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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?
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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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  20:53:39  12 November 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

If you don't start a new game, there may be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

---QUOTATION---
And I'm using Server 2003, which is basically XP with an updated kernel and a few extra security measures but nothing like Vista's nazi-like dislike of application modifications.
---END QUOTATION---


I don't know the cause, anphrax. I have two suspects, though.

Volume Shadow Copy is fully implemented starting with Windows Server 2003. XP's version was reported to be quite temporary, activated only for backups/restore points and not surviving a reboot, but I don't know the details with the changes in SP2.

Or maybe it's just that installers run under different permissions/access rights than users. Default XP users have admin rights, those of later OSes don't.

I don't like the resulting behavior, though, where some are seeing data they know they deleted. Whodathunkit?: An OS with a passive-aggressive personality.

Still, it sounds like you might have it sorted. The R11 release candidate all.spawn has the same spawn coordinates for Shaggy (in the cell) and moves the val_prisoner smart terrain center from the street (vanilla) to the cell, as previously mentioned. With the waypoints there as well, there's no reason for Shaggy to be in the street in the updated game.

However, one possibility stems from what you mentioned: Since the jitter can put him outside the cell, and the awareness combined with the lack of weaponry puts him into a panic, he might have run all the way out there, through the gauntlet of all those bandits. That's not likely, though.

Tip, folks: Toss Shaggy an AK74 or Obokan/Abakan if he's running or otherwise not in a talking mood. He has the ammo for those guns in the demo. The same goes for the Duty pit sacrifice, should you manage to save him.

On the wonky aiming animation: I don't have much to add to BobBQ's comment. We're still looking for the cause. It seems to be intermittent, more wrong than right. I first noted it in 1.0004.
__________

---QUOTATION---
I am playing with the latest version, and this is awesome!
I especially like the new level changer between Agroprom and Cordon.
Are you planning to add new level changers later?

Here are my thoughts about new level changers:
http://i36.tinypic.com/2mw9qa9.jpg
---END QUOTATION---


300000, the red and orange locations on your map already have dynamic level changers added in the current demo release. Normally these level changers are added as you go, except for the late-game level changers (NPP to Pripyat, Sarcophagus to NPP) which are added when you complete the "extended" game. That's because this also removes the NPP blowout and timer and the insta-kill radiation as part of the story.

But you can add any of the new level changers if you have enough progress in the game by pressing Esc D L. This command will add all the level changers allowed for that point of progress. If you choose free play from the ZRP Teleport menu, you can get all of the current set -- but you still have to press Esc D L to add them after enabling free play.

Friar doesn't normally go to the Cordon if you follow the normal storyline, so you might have already used the ZRP Teleport feature. While it is still possible that you can trigger some of the events that will give you those level changers as part of gameplay, some scripts are not executed if you use that TZIO feature. In that case you probably have to add some of the dynamic changers yourself via the command sequence.

It is safe to press Esc D L at any time and as many times as you wish. Only level changers that have not been added will be added, and only if the associated info_portions have been acquired.

In addition, you can add your own custom level changers. Study the table structure in scripts\zlc.script. While an info_portion is currently required, you can use one that you know you have or will have at the right point in the game. The Esc P command to mark your current position can be used to gather all the information you need for a level changer and write it to the console and therefore to the log file.

You will usually need four positions for a two-way level changer, since each level changer needs a dir position/direction for the LC itself on a level and a dest_dir position/direction for the position on the new level where you will be after you change levels. Each position also needs game and level vertex ids. Just go to the spots in game where you want level changers and exit points, then press Esc P. When done, exit the game and open the log file and copy the position info to a separate file. Make a backup of zlc.script, then add the new location info in the same manner as those already there.

Finally, you will also need a unique SID (story object identifier) for each level changer, and that SID should also be added to level_tasks.script so that the new level changers are marked in the PDA and minimap with the broken-circle symbol.

I'll consider adding those others, although I might make them optional. I already have the ones between AW and Yantar (the locations are actually due west of the AW abandoned village and northeast Yantar) so I only need the Red Forest/Dark Valley pair. I was also thinking of one between the Bar and Yantar (jump the fence at the Bar's dog camp), but that might be overkill.

