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Compilation of fixes for Stalker CoP, discussion thread

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  16:20:28  28 September 2015
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
09/28/2015 16:28:01
Messages: 438

---QUOTATION---
I can't find infos in the readme about "Improved+Inventory+Icons" version.

What are they?
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The original ui_icon_equipment.dds from Call of Pripyat had some quality degradation. Particularly in icons for items that remained unchanged from SOC.

I used an uncompressed SOC ui_icon_equipment and transfered/replaced the icons that were missing.

I also used the beta ui_icon_equipments.dds to get icons that matched the skins for the PM, PB, LR-300, Mossberg, As Val, Groza and SIG.

Also from the beta there is a new Gauss icon that shows the full stock of the rifle, the missing rail that connects the magnetic coils in the bottom of the weapon, and a full magazine.

All those details of the weapon have been missing in the icons for all three games, but were present in the beta icons.

I made a new icon for the SEVA helmet from an icon in the inventory upgrades texture, and a new icon for the SEVA suit to match completely from scratch.

Finally I changed the icons for the bandages and the antirad to match their in-game models, which were originally made by Brapped (though I still want to change the antirad ones, as they still don't quite match the icons of other drugs).

I also modified ui_actor_armor.dds to change the upgrade icon for the Clear Sky suit, so that it matches the model used in-game and in the inventory.
  18:54:24  28 September 2015
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
I also used the beta ui_icon_equipments.dds to get icons that matched the skins for the PM, PB, LR-300, Mossberg, As Val, Groza and SIG.
---END QUOTATION---


If you want a perfect match, import the weapon skins from Clear Sky as well. The ones from Call of Pripyat are sanitized, just more subtly than Shadow of Chernobyl's.
  19:15:31  29 September 2015
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Stalker_93
(Novice)
 
On forum: 09/10/2013
Messages: 41

---QUOTATION---
This orig_bkup file, does it have to be removed if we use fresh gamedata?

Some will be created when you configure your game through the Modifier.

Downloaded this for the archive, Thanks, Just wondering, Why did you add your name to the credits for the Tremor replacement mod?

Because I rewrote a significant portion of the original mod in order to change the way the game spawns the replacement.

When you see my name suddenly pop up at the end of the list of authors for a mod, it's because I changed something in it.

Most of the time it's just values in an attempt to balance gameplay.

Stalker_93

You asked a couple of times already, and I didn't reply either, so I appologize. You were asking if I had the fixes as separate donwloads, that you wished to add to your own compilation.

The answer is no, I don't have the fixes available separately.

The mods and fixes that I adapted I downloaded early this year, and most should still be available for download. Just search for the names in my readme to find them.

By the way, if you (or anyone else for that matter) wants to incorporate elements of it on your own bugfix compilation or wants to use PRP as the base for a mod and whatnot, you are free to do so.

No need to ask permission. Just do it.

And Stalker_93, if you really need specific fixes as separate downloads, it would help if you can tell me specifically which ones you need.
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I was hoping to get that gas mask fix only.
Looks like you have scripts involved in your CRP?
I just wanted some fixes to be made without scripting, just copying files to gamedata.
And what is muzzle flash fix? What's wrong with it in game?
  01:34:51  30 September 2015
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
09/30/2015 1:35:11
Messages: 438

---QUOTATION---
I was hoping to get that gas mask fix only.
Looks like you have scripts involved in your CRP?
I just wanted some fixes to be made without scripting, just copying files to gamedata.
And what is muzzle flash fix? What's wrong with it in game?
---END QUOTATION---



For the gas mask fix, search the file helm_respirator_up.ltx.normal, remove the .normal extension and drop it in configs\misc\outfit_upgrades\.

The muzzle flashes are slightly off center when looking through scopes (this is also I've noticed firing sniper rifles in SOC too). The new muzzle positions correct the alignment a bit.
  23:39:47  22 January 2016
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
I need some input here.

