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Shadow of Chernobyl on a Laptop ( 1.0006 )

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  15:09:32  25 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/25/2018 15:09:57
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

The great thing about Limansk is taking out the Monolith at the unfinished building on the hill next to the radar. You can usually pick up some Gauss Guns and RPG-7. Hopefully you figured out the same location is two-way if you do some scaffolding jumping into a window to come back if you go farther north. Limansk is a great shortcut to get to the Red Forest and escape to from the same place. I'm glad Team Epic deactivated the anomaly obstacle course from Clear Sky.

Yes, Dead City size-wise is a disappointment from the Lost Alpha version. Don't ever expect Team Epic to adopt anything from Lost Alpha as there is a lot of animosity between the two teams and projects. I would love a Call of Chernobyl where all the levels exclusively found in LA are brought to it...or the CoC A-life and squad based action with Companions and Faction choices brought to LA. It's just never going to happen.

If you upgrade the Mercenary Exo to get the most weight carrying capacity, combined with the use of artifacts, it's hard to ever go back down to any other suit including the great Merc SEVA. Here's why:

Call of Chernobyl: The Fifth Element
https://www.youtube.com/watch?v=LuYoshl3ME4&t=33s

Here's some more fun:

Call of Chernobyl: Pseudogiant attacks Freedom Base
https://www.youtube.com/watch?v=2g5urE5R4Pk

Call of Chernobyl: Zaton M203 Demonstration
https://www.youtube.com/watch?v=kRGlshg9jEo

Be sure to set to 720p or better as YouTube defaults to a crappy lower setting on the videos.

Forgot to mention that in the Zaton and Jupiter levels you will find both friendly ( neutral yellow ) and enemy ( red ) Mercenaries and Bandits. It's some leftover code from Call of Pripyat which I consider a nice bug. The only time you have to be careful is with mixed groups ( yellow and red ) similar to when Freedom is mixed with Bandits. Also if you attack enemy Bandits and Mercenaries in on-line range of yellow Bandits and Mercenaries, they may all turn "red" on you. Just be careful.

* * * * *

Not much new with my Game. I'm just picking up all the armors found above ground in Yantar ( 3 ) and knowing there are more ( 3 ) below ground for my trip through X-16. Plus I gave the sequence of mutant parts to Sakharov and all the 5 artifacts he wanted to get a free SEVA suit. I'm still going to wear the Tourist suit though as I can carry up to 70kg, it's not as heavy as the better protection suits and I can sprint in it.

TS
  22:00:41  22 February 2018
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
02/23/2018 16:46:46
Messages: 2052
Limansk: Loners guarding the place having a shootout with Monolith now and then intersperced with the rare bandit. Generally a peaceful place. There is more going on in Red Forest with Loners, Bandits and Monolith duking it out all the time.

Dead City: I find the map is too small, I better like the Lost Alpha version. If I had a say I would use the fighting as in CoC but the map from Lost Alpha.

Regarding armors:

As soon as I could afford it I bought the Sunrise Bodysuit. Later on I added a Screen Helmet, mostly for better protection against Pscionic. Think I bought it from Clear Sky. I fully agree their armors are not worth writing home about. I haven't checked out the Duty armors, only thing I've used them for is repairs, getting side quests and naturally selling stuff I don't need. I haven't even tried the Arena yet.

As soon as I could I bought the Mercenary Scientific Suit from the Merc trader and upgraded it to 5 containers. I had to visit Dead City quite some times before the trader had it in stock.

Yesterday when I returned from my visit to the Hospital, the Merc trader had an Exo for sale so I made a quick save and bought it, when upgrading it I happily found out I could upgrade it to 5 containers .

Another big surprise I've had was when I returned through the level changer from X-18, a short moment after me arrived a Monolith, luckily his aim was pretty bad. It's one thing seing NPC's wander on the road between the maps, another having them pop up right behind you.

