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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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  09:37:38  22 October 2011
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romulous
Senior Resident
 

 
On forum: 12/28/2007
Messages: 1868

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I eventually installed some small mods on top of ZRP. Here are my experiences:
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Thanks for posting that - I've always wanted to merge in some smaller mods, such as the sleeping bag and darker nights mods (one of the ai mods like rulix is another one, just to make things more interesting), and it is good to know at least some of them can be done.
  23:52:32  23 October 2011
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case81
(Novice)
 
On forum: 10/21/2011
Messages: 31
Some bugs I found in zrp 1.07:

1. When switching from a SEVA suit to a Wind of Freedom Suit via a container (ie. put in the SEVA, then take out the WoF), the night vision is not deactivated... this way it is possible to have a Wind of Freedom suit with b&w nightvision, which is a gross bug.

2. The mission where you help Freedom defend the barrier against the Monolith auto-activates when you approach. If you do it there and then, it will not register as completed when Lukash gives you the same quest later. Lukash will only tell you to talk to Cap, who has nothing to say on the matter.

3. When taking something from a container, the container inventory always scrolls back to the top. With a very full container, this means you have to tediously scroll down manually for each pack of ammo you want to take. The inventory panel should stay where it is after taking out stuff (not reset).

Apart from these bugs, here's an observation:

- I don't like having to kill the Freedom guards for a Sniper SGI. I want to be friends with Freedom and feel bad about killing them (roleplaying). Maybe there could be an option to get a Sniper SGI as a quest reward from Lukash (he already gives you an SGI, so that could just be changed to a Sniper SGI).

Getting a normal SGI5k from Lukash is pretty useless as a quest reward anyway (what a Scrooge), since that weapon can be found easily from dead mercs or Freedom guys. It's nothing special. He could really be slightly more generous and give you the scoped version so you don't need to kill his men
  23:53:47  23 October 2011
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
 

Message edited by:
ZaGaR
10/24/2011 0:08:07
Messages: 647

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...

5. I tried to merge the recently posted Grenadier for ZRP mod, but this one crashed with a lua error that I am unable to fix. A proficient modder could probably make this work. And it would be nice to have (even better if enemies also used rifle grenades if available).

....
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case81 It would be nice if you posted that LUA error.
Grenadier & ZRP only has no problems. That means that there is a conflict with the other minimods. The most probable culprit is the ABC Sleeping bag. Which version of ABC are you using, if there are version?

As for the bugs 1, 2 on your last post, these are "harmless" vanilla bugs, that I believe are far down NatVac's list of fixes.
The no. 3 is a "feature" for some and "bug" for others. GSC wanted it like that, so it is like that. Use ZRP's inventory with very small squares.

romulousThe bright nights are a PIA. I'm trying to partially make nights darker without adding files, just by modifying the weather_default.ltx. Hope I can improve the things a bit.
  07:39:36  24 October 2011
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
10/24/2011 7:41:05
Messages: 1717

---QUOTATION---

Apart from these bugs, here's an observation:

- I don't like having to kill the Freedom guards for a Sniper SGI. I want to be friends with Freedom and feel bad about killing them (roleplaying). Maybe there could be an option to get a Sniper SGI as a quest reward from Lukash (he already gives you an SGI, so that could just be changed to a Sniper SGI).

Getting a normal SGI5k from Lukash is pretty useless as a quest reward anyway (what a Scrooge), since that weapon can be found easily from dead mercs or Freedom guys. It's nothing special. He could really be slightly more generous and give you the scoped version so you don't need to kill his men
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You can roll 2 explosive barrels up to where the Freedom guy stands (The quest from Col. Petrenko) and then shoot the barrels and watch the fireworks, this will not affect your standing with Freedom. This will give you the Sniper SGI with no hassle
  19:18:57  24 October 2011
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336
Or, since you're using ZRP already, you can just use its wonderful toolkit to give yourself the scoped SG-550 without killing anybody.
  21:08:34  25 October 2011
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case81
(Novice)
 
On forum: 10/21/2011
Messages: 31
Well, an ingame solution would be nicer though. I think making the family rifle a TOZ-34 is a bigger change than making the SGI 5k Lukash gives you the sniper version.

