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Playing SoC sixth time but never seen this before (may contains spoilers)

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  22:54:52  21 July 2013
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AiWis
Senior Resident
 

 
On forum: 08/12/2007
Messages: 161
Playing SoC sixth time but never seen this before (may contains spoilers)

Hi fellow Stalkers, I've just droped by to tell my story. So as title suggests, I am playing Stalker for sixth time (v 1.0006 + ZRP 1.07 R4) and some weird stuff happened.
First of all, everybody knows that at the trailer house (or whatever that things is) where you save Tolik, there are some boxes and one of them contains silenced pistol, some ammo and bandages. Well this time in that box I've found all this stuff and also a Pellicle artifact! Strange, isn't it?
Second weird thing I've noticed. As always, I've killed all the bandits at Vehicle station, rescued Nimble, when Petruha and his two friends arrived and know sits by fireplace and so on. Everything seems normal. I did Nimbles quest to bring special jacket, talked to Wolf about rescuing Nimble (haven't been to Sid yet), collected some stashes. After some time I came back to Vehicle station. At night time five bandits tried to take it back. So we wiped them out. Now the strange part - 4 of 5 bandits carried (and used to ) AKM-74/2 and Walker P9m. I know they wanted to take back station badly, but aren't they supposed to carry Viper 5 that early in the game???

So, can anybody comment on this? Maybe someone has same experience as me?
  00:14:44  22 July 2013
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307

---QUOTATION---
Playing SoC sixth time but never seen this before (may contains spoilers)

Hi fellow Stalkers, I've just droped by to tell my story. So as title suggests, I am playing Stalker for sixth time (v 1.0006 + ZRP 1.07 R4) and some weird stuff happened.
First of all, everybody knows that at the trailer house (or whatever that things is) where you save Tolik, there are some boxes and one of them contains silenced pistol, some ammo and bandages. Well this time in that box I've found all this stuff and also a Pellicle artifact! Strange, isn't it?
Second weird thing I've noticed. As always, I've killed all the bandits at Vehicle station, rescued Nimble, when Petruha and his two friends arrived and know sits by fireplace and so on. Everything seems normal. I did Nimbles quest to bring special jacket, talked to Wolf about rescuing Nimble (haven't been to Sid yet), collected some stashes. After some time I came back to Vehicle station. At night time five bandits tried to take it back. So we wiped them out. Now the strange part - 4 of 5 bandits carried (and used to ) AKM-74/2 and Walker P9m. I know they wanted to take back station badly, but aren't they supposed to carry Viper 5 that early in the game???

So, can anybody comment on this? Maybe someone has same experience as me?
---END QUOTATION---



How long have ubeen in Cordon?, after some time when u rank up i think enemies also must adapt
  13:40:54  22 July 2013
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AiWis
Senior Resident
 

 
On forum: 08/12/2007
Messages: 161
I played just few hours, so I guess it is few days in game time.
BTW, I've tried one of my earlier saves, where I only talked to Wolf, not his scouts. After this I've traveled to the outpost near entrance into garbage and in one of the boxes found another Pellicle artifact. My guess is, game developers expected that gamers will only start to explore game's world after completing first mission, so thats why game goes mad if you are not doing mission, but travel and collect thigs instead.
  14:52:29  22 July 2013
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Tejas Stalker
Veteran of the Psychic Wars
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
07/22/2013 14:53:06
Messages: 29392
Playing SoC sixth time but never seen this before (may contains spoilers)

AiWis~

You're having stuff happen that shouldn't in the Unmodded Game.
As much as I appreciate all the hard work that went into the ZRP
be aware it is not just a fix of bugs. It is a Mod that adds content
that wasn't originally there and let's you do things you can't do in
a normal Game. No Bandit in the Cordon should have an Akm 74/2
but should have Akm 74/2U. You should not see a Pellicle until Yantar
under any circumstances. I spent a month in the Cordon and made #1
Rank and Expert in experience and it does not produce the results you see.
If you wanted the original experience, it's not going to happen with the ZRP.

TS
  16:02:49  22 July 2013
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Steelyglint
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On forum: 06/06/2009
Messages: 5171
Sounds like those pellicles are the result of fixing something in the breakable box contents system that didn't work right in vanilla, rather than a 'modded' feature.

As the contents are randomized it should be entirely possible for any artifact to show up in any map. If you start with the idea that somebody must have placed those things in the boxes, that they didn't just grow out of the soil of the Zone, then they could contain anything in the pool of items that the game chooses contents from. The odds against getting 2 pellicles in Cordon must be enormous, but it should be possible.

.
  19:20:58  22 July 2013
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weidrik
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On forum: 03/15/2009
Messages: 182
Most probably ZRP thing. This mod has a custom ph_box_xxx.ltx files, that apparently need some more tweaking. So, no spoilers here.
It is surprising though, that the Pellicle fell out of this particular box, because it has fixed spawns attached to it in the all.spawn, and should'nt spawn anything else but following items:
[drop_box]
community = def_box
items = wpn_pb, ammo_9x18_fmj, 2, medkit, bandage, 3
Bit weird that the Pellicle popped out from that box. Maybe it would be a good idea to post this info in the ZRP thread in Mod discussion section of the forum, so that NatVac could fix it in the next release of the ZRP.
  19:38:39  22 July 2013
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Three Mile Island
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On forum: 11/04/2008
Messages: 3845
In Red Forest I found an Electro battery, a Flame battery and a Spring all next to each other, giving me 6 Flame batteries in total. Is that normal vanilla behavior?
  19:49:32  22 July 2013
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weidrik
Senior Resident
 

 
On forum: 03/15/2009
Messages: 182
Yes, these 3 artifacts are all Vanilla spawns.
  20:41:16  22 July 2013
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AiWis
Senior Resident
 

 
On forum: 08/12/2007
Messages: 161
Well, this is a second or even third time I'm playing game with ZRP, but I have never noticed anything like this. I think I will post this info in ZRP thread
  02:50:54  23 July 2013
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
 

Message edited by:
Storm Shadow
07/23/2013 2:55:07
Messages: 1430
take a look in your copy of the file gamedata\config\misc\ph_box_items_by_levels.ltx

The ZRP 1.07 R4 code looks like this:
[default]
;Àðòåôàêòû
af_medusa				= 0
af_vyvert				= 0
af_blood				= 0
af_dummy_pellicle		= 0

[l01_escape]:default
;Àðòåôàêòû
af_medusa				= 1
af_vyvert				= 1
af_blood				= 1

You can see that by default, the Jelly Fish (af_medusa), Wrenched (af_vyvert), Stone Blood (af_blood) & Pellicle (af_dummy_pellicle) cannot spawn from a broken create. ever. Once on the Cordon Level (l01_escape) the Jelly Fish, Wrenched and Stone Blood are now given the ability to spawn (if other conditions are right), but the Pellicle is not.

As you look through the rest of this file, you will see that as you progress, each level is given more items with the ability to spawn, and some levels even have them taken away.

If you look through the other files ph_box_items_by_communities.ltx and ph_box_items_by_count.ltx you can get a feel for how the game randomises the conditions that can lead to a spawn from a broken create, depending on the type/size of the create (by_communities) and if spawned, the amount of that item that will spawn (by_count).

If you find that your file is different to what I have posted here, then for some reason you are not using the ZRP 1.07 R4 release files.

Hope this helps.

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