In another mod (think it was a version of Lost Alpha) I sometimes crossed path with Monoliths when crossing over from Radar to Pripyat Outskirts, first time was quite a surprise as you can imagine as normally one don't see anyone on the Pripyat Outskirts side of that transition point when arriving from Radar. I solved that problem by sneaking over having my shotgun at the ready

PS: Wish there were a headshot counter in CoC

Edit: Just found a neutral bandit in Jupiter at that huge silo. He has a yellow star, name is Bodya Undertaker *Bandit* (written in yellow) and I can chat and trade with him, even do a little job for him. He asked for some radio protectant and I gave him 4 and got 300 Ru, a VOG-25 grenade, 60 9x39mm SP-5 and 60 5.45x39mm rounds. What gives

Edit #2: He turned red when he got attacked by a Pseudogiant. Looted some ammo from him.
  21:31:45  22 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

PCDania~

I was kind of waiting to hear about the status of your armor upgrades. Weapons you can easily find but the unique armors are the big item that are more unique to various Factions and locations. The 5 artifact Merc Exoskeleton suit is the best in my opinion. The Merc SEVA is the best SEVA in the Game. The Freedom Exo is a good 4 artifact slot suit. The regular Loner Exo and Loner SEVA are just average and generally not worth fully upgrading when you can get better.

There's a lot of Clear Sky Armors that are unique. However we don't get the really good CS-1 from Clear Sky. Most all the Clear Sky Armors aren't worth upgrading or wearing because they are all just average and nothing special. The Duty Armors are the worst because they have the least or none for artifact slots and they are really heavy.

Your story is funny where you had your upgraded weapon taken and you got it back. I've had my weapon taken from me by a rifle butt to the head where both ally and enemy has hit me. The worst I did is when looting, I don't necessarily take everything, often leaving pistols behind or low level weapons like AKSU or Vipers. I accidently clicked on a needed artifact in my inventory transferring excess loot I couldn't carry and lost an artifact that way in the process.

I thought you would have more to say about Limansk or Dead City. Not much to the hospital level. At least it's not one way and you can turn around. The X-19 Lab has lots of mutants. You have to rush to the end to get some of them before they are killed and too spoiled to harvest the parts. You can also leave the level and come back to get a 2nd helping of valuable mutant parts.

* * * * *

It's June 19th in my game. That's about seven weeks and I'm in Yantar finally getting ready to go under and do X-16. Pretty fast Game for me generally speaking.

TS
  16:56:00  22 February 2018
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
Messages: 2052
I've tried a few mods on SoC but ultimately returned back to vanilla as there were always something in a mod I didn't like. I've played Priboy Story and really liked it. I've tried other conversion mods but can't remember the names and I don't have them any more on my computer.

***************

In other news: Duty have turned green. I took a task from Freedom clearing out Rader and made a trip to Radar via Red Forest, on the way back I accidentally helped out some Duty folks fighting some Monoliths. Later on when I returned back to Rostok all Duty were green.

Btw, when I arrived at Radar via Red Forest I popped up in a group of 3 Monolith and got killed on the spot. Reload my save from right before the transition point, went through to Radar and yeps, they were waiting for me and managed to make me loose my 96/2. I legged it inside their base and hid ind the corner behind the tower there and waited there with my shotgun picking them down as they showed up one at a time. One of them even brought back my 96/2 to me, guess he liked the upgrades on it. After that it was only taking out the 3 guys in the watch towers in the other end of the base.

Have just returned from a trip to Sunken Hospital (or what it's called) checking out a stash I got quite some time ago. Lots of Monolith but with the loot I got from them and the contents of the stash it was well worth it.
  04:15:15  20 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/20/2018 4:16:23
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 10 )

I looked on my Laptop to find the name of the other Mod I had installed. It's called "Hal's Traders Overhauled" and I got it from ModDB. http://www.moddb.com/mods/hals-traders-overhauled/downloads/hals-traders-overhauled-pure

I believe I used the wonky ModDB search engine results which explains how I ended up with it and misunderstood what it all does. It's too brief description says "This is version 1.4, it makes the games prices and sell values more like they usually are but traders are still unique in some areas. If you want the same old stalker experience but with my unique traders, download this file. Note: This does NOT make the game harder, it just doesn't make it easier like the LITE edition does." As I mentioned before, the Modder that made this felt compelled to change the Music since you can't possibly have better Trader inventory without an unwanted change to that. It was this Mod that had the beneficial "Trader_generic" file that I used to expand trading with other NPCs.

Now if you're an experienced Modder who does this type of thing more often then of course you know easier ways to access this or that. However I'm just here to explain my experience and how I ended up where I have. I didn't want to take the time to figure out how to get NPCs to carry all the excess guns I was trying to sell them. That was not my primary focus. I wanted to get back to playing my Game. I got the repair kits I wanted. I could take them with me and use them on the go.

