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Mod Requests and Suggestions

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Question Do you ever bother voting in these polls?
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Yes, always. Can't get enough of them.
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  09:37:34  22 October 2008
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
ah, ve'y good, good sir.
  08:53:28  22 October 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
 

Message edited by:
LuxZg
10/22/2008 8:55:02
Messages: 1301
Yeah, screenshots had indeed been moved, because they were all in the "root" of my profile, and I couldn't cope with them anymore so they got their own folder.. I have just been posting new links (since there is no EDIT button for older posts )

If you still find some links that don't work, just add this between "LuxZg/" and the neme of the picture:
STALKER_CS/

So links should be:
http://s259.photobucket.com/albums/hh302/LuxZg/STALKER_CS/ <picture_name.jpg>
You can also see all screenshots in that gallery, I'll be adding descriptions later today, but most file names have a bit of description in them..
  07:47:35  22 October 2008
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
10/22/2008 7:49:53
Messages: 1165
requests

Would it be possible for, say, factions to try to "capture" more than one base? Example being, Bandits: Stalkers have 2 full bases, one in agroprom, one in Cordon. Can it be made so that hte bandits have a separate objective for each base?

Also, FFS is it possible to turn off the music in the bandit base? /shudder

I'm HUUUUGE into the factional warfare part of the game, it's incredibly addicting for me, but seems so short usually. Is there a way to make the faction you're attacking able to fight back harder once they're pushed into their home? Although the Duty base does send plenty of squads, and you have to run all over the place to keep them from taking their territory back, the Freedom/Bandit/Stalker bases seem pitiful by comparison. Is there a file somewhere, with a value that decides spawn rate for squads that could be changed?

Oh, and Lux, those screenshot images in your other thread there are gone, as per the message I get from photobucket
  06:24:24  22 October 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
 

Message edited by:
LuxZg
10/22/2008 6:26:19
Messages: 1301

---QUOTATION---
Re the actor icon and another modder suggestion
I mean the light-blue monster icon on the PDA map that depicts Scar in the game. That thingy is way too big, if someone could make it half as big and maybe change the color a bit so it's still easy to find on the map.

The map in Army Warehouses is way off and I've noted that the map in garbage also is a bit off but only a little bit. For testing try place yourself at the Southeastern corner of the wall surrounding Depot then check the minimap which will show you a little bit south of the wall (I think 2 meters or so). At army warehouses place yourself at the corner of a building like the farmstead to the South, and then check the minimap and you will see the map is even more off than the Garbage map.
---END QUOTATION---



PCDania - I hope that you've noticed the link to THIS MOD:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=18908&sec_id=21

Tell me how you liked it.. I can make different variations, but this is much better than original as far as I'm concerened.

Also, check out readme on above link, you'll find links to mod which makes Military warehouses map at least the same quality as Garbage and Limansk original maps are.. In minimap you'll always be "right on spot", I just don't know why the PDA map shows a difference (similar problem is in Limansk original map).

Cya!
  18:45:38  21 October 2008
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
Messages: 1895
Re the actor icon and another modder suggestion


---QUOTATION---
PCDania . you mean you'd like smaller picture? That's easy But could you sketch using just MS Paint what you'd like exactly?
---END QUOTATION---


I mean the light-blue monster icon on the PDA map that depicts Scar in the game. That thingy is way too big, if someone could make it half as big and maybe change the color a bit so it's still easy to find on the map.

The map in Army Warehouses is way off and I've noted that the map in garbage also is a bit off but only a little bit. For testing try place yourself at the Southeastern corner of the wall surrounding Depot then check the minimap which will show you a little bit south of the wall (I think 2 meters or so). At army warehouses place yourself at the corner of a building like the farmstead to the South, and then check the minimap and you will see the map is even more off than the Garbage map.
  10:12:14  21 October 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583
I've always wanted to do that actually, if someone tells me how to get items to activate a certain script when used I've got the perfect scripts from an old repairmod concept for SOC lying around somewhere...
  07:46:56  21 October 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
Messages: 1301
I'd pay trader 40 000 for THAT ability (to upgrade wepons myself )
  06:55:49  21 October 2008
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iART
(Senior)
 
On forum: 01/28/2004
Messages: 93
Traders and Ungrades

1. i'd like to see a faction member jump behind the Trader or Mechanic counter after i've cleared the opposing Faction out of their base. There is still too much backtracking unless you're willing to spending all your profits on a guide.

Speaking of which, they are not REALLY a "guide" are they? What they should be offering is a piggy back ride. That'd explain the high cost at least... "jump on my back and i'll take you to Cordon for 2000".

2. I'd also like to repair and upgrade my own items in the field... weapons, armor, and even artifacts. Separate a toolkit into 5 parts and scatter them around the zone. Find all 5 parts, assemble them for a fee, and your are ready to start repairing items. I'd pay a Trader 4000 for THAT stash information.
  10:36:42  20 October 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
Messages: 1301
I'm with Sleepy Ben! Those two places (Yantar labs and Flea market) are almost useless as a "base" camps.

Btw, I've never got anything from that "sleepy trader" in flea market except "Come back later"&"Roger". Even at 3AM and at 11PM and anything between.. I mean, when is "later" exactly? In year 2111?!
  10:12:07  20 October 2008
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Sleepy Ben
Senior Resident
 

 
On forum: 05/06/2008
Messages: 224
trader mods wanted

I need a couple of trader mods to make the game a bit more 'player friendly'.

I need the Loner trader at the fleamarket modded to have infinite cash so you can sell to him freely and not bother with the stupid nighttime trader - nor do you have to trek back to the neutral base when the trader in the fleamarket runs out of cash. Also I need the mechanic at the fleamarket to be available all the time. He's been modded in 1.505 to only be available at night and thats just bloody stupid (IMHO). Basically the Garbage is a shitty level with lots of fighting as those bandits constantly respawn and it'd make the game less of chore if it was easier to generate cash and pay for repairs.

Also I'd really like a mod for Sakarov that allows him to buy weapons and make repairs. For the same reason as in the Garbage - its a pain in the ass to have to travel back to the Agroprom to sell weapons and pay for repairs.
 
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