As always, feel free to comment, folks.
  22:06:18  13 November 2009
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300000
Addicted to Sunrise suit
(Resident)

 

 
On forum: 01/29/2009
 

Message edited by:
300000
11/14/2009 14:15:02
Messages: 727
May I ask why is Fedeyin's Folly so 'overrated'?
It has very low anomaly protection, bp and rupture protections aren't the highest either.


And btw, a question about stashes:
I loot a body. I get a stash info (or not). If I leave the level, and re-enter it, and loot that corpse again, do I have chance to get stash info?
  03:22:22  15 November 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Hey NatVac, I 've just finished playing through your current ZRP release (with only STRAP added on top) through to freeplay.

Here are some observations, I will applogise in advance if you have allready covered some of these issues before:

Skull's Mission to kill Freedom Sniper
- As soon as this mission is accepted, the sniper starts shooting. And eventually will kill Skull, so you fail the mission.

Protect Duty Det in DV
- We've allready disscused this one. Completed it by killing the bandits over by the factory.

Protect Stalkers in AW
- Same issue as above, I went to the Merc farmstead and killed them all, this completed the mission and they seamed to have had no intent to walk over to the stalker's camp (the one where Father Diador Lives)

Outfit with no stats in desc
- I noticed one of the outfits didn't have any stats, but l can't remember which one, and I had look through the files (and the vanilla files) to try and find it, but couldn't. Soz, I don't have more detail on this. (it may have been a noive or bandit outfit, or unique, maybe).

Mono Matyrs
- These guys are hard, and there is about 10 of them on each level!!!! Made very tough by the fact that they are not Monolit faction, but are strangers dressed up as Monolith, so their game relation setting means that they are neutral with most other stalkers, so they only fight me and I have no help.... very hard. If they are suppossed to be monolith, then why dosn't anyone else fight them? As a work around I went into game relations and changed strangers to the same as mono, so that other factions wouldn't leave me out to dry!

- When I intergrate this into Reb, I will change them all to monolit faction so this dosn't happen, and I have other plans for strangers anyway.
______________
I have been using the advice from your last post to make some new level changers that I want for Reb. But am having trouble with the direction you face at the exit point. I have followed all your instructions, have used esc P and esc D then screenshot to get all the co-ords I need, but I always end up facing the wrong direction.... what have I missed?

Also, is there a way that you can use a level changer? I mean, I want to be able to walk up to a gate or a door that is permanatly closed in a level and have it say somthing like 'press F to open' then you press F, then the level changer turns on and it says 'do you want to travel to next level?' and you click yes like normal. Is this possible (with out complicated new scripts)?

I think a changer between the Bar's Dog House and Yantar is over kill indeed. So is a changer from DV to red forest. I now have one from the NW corner (near the swamp) of DV to the SE courner (which is the outside the NE courner of the freedom compond near the crazy stalker's swamp) in AW, it makes more sense to me.

I love how you have to actually jump over the fence to activate the LC, it certinaly adds to the immersion, I have adjusted the hieghts on my ones aswell to do this. I even have one, where you have to low crouch under a gap in a fence to activate it! (West of the blood sucker village in AW - NW courner of the Rostok rail yard).

What would you reccomend as a suitable info portion for my AW changers, it has to be one you get straight away when ariving at AW, it can't be any sooner, or you would be able to enter AW from a new direction and not see the duty squad that you need to report to Lukash (or not report). But one, that once you are in AW you have new options to leave. I tried 'actor on level military', like from task_manager, but that didn't work...
_________________
How can I change the Artifact swap dialogs to the Professor in the Eco bunker? I think that guy makes more sense to me to have that service.

And how can I turn off the ZRP teleport? This is a cool feature, but it may screw up a bit with Reb, that and it can be used as a cheat.

Anyway, loving the Mod, can't wait till it is one with Reb, so to speak.