But it was just a suggestion, is all.
  22:06:29  25 October 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
The links to the Zone Reclamation Project (ZRP) download site are in my first post on the previous page.
__________

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Even if I can't contribute any bug or fix, at least my mods might add something to the game.
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MrSeyker, the Duty vs Freedom minimod may also be a bug fix of sorts, preventing the forced induction into Freedom membership (how's that for irony?).

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>> Thanks for the answers NatVac!

You are welcome, lowenz. Nice avatar! Please let me know if you get your case/crate spawn issue straightened out.

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>> You can roll 2 explosive barrels up (LoboTheMan)

>> you can just [...] give yourself the scoped SG-550 (BobBQ)

Or you can look for something even better, case81, something that is already part of your game. It was added with that PSO-2 scope you found as part of the updated Quest Overhaul option. ERForman was the first to find this item back in February 2009. (See this thread, page 139.) Here's a possible lead from Voronin:

"We've temporarily stopped the raids and forays into certain zone areas after losing more than a few personnel to that zone insanity that makes men living ghouls. Captain Ivantsov was one of the few that made it back from the last raids. He's ... changed. He claims he survived an encounter with a controller in one of the underground laboratories, but I don't how how reliable that intel is, given his current state.

"I do know he is no longer carrying his prized possession, a Storming SiG he took off a merc commander. He would take it everywhere even though he rarely had ammo for it. Now he doesn't even remember it."


And yes, the SiG reward is not much of a reward the first time you get it, and is worth even less when the task repeats later. This and all the other repeating side tasks are due for an (optional, heh) revamp.

Don't wait on the next release for the Duty vs Freedom minimod; just follow the instructions MrSeyker supplied. I expect to have more time to test stuff than I did over the summer, but I'm still quite backlogged. And as ZaGaR requested, I'd also like to see the error at the end of the log from the Grenadier/ZRP crash you experienced.

I didn't experience the Monolith problem; I vaguely recall Lukash saying something about helping already and then suddenly I was a member of Freedom. I'll try to follow that spaghetti code again to see what might be happening. The Duty vs Freedom minimod might make this problem moot.

>> even better if enemies also used rifle grenades if available

I understand that Rulix or some similar AI improvement mod already does that. I'm planning on returning to a focus on AI improvement after the majority of outstanding fixable bugs are addressed. See below.

The other items are on the list, although as ZaGaR indicated some have a lower priority than others. Thanks for your very useful feedback and the chronicle of your experiences with the various additional mods; romulous is not the only one to benefit. I also consider it a high compliment when someone's first post is in the ZRP thread. Welcome to the forum.

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Well, an ingame solution would be nicer though. I think making the family rifle a TOZ-34 is a bigger change than making the SGI 5k Lukash gives you the sniper version.
---END QUOTATION---


It was a bigger change, but having a sawn-off be Hunter's "family rifle" is much more of an immersion-breaker than the "SGI 5k"/SiG SG-550 reward from Lukash. Also, this is an RPG -- some rewards are not available depending on what path one takes. Example: If one doesn't take out the Freedomers in the village for Voronin, one loses out on the Sniper VLA/AS Val in vanilla. Also, you do have a similar weapon available in the game already per my earlier remarks.

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Folks, I recall fixing a few issues like the AI search behavior (where they stick their weapons into the air or at the ground) and the artifact spawning, but the fixes required a radical pervasive all.spawn change ==> new game.

My approaches used new differently-named schemes for the AI logic and overrode the spawning for the artifacts via the on_register() and __init() methods. The engine didn't call the AI scripts for the default schemes and not all the anomaly routines were supported like cse_anomalous_zone.update(self), which meant that se_zone_anom:update() was never used. (We already knew the spawning was broken.)

