Maybe to do with some thing having not been killed, ie: zombie somewhere.

The free repairs are vanilla aswell, I didn't bother changing that in this mod as there's nothing added in freeplay.
---END QUOTATION---




oh so i guess i better go back to that save and find out if i miss any zombies or mercs near the laundry mat cause i think i moved ahead to soon, since i have done the evacuation so many times i never thought doing so will mess it up.

so uncle yar has never done any upgrades far as i can remember, so is that something you did? David


EDIT:
ok i went back to the save that started the evacuation and the same thing happen again . so i went all around the laundry mat and around the close building and made sure everything was dead, which it is/was. and when i got back all 4 was dead minus the medic, but i went back into the laundry mat and he was dead as well.

and i get the "we are leaving in 60 seconds" and the timer starts and i dont get to the choppers in time to head out with them or what ever. so i am not sure what is going on with it and why they stall out at that corner and all. even though everything is dead

and here they are again and dead as well
http://i.imgur.com/sBVh4n1.jpg
wish i new why it is happening cause this happen with the timer count down cause i think i spent to much time searching around for any zombie/merc and when i came back to see if that worked i found them dead here.
  19:24:53  7 November 2014
profilee-mailreply Message URLTo the Top
Merum
(Novice)
 
On forum: 11/06/2014
 

Message edited by:
Merum
11/07/2014 20:45:08
Messages: 5
[POSSIBLE SPOILERS] Quest won't advance

Looks like I might have posted this in the wrong spot, so I'm cross-posting it here. Using CoP Complete, win7x64

Hi all,

I'm at the first marker of the "Unknown" quest, where to the best of my understanding the signal should move to another location once you arrive at the marker. I've been standing on the marker for quite some time, have left, gone to clear out the river port and prometheus and gone back, restarted the quest from an earlier save point, jumped up and down, and shot the ground at and all around the marker point. Nothing seems to advance the quest. So, a couple of questions that I hope somebody can help with:

1. Am I missing something? This is the marker behind the apartments.
2. Is there a console command I can use to advance the quest to the next stage? If so, can somebody let me know what it might be?

Thanks! It's frustrating to be so close to the end and not be able to finish.

Edit to add: I just noticed that Gary didn't leave for Jupiter either, and I believe that was supposed to happen as well, so it looks like all the needed script events haven't fired, but I can't say that for sure. At any rate, I'm still stuck and would sure appreciate any ideas :/
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Call of Pripyat Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2017 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.