I immediately felt the downside to this choice. Before getting the repair kits, I'm in the Cordon wearing my 2nd or 3rd armor I had collected, a Bandit jacket. My movements and tactics were one where I felt every hit of every bullet. I was strategic and cautious in my actions. I went out of my way to be careful and to try to take the least amount as damage as possible to my limited resources. All that changed in my mindset after getting armor & weapon repair. Sure, I could pretend that I didn't have it and attempt to go back to the way I was before, but you can't fool yourself forever. This was the price I paid for Modding my Game. I guess a more specific Mod to only work on guns and not armors would solve that but I wanted to get back to my Game.

TS
  09:09:29  19 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/19/2018 9:16:47
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 9 )

I attempted to go back in to the files I was editing and look for my mistake. Was it something that was not in both groups of offering and selling that were not exactly the same? Was it a comma, semi-colon or other key that I messed up on? I spent a couple of hours trying to undue my unknown error. Eventually I realized the only way out of this was to simply remove the Mods and start over. I removed all the files and reviewed the contents of just the "Repair Kits Revamped 1.03" and added it again, this time not having two Mods mixed in together.

Looks like the music changing was actually in the Trader Mod so that was good but again I had the weight carrying reduction I had to overcome. No problem. That was easy. Luckily a manual save I had made, a few before my last editing session went bonkers, loaded without crashing. This meant I got to keep the Chaser-13 so I was happy. Sidorovich was back to all his limited normal Unmodded inventory. I was also back to not being able to trade with others. When I looked in the "Repair Kits Revamped 1.03" files, I did not see the general trade with other NPCs files. I also did not see all the other Trader files like I did before. I think it was only Sid, Barkeep and maybe Sakharov. I went back to the Trader Mod ( I'll try to get the name later since I'm writing this on my PC and it's on my Laptop ) and found it is where that file originated.

That worked out for me since I didn't have it in the "Repair Kits Revamped 1.03" Mod. So my mistake and experience of combining two Mods actually allowed me to have a file I really wanted by happy accident. I went back and added this single file and made my adjustments to it so I could trade again like I was in Call of Pripyat or the Call of Chernobyl Mod. I was happy. So I had a big load of guns to sell and I was up at the Cordon level changer with some other Loners. I sold an NPC several AKs and pistols and made some money, being satisfied that I didn't have to haul them all the way to Sidorovich. Immediately after closing the trading dialogue, the NPC I just sold them to, dropped them on the ground like he was vomiting them. What? That never happened to any other items I was selling to NPCs. Then I quickly realized NPCs could only carry ONE pistol and ONE rifle/shotgun at a time. This ruined my entire idea of selling loot on the fly.

To be continued...

TS
  07:25:35  19 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/19/2018 7:36:21
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 8 )

At this point it would really bog things down to try to explain exactly all the steps I did in editing. Better if I try to keep this going with describing the basics of what I did and what went right or wrong. I found the files that had all the Traders involved but there was also one not with a Trader's name but was just general trading file. That's the one I used to be able to buy & sell items to regular NPCs. The one table has to do with how often an item may come up and the other is the ratio of what it sells for. I made it to where I could sell most anything but the unique weapons and all the armors.

This took care of my immediate selling mutant parts problems. I got emboldened to try adjusting things with Sidorovich. While I knew I could get an AK or Abakan fairly early in the Game, the thing I didn't like the most was thinking I would have to wait all the way to getting to Yantar for a decent shotgun. Really? Doing the Agroprom Underground and X-18 with a sawn-off shotgun? That thought wasn't really very appealing. If I'm going to Mod a few things, the thing I wanted the most was a decent shotgun. So I successfully added the Chaser-13 to Sid's inventory and was able to buy one. One is all I needed with repair kits.

I guess at this point I was pleased with my accomplishment. I decided to go further. The next thing I wanted was a PSO-1 scope. As I was editing the two areas of what is offered and what is sold, trying to get them just right...it didn't work. I went back in and looked over everything and tried again. While I was there I tried to add other things. I wanted more regular grenades and also the type used with the grenade launchers on guns. This didn't work either and soon, to make a longer story short, I got inescapable bug-trap crashes at game launch. All was fubar.

To be continued...

TS
  06:32:33  19 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/19/2018 6:42:58
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 7 )

What I didn't fully realize yet was that I had new additional files from two different Mods. The Repair Kits Mod and the Trader Mod. In addition to the annoying change to the music, Sidorovich was now selling items I was used to not seeing so soon and having the struggle to earn them. The immediate problem was not what I could buy but what I could sell. SoC makes you haul all the weapons to a Trader. How much more convenient I thought if I could sell weapons or more items out in the field like I've done in other Mods. Call of Pripyat allowed you to do this too but they were restricted by needing to have a high level of being in top condition.