Chur, Shadow.
  09:10:13  15 November 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
11/16/2009 7:33:12
Messages: 1430
Hey again Nat,

Further to my last, I have just been testing the meet script for Fanatic and have found the best settings, so that he still performs his role, and dosn't yell while every one is hinding, and dosn't mess with Wolf's code:

;Fanat
[logic@esc_lager_fanat]
active = walker@esc_lager_fanat
on_death = death@fanat

[walker@esc_lager_fanat]
path_walk = wolf_walk
path_look = wolf_look
meet = meet@fanat
on_actor_dist_le = 7 | {-escape_lager_spawn_killers -escape_lager_killers_die} remark@esc_fanat_need_help
danger = danger_condition@shustryi

[remark@esc_fanat_need_help]
anim = guard
target = actor
snd = esc_fanat_dialog
on_signal = sound_end| remark@esc_lager_fanat_wait
meet = meet@fanat
abuse = false
danger = danger_condition@shustryi

[remark@esc_lager_fanat_wait]
anim = guard
on_info = {+escape_lager_spawn_killers} walker@esc_lager_fanat
meet = meet@fanat
target = actor
danger = danger_condition@shustryi

[meet@fanat]
meet_state		= 3|guard@wait
meet_state_wpn	= 3|guard@wait
victim		= 3|actor
victim_wpn		= 3|actor
use			= true
use_wpn		= true
syndata		= guard@wait

;Øóñòðûé

[remark@esc_lager_defend12]
path_walk = wolf_walk
anim = guard
snd = esc_fanat_ready
on_signal = sound_end| walker@esc_lager_defend12
meet = meet@fanat
danger = danger_condition@shustryi

[walker@esc_lager_defend12]
path_walk = defend12_walk
path_look = defend12_look
combat_ignore_cond = {-esc_open_lager_fire}
meet = meet@fanat
danger = danger_condition@shustryi


Also, I have found the appropriate info portions to use for my LCs, but they won't spawn in game unitl I do an Esc D L. Unless this is to do with my use of the ZRP Teleport?
-- Reb v1.2 Level Changer:
l06_rostok = {
	["to_military"] = {req_info="mil_actor_nearest",
		sid=90001,pos=vector():set(-289.772339,-0.000264,189.366150),
		dir=vector():set(0,0,0),lid=363,gid=1340,
		dest_lname="l07_military",dest_pos=vector():set(-367.687286,-10.341230,181.476471),
		dest_dir=vector():set(0.755351,0,0.655319),dest_lid=1589,dest_gid=1838}
},
l07_military = {
	["to_rostok"] = {req_info="bar_ecolog_crush_heli_down",
		sid=90002,pos=vector():set(-370.942261,-10.018450,179.439560),
		dir=vector():set(0,0,0),lid=1345,gid=1838,
		dest_lname="l06_rostok",dest_pos=vector():set(-286.136292,-0.000598,189.531387),
		dest_dir=vector():set(0.789094,0,0.614272),dest_lid=684,dest_gid=1340},
	["to_darkvalley"] = {req_info="val_x18_door_open",
		sid=90003,pos=vector():set(106.025162,5.299333,95.010124),
		dir=vector():set(0,0,0),lid=400165,gid=1640,
		dest_lname="l04_darkvalley",dest_pos=vector():set(-97.884941,0.241352,37.680466),
		dest_dir=vector():set(0.479296,0,-0.877653),dest_lid=61374,dest_gid=897},
	["to_radar"] = {req_info="bar_deactivate_radar_done",
		sid=90005,pos=vector():set(-87.342949,-2.783633,414.138184),
		dir=vector():set(0,0,0),lid=226826,gid=1819,
		dest_lname="l10_radar",dest_pos=vector():set(-25.423414,-0.974327,-81.789917),
		dest_dir=vector():set(0.851561,0,0.524254),dest_lid=2427,dest_gid=1959}
},
l04_darkvalley = {
	["to_military"] = {req_info="mil_actor_nearest",
		sid=90004,pos=vector():set(-100.674393,6.671512,42.685917),
		dir=vector():set(0,0,0),lid=59058,gid=897,
		dest_lname="l07_military",dest_pos=vector():set(100.135010,-0.948604,94.630127),
		dest_dir=vector():set(-0.803228,0,0.595670),dest_lid=395187,dest_gid=1640}
},
l10_radar = {
	["to_military"] = {req_info="bar_deactivate_radar_done",
		sid=90006,pos=vector():set(-32.854931,-1.038138,-81.437363),
		dir=vector():set(0,0,0),lid=340,gid=1959,
		dest_lname="l07_military",dest_pos=vector():set(-84.386391,-7.309939,408.861664),
		dest_dir=vector():set(0.896651,0,-0.442736),dest_lid=229383,dest_gid=1819}
}