Those test anomalies were insta-death until the first spawn because the default damage was an order of magnitude greater until the normal registration processing was done (which spawned stuff under the engine covers), and the AI change required editing all the logic support files, so I put this stuff on hold for a while. (Thanks to the folks who were brave enough to try out the stuff I sent them.)

I'm hoping someone like KamikaZze is using an override for the AI scheme stuff because the replacement alternative mentioned above is a lot of work. I have more hope of doing this now that I've been able to dynamically add schemes to entities -- see my previous post about fixing broken doors -- but progress will be slow for a while longer assuming I live and can work on it. (More and more stuff is breaking in the ZoMe: The guy wire/cable supporting the electrical power wires between the house and the power pole pulled loose from the pipe/post on the roof in the recent storm. The electrical power wires are now directly pulling on the post.)
  22:20:52  25 October 2011
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case81
(Novice)
 
On forum: 10/21/2011
Messages: 31
I guess I need to look more closely in a few places And maybe I shouldn't have killed Voronin... I didn't manage to stay neutral though.

And you are right, it is an RPG of course, so it is OK if the character can't have everything just like that.

I have previous modding experience with other games, which is why ZRP immediately caught my attention (I like the minimal-invasive approach).

I'll dig up that LUA error again. That was the only problem I encountered in merging the various minimods, actually.
  23:18:17  25 October 2011
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1717

---QUOTATION---
---QUOTATION---
Well, an ingame solution would be nicer though. I think making the family rifle a TOZ-34 is a bigger change than making the SGI 5k Lukash gives you the sniper version.
---END QUOTATION---

It was a bigger change, but having a sawn-off be Hunter's "family rifle" is much more of an immersion-breaker than the "SGI 5k"/SiG SG-550 reward from Lukash. Also, this is an RPG -- some rewards are not available depending on what path one takes. Example: If one doesn't take out the Freedomers in the village for Voronin, one loses out on the Sniper VLA/AS Val in vanilla. Also, you do have a similar weapon available in the game already per my earlier remarks.
---END QUOTATION---



That is why I changed the Family Rifle to a Scoped Mosin Nagant, instead of a lousy sawn-off shotgun, in the Priboi Story Overhaul.
I added some more background, story, making it his grandfathers rifle from Stalingrad.

Sorry for off-topic
  23:57:40  25 October 2011
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Lukash's dialog tree is heavily dependant on info portions, and it's a pain in the ass to edit, as I discovered while making DvF.

As a matter of fact, some of his dialog is still bugged in my mod, but as far as I could tell during my tests, it was nothing serious (just some repeated dialog).

The thing is Cap's mission (the autoquest) gives you some info portion, Lukash's gives you a different one.

Lukash's dialog tree is probably checking correctly for HIS info portions, but not Cap's. Its possible the tree will sort itself next time you talk to Lukash (Auto Barrier > Talk To Lukash > Talk to Lukash again).

It's also possible, if you have already done all of his missions sucessfully, he just doesn't have any more special dialog to give, so he'll generically say "go help the barrier" and end his dialog tree at that.

This is because the tree had some branches chopped off during development, and the vanilla tree is not friendly to players that roam freely.

As far as I could tell during the making of my mod, it should not be an issue in vanilla.

How to fix this?

In dialogs_military.xml one must find instances of Lukash's Barrier mission (marked by the info portion called "mil_lukash_blockpost".

If said info portions is tagged <dont_has_info></dont_has_info> then add before of after that one:


                <dont_has_info>mil_fblockpost_quest</dont_has_info>



I added it two times to vanilla dialog id's in my mod.

It probably won't be enough for the game to fix the issue (I had to add several new tree branches to handle various mission states should one be taking them out of order).

But it's a start for anyone that doesn't want to hassle with my mod.
 
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