So again I used Google to help point me in the right direction to understand these files. I came across three very helpful links to explain things that I'm sharing here:

Editing trader files
http://sdk.stalker-game.com/en/index.php?title=Editing_trader_files

How do I edit what Sidrovich, or any trader, sells?
https://gamefaqs.gamespot.com/boards/540331-stalker-shadow-of-chernobyl/44686768

Edit Trader Files
https://gamebanana.com/tuts/7043

* * * * *

It's easy to understand this. What the Trader sells:

[trader_generic_buy] What the trader buys from you, for how much

And at first this seemed easy to understand:

[supplies_start] What the trader has to offer

However that has additional language for before & after specific events.

Then the third step was this:

[trader_start_sell] What the trader sells

Which means selling is in two stages. What is offered and what is sold. Confused yet? I had to read all three links several times to get into the gist of this. Basically I came away with realizing that both the second and third listing must be in perfect alignment. If it's offered, it must be sold. If it is sold, it must be offered. It's beyond me to try and figure out why this method was created. I simply had to do as it wanted. A mistake on my part in editing the files would result in it not working or worse, a visit from my friend bug-trap. It was destiny we would soon meet.

To be continued...

TS
  05:46:55  19 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/19/2018 5:50:17
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 6 )

I installed the Mod "Repair Kits Revamped 1.03"
http://www.moddb.com/mods/repair-kits-revamped/downloads/repair-kits-revamped-103

It was exactly what I wanted. The ability to buy semi-available portable tool kits from the Traders ( Sidorovich & Barkeep so far ) or find them from looting the dead. No hauling about used weapons. No salvaging parts from looted weapons or armors. It's very simple, they're way more inexpensive than I imagined ( or really liked ) and they're easy to use. Less than 50% life left in a gun or armor seems to require two repair kits. The image is of a small red tool box like you buy at Sears.

However there were some unwanted changes too. Like many Modders who want to give you one thing, the desire to make additional changes at the same time is too difficult to contain. This Modder decided that being able to carry weights past 49.9 kg up to 60 kg ( Unmodded Game ) made the game too easy so it was changed if you hit 50.0 kg you were immobilized. So the first thing I did was go back in and restore the weight restrictions to the original settings.

Then I was back to the trade restrictions problems. The Flesh part I could sell before to any NPC was now red-listed which is how the game displays forbidden to sell item with the shaded item now in red when the trade dialogue window is brought up. That was a problem for me. I never understood why NPCs were walking around with 5,000 rubles and all I could sell them were food or bandages. By the 3rd Game, Call of Pripyat, GSC got the formula right where you could sell to NPCs just about anything. That is what I wanted to implement but it looks like in order to do that, I had to actually understand the language in the files to edit it.

To be continued...

TS
  16:08:05  18 February 2018
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/18/2018 16:10:39
Messages: 29155
Shadow of Chernobyl on a Laptop ( 1.0006 )

Modding my Game ( Part 5 )

One thing I wanted to mention is that I had actually gotten a week or so into my Game totally Unmodded before I had given this more thought and decided I wanted weapon repair. No doubt after getting the Major's pistol at the Cordon bridge and thinking more about the unique weapons. I'm sure at one time when GSC considered having weapon repair by Screw or others, this would have enabled the Player to use the unique weapons. Probably for balance and hardship, that was dropped but the unique weapons remained like collectibles.

Now I was looking at a lot of different things, reading various people's opinions on this and that and somehow came across some Trader Mod where I thought the Trader would sell more items including repair kits. I downloaded it and gave it a glance and quickly realized I had made a mistake. Yes, the Traders opened up more things to sell but not repair kits. I also noticed all these unwanted changes like the menu screen music changing and suddenly I couldn't sell a Flesh part to an NPC that I could earlier. Crap. Another classic case of it doing too many "extra" things I didn't ask for and it didn't advertise in the main description.

I kept looking and then came back to the Repair Kits Revamped and noticed reading over the previous versions there was something called Repair Kits Revamped 1.03 and as it said "This is a bug fix update as well as a temporary change in functionality. I've removed salvage weapons from the mod. The current implementation required you to carry around more weight than feasible for the mod to be useful. I will be hopefully releasing version 1.04 in the near future which will add salvage back in and solve the issue of weight." This might be it. An earlier version without the unwanted salvage weapon requirement.

To be continued...

TS
 
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