edit: and of course I also put the relevant entries into level_tasks
  06:19:07  17 November 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Me again,

I have now gone with val_escort_start as my info to trigger the AW -> DV changer.

I have noticed that Freedom's find the modified bulldog 6 mission (the one to get the rg6_m1) suffers the same fate as the storming abakan mission. The marker points to a spot in Pripyat, but there is no wpn there.

I also noticed that Bar Keep's find the weapon of the Foreigner (the eagle_m1) quest has been commented out of task_manger.ltx

Other than that, I'm loving the quest structure and times that quests become available. It fit's in well with the freeplay.

Shad.
  12:00:47  17 November 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Correction: Tossing Shaggy a weapon without trading ammo to him doesn't work in the current release. It turns out there's a [dont_spawn_character_supplies] in the all.spawn that overrides the ammo he and the Duty sacrifice victim are given.

A reminder: Widescreen users, if you are having an inventory stretched texture issue with the RC1 demo, here's the fix:

Edit gamedata\config\ui\inventory_new_16.xml. Delete the line:
<texture>ui\ui_btn_mm_d</texture>

See the 5 October 2009 post by romulous, page 181 of this thread.
__________

---QUOTATION---
May I ask why is Fedeyin's Folly so 'overrated'?
It has very low anomaly protection, bp and rupture protections aren't the highest either.
---END QUOTATION---


300000, Fedeyin's Folly is "overrated" by itself. But it has a secret, as mentioned 7 February 2009 in my haiku poem in this thread, page 132, with the followup discussion between me and notanumber.

---QUOTATION---
And btw, a question about stashes:
I loot a body. I get a stash info (or not). If I leave the level, and re-enter it, and loot that corpse again, do I have chance to get stash info?
---END QUOTATION---


Not in bardak's bfa and mods based on it, like the ZRP. But you can fix it so that you can; see "To obtain secrets from the same bodies:" in this post:

http://stalker.heroesradio.com/Forum/viewtopic.php?p=42472#42472

¯¯¯¯¯¯¯¯¯¯
Storm Shadow State, some good feedback.

Re Skull's Mission to kill Freedom Sniper: That is the original design. I've complained about it elsewhere on this forum, possibly in this thread. What the ZRP fixes is that the mission is no longer stuck incomplete in your Tasks list, but this is a cheesy implementation of the task.

Re Protect Stalkers in AW: I don't know about this one. It's been working for me, although it has a tendency to complete by itself during the gulag state changes (e.g., day/night). The mercs usually kill the Father because he is too programmatically stupid to live -- he never looks around far enough.

Re Outfit with no stats in desc: Yes, the special ecologist outfit from the Quest Overhaul package has not been updated. It's pretty useless except for psi protection -- an element missing from all the other outfits with stats.

Re the MonoMartyrs: When you looked at the game_relations.ltx file, you might have missed that they were borderline neutral with most neutral factions, and enemies with the military. It has been easy to enlist the aid of others to help in the battle against these guys unless you are by yourself. But changing them to be enemies with others there is okay.

I don't recommend using regular Monolith; it will wreck the economy with the abundance of usable high-end weaponry and will take lots of work to make work. Plus no more chance of good artifacts in the Cordon from MMs, etc.

Instead:

1) Start with the MonoMartyr.cfg.txt file for info, like that about what happened after your C-Con encounter and why the MM seek revenge. This is just a demo; the planned mini-mod release was to have explanatory dialogs about them, with task-based storyline discovery. But real life has been thoroughly destructive on my spare time the past several months.