I was testing the changes made to Cardan's gauss dialog, to make sure that the dialog tree didn't crash.

The good news is that the changes work perfectly. you need to carry the unidentified weapon on your person to initiate the dialog tree about repairing it.

I think now I can add a condition to make sure you can't start the tree unless you got the weapon following the storyline through the proper infoportions.

All this should prevent a bug where you can end up with a duplicate gauss along with the broken one, and a change to prevent progress if you somehow got into tye Gauss lab before intiating the quest on Pripyat by killing the Monolith Preacher.

But, here is my issue. The fixed Gauss can be sold to all the traders for full price. At any point upon acquiring the weapon.

My ideal solution would be to ban the weapon from trading on all traders, as I don't think it makes story sense.

On the other hand, becaue ammo for the Gauss is limited unless you are willing to spend a lot of money, it's possible some players would like to get rid of it once using it is not an option. I don't think physical posession of the weapon affects the endings.

But, in this case only the weapon can be sold. The ammo is still banned for trading.

So what should my approach to this issue be?

Keep only the weapon tradable? Add also the ammo to the trading options? Ban the weapon from trading on all merchants? Or only on some traders and make the trading optios more logical? If it can be sold, should it be at full price or be treated like all the other weapons/ammo?

Currently, anyone, from the loner waking on the zone, to the traders at the safe places, to the medics can buy the weapon at full price, but obly the weqpon.

My choices for selling it would be Beard because it's an artifact weapon, Hawaiian and Owl because they deal with weapons, and maybe common stalkers as they can potentially use the weapon so long as they get any ammo on them.

Medics and the scientist wouldn't buy it under any circumstance.

So, what are your thoughts?
  02:30:55  23 January 2016
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
My opinion is that it shouldn't be tradeable, since that weapon is something Major should bring to his superiors for an inspection.
Yea could be stored in boxes so it doesn't encoumber the player if they don't want to use it.

About batteries, well, not sure. Maybe not for trading, since there are really not so many Gausses around that would be using them. So traders wouldn't be interested...

Just my opinion, let's hear the others
  03:55:32  23 January 2016
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Capt.Host
Senior Resident
 

 
On forum: 06/25/2014
 

Message edited by:
Capt.Host
01/23/2016 3:56:23
Messages: 200
I think you should create a special dialog for the 3 main traders for the player to sell the 100% condition Gauss rifle for a really nice price, in case they wanted a money boost. Or maybe Owl and Hawaiian saying something like the weapon was trash and didn't know how it worked, respectively, and Beard would actually be the only one to buy it.

About the ammo, just leave it as it is. Cardan makes the batteries, no one buys them.
  07:58:10  23 January 2016
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8421

---QUOTATION---
I think you should create a special dialog for the 3 main traders for the player to sell the 100% condition Gauss rifle for a really nice price, in case they wanted a money boost. Or maybe Owl and Hawaiian saying something like the weapon was trash and didn't know how it worked, respectively, and Beard would actually be the only one to buy it.

About the ammo, just leave it as it is. Cardan makes the batteries, no one buys them.
---END QUOTATION---



Make it so dialogue to sell it appears with Nimble after a trigger point such as the One shot mission, That way you have to keep it until you've seen the Colonel but after that you have the option to sell it.
He loves his unique weapons.
Personally I always thought it should of been handed over to Colonel Kovalsky once you had it working, That makes sense as they'd want it gotten out of the zone asap so there tech's could check it out (In the real world they'd want the actual gun not just the manuals) I'd hand it over to the Colonel and then you have a chance probability of getting to loot it during the evac mission for if you stay in the zone.
  03:41:24  4 February 2016
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260
News to Me!!!!

Great Scott! Look what happens...... I'm away from the forum for a couple of months, and someone sneaks this little beauty in!

I've read this whole thread, but, just let me see if I'm looking at this correctly.

This compilation (patch?) addresses most of the common aggravating issues present, in the most recent version of CoP, in one hit?

Congratulations, to all concerned!