2) Configure the numbers. See the MonoMartyr.cfg configuration in the Modifier, or edit the scripts\_custom_ext_zrp_mm.script file directly.

3) Weaken them. It's just a text file change: Compare the [stalker_tough] entry to the [stalker] entry in config\creatures\m_stalker.ltx. There are some comments in the section to make them a lot easier to take down. The idea was to give you some challenges after you gain uber-protection and heavy-duty firepower. Also see docs\Tweakables.txt.

4) Add new Strangers separately. Just follow the "stranger" trail in vanilla, but call them something else. Or rename the MonoMartyr version of Strangers, but change it everywhere you need to.

If you want, you can make the MonoMartyrs as easy to take down as the regular stalkers, but that won't be as fun. Note that they already have some weak spots, but you can make them selectively weaker.

They used to be a lot tougher. It would take two perfectly-placed shots with a gauss rifle, and "a test battle in Rostok with about 50 MonoMartyrs took me three hours to complete because I kept dying." (See my 4 June 2008 post on page 88 or 89 of this thread.) Others have complained that they were "not that tough" (5 Feb 2009 this thread, page 131), etc.

Re Fanatic's out-of-place reaction while your weapon is out during the mission: That's a good solution.

Re dynamic level changers: For direction, yes, use the console output generated by the Esc P command. This is saved to the log file via flush or when you exit the game. The direction (dir) for the location should be (0,0,0) per the other examples; the level changers are spherical so the direction of the LC object is not important.

The important direction is the dest_dir direction. That's different than the normal dir you are using.

Some background first for folks: STALKER uses several methods for direction. One is a vector formed by a specific walk point directed to the corresponding look point, used for NPCs. Another is a normalized vector (of length 1) assumed to be pointing in Cartesian coordinates away from the object's location.

The all.spawn objects use a set of orientation values for direction defining rotations that follow the right-hand rule. The values are in radians. For details that will make your eyeballs fall out, see my post in this thread:

---QUOTATION---
"Direction parameter in the all.spawn"
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=17494&sec_id=16#264601
---END QUOTATION---


The dest_dir value set produced by Esc P correspond to the horizontal direction you are looking, but (per the ZRP docs) you must "set" the direction in the game by moving a tiny bit in that direction to make the direction valid.

Also keep in mind that you need to combine the far exit point data with the near LC location data. As I've mentioned, you'll take four snapshots for a two-way set of level changers:

<-ExitAtYantar<--YantarToAW_LC <-----------> AWToYantar_LC-->ExitAtAW->

When you make a snapshot for the LC at Yantar, you'll move away from that location in the direction you wish to face when you change levels from AW to Yantar. Same applies to the LC/exit at AW. Then you put the dest_dir info from the AW exit with the Yantar LC, and the dest_dir info from the Yantar exit with the AW LC.

Looking at your LC info, Shadow, I see you are using the normal direction info. You need to use the orientation info produced by Esc P, the one called dest_direction for all.spawn use, as your dest_dir values.

While the Y value is ignored for normal direction, the Y rotation is the only value for orientation -- X and Z are both zero.

"It's confusing, I know." --A bot giving similar directions in the Douglas Adams game Starship Titanic.

Re "using" a level changer: I don't currently know of a combined way. The only method I've seen in the game is via a combo, like the gates/LC to Cordon at the south end of Dark Valley. Use one to gain access to the other.

Re LC info_portions: I have no recommendations as to which to use; I've not looked at the possibilities there. However, note that currently events and dialogs are what invoke the functions to add the LCs. The info_portions are checked at that time. The ZRP TZIO feature does not break the info_portion stuff, but it does skip some of the script calls you would get in normal gameplay.

---QUOTATION---
How can I change the Artifact swap dialogs to the Professor in the Eco bunker? I think that guy makes more sense to me to have that service.
---END QUOTATION---


I don't understand that. From my point of view, Sakharov and the ecologists aren't as mercenary with outside business contacts as Skinflint, and they would want to study this stuff, not sell it. But if you want to change it, you probably can just move the dialog support from Skinflint to Sakharov or Kruglov/Semenov. Compare how the Screw repair dialog support was re-used by the Dutyer Ivantsov.

To disable the TZIO functionality and/or the ZRP level teleport or ZRP intra-level jumps, just comment out the codeblocks that handle the corresponding keys in scripts\ui_main_menu.script's main_menu:OnKeyboard() function.

---QUOTATION---
I have noticed that Freedom's find the modified bulldog 6 mission (the one to get the rg6_m1) suffers the same fate as the storming abakan mission. The marker points to a spot in Pripyat, but there is no wpn there.

I also noticed that Bar Keep's find the weapon of the Foreigner (the eagle_m1) quest has been commented out of task_manger.ltx
---END QUOTATION---


No, the modified Bulldog is where it is marked -- it's just not where you think it is. The mini-map marker is a definite clue. Another hint: Remember the Hunter's TOZ?

And yes, the weapon of the Foreigner is commented out; it's just vanilla in this modified version of the Quest Overhaul. This has been discussed on this forum, but you can re-enable it if you wish and change wpn_deserteagle_coll to wpn_eagle_m1 to match the original QO -- and change the text; the ZRP has the vanilla "Black Kite" reference.

Again, thanks for the considered feedback!
  10:34:39  18 November 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
11/18/2009 10:36:33
Messages: 1868

---QUOTATION---
Re Skull's Mission to kill Freedom Sniper: That is the original design. I've complained about it elsewhere on this forum, possibly in this thread. What the ZRP fixes is that the mission is no longer stuck incomplete in your Tasks list, but this is a cheesy implementation of the task.
---END QUOTATION---



The best thing about this mission? Talk to Skull, accept the mission and then run (and I mean run) to the AW wall and kill the sniper before he kills Skull (it is possible, just difficult). Then, go into the base itself and wipe Freedom out (necessary as they are a little cross with you for killing the sniper). Climb up the tower where the sniper is, pull out your binoculars or sniper rifle and try and locate Skull. You can't - the tree's and building walls totally obscure the view. So, not only can the sniper see through solid objects, his bullets pass through those same objects. A prime example of the ridiculous cheating AI in this game, and that is what is good about it.
  02:42:02  19 November 2009
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Redcatblack
(Novice)
 
On forum: 11/19/2009
 

Message edited by:
Redcatblack
11/19/2009 6:02:59
Messages: 6
Bug with Merc and bandit mission from barkeep.

He tells you to go protect the house in the start of the level, its marked on the map. Duty currently occupies it. It says the quest is completed, but I can't turn it in. Here is the save, please check it out to see what I mean...


http://dl.dropbox.com/u/278055/red_quicksave.sav

http://dl.dropbox.com/u/278055/red_quicksave.dds


also just fyi I use stalker complete 2009 mod, thats it
  06:46:07  19 November 2009
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
thanks for the detailed reply Nat, you've given me much to digeast. I saw the dir_dest setting and wondered a bit about it, but thought it was the other value. Will try that, sounds logical.

I'll have another look for that bulldog, i went up and down the stairs and all, but it prolly is their if you say it is.

I might change the dialogs so that the artifact swap program fits more with the ecolog mentaility.

The toughness of the Mono Matyr's is just right, they are tough and that is what they are supossed to be, by the time you get to that stage in the game. They are still very weak to explosives, grenades can kill them very easy. I will look into making a new strangers faction, if you say that making the Matyr's into normal mono's will cause problems, then I will take your word for it, and save myself some pain...

I've sorted the info's that I'm using now, it just took me a little while to find the right ones.

Thanks again for your help, I'll prolly post again in the future seeking your advice once more.
  05:57:08  24 November 2009
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Redcatblack
(Novice)
 
On forum: 11/19/2009
Messages: 6
Is there a way to fix this quest? I read up on this mod, tried to install it with mod manager but stalker complete 2009 and zrp conflict. If I knew the script where this camp elimination bug gets fixed would I be able to just copy it over and be done with it? I tried killing the duty who were sitting there but it didn't finish the mission, and of course all the duty near the bar went red on me.
 
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