I'm going to have a look at my current CoP install then, if you all wouldn't mind answering a few questions, I'll see if I can't safely download this.

Pure gold, from the look of it, for those with IT skills as mediocre as mine.

Plainly, a good time for me to look in on the forum again.....

AtV
  11:38:45  16 March 2016
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Avoids_the_Vodka
Senior Resident
 

 
On forum: 01/05/2013
Messages: 260
Help Recognizing the Path.....


---QUOTATION---
Alright, the I FINALLY updated the download.

http://www.mediafire.com/download/w0y8n66784gda19/Pripyat+Reclamation+Patch+v1.1.7z

http://www.mediafire.com/download/3fzfe4srszr7naw/Pripyat+Reclamation+Patch+v1.1+%2B+Improved+Inventory+Icons.7z

Changes in this version:

Science Bunker Door Fix by Khimicheskaya Ali

This makes it so that the doors to the ecologist bunker won't open unless the player holster their weapon.

If this change proves unpopular, then I'll work on making this and other tweaks in logic scripts that are not straight up fixes optional in the next version.

Sky Stretching Fix for DX9-10 provided by lowenz (original author unkown)

This one was added to the base fixes and can't be enabled/disabled via Modifier.

If anyone uses his own shaders, make sure before installing that there's no compatiblity issues between the shaders folders in your existing gamedata and the ones in the patch.

You can try merging the files, but I suggest just sticking to your shaders.

Removal of the PRP shaders folder won't cause any trouble.

Misaligned Achievement Images Fix by Khimicheskaya Ali

Some achievement icons in vanilla had a bleeding effect on the borders from adjacent icons in the textures. This file takes care of that.

Khimicheskaya Ali corrected the bleeding by making the bounding boxes of icons a pixer smaller on width and height.

I instead kept them the same size, and changed the xml so that it uses proper x,y coordinates instead.

Localization errors

Fixed capitalization errors in Snag's dialogs.

Corrected the text in Hatchet's food mission dialog to reflect what the game wants (six of either sausage, tourist delight or bread, instead of six of each).

Changed specific mentions to Novikov being the person that unlocked the UAV module to say "a technician" instead.

Added a missing "\n" statements in the descriptions of the "Friend of Duty" and "Friend of Freedom" achievemnts.


Of the files Alundaio provided, I removed mob_walker.script and move_mgr.script, so I recomend you make a fresh install and carry over the configurations of your previous gamedata.

If you merge the new gamedata with the old, make sure those two files are not left behind in the scripts folder, otherwise you'll experience unresponsive NPCs in scripted cutscenes (like Grouse and Noah).


Included is also a xr_help_wounded.script which removes a single line reference to a table of healed NPCs.

I can't recall where I found it, I think it was a french forum, but from what I understand of the code and what was talked in the forum, that line can potentially blacklist certain NPCs from being healed a second time.


Remember to remove orig_bkup files from the gamedata folder to prevent potential CTDs once you finished configuring your game.
---END QUOTATION---




There's probably an obvious answer for this but, I'm going to ask anyway. If the new/replacement file is followed by the architecture description "gamedata\configs\ui\optional" , and there is no "optional" subfolder in the "ui" folder described (in my gamedata folder)-

1) Do I just create the "optional" subfolder, and place it in the "ui" folder?

and...

2) Having done that, I take it that the game, on startup, will read, recognize, and then act on the "optional" contents, without any trouble?

I only ask because there doesn't seem to be an "optional" subfolder in the original "gamedata\configs\ui" folders in my unpacked game resources.......

Or is this a case of the game "recognizing" the "optional" subfolder, because it's being directed to address everything in "gamedata" anyway?

As I said above, apologies if this all seems obvious, but I'm a one-fingered IT typist, carefully following a recipe to the letter. If I screw anything up, even by a keystroke, I'm very likely not going to be the one able to fix it.

In my case, the technology involved here IS only one step removed from magic.....

AtV
 
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