Some small changes I made over time to STCoM. Read the description for more details:
STCoM Tweaks and Fixes, for Call of Misery
by LeadBoot
Made some fixes, swapped the animations and changed a few values (like the magazine capacity) of some of the guns to be more realistic. I made these tweaks for my own pleasure, but figured someone else might appreciate it.
CHANGELOG:
- Brought back the vanilla MISERY sprinting animation for all handguns (except for the MP412 revolver)
- Added the missing partial reload (one in the chamber) sounds for most pistols. Some were impossible to do as they simply lack these animations, like the OC33, for example.
- Changed the Holster animation for most handguns.
- “Fixed” the bugged USP sprinting animation (replaced its animations for the FNP45).
- Changed the magazine capacity of some weapons: USP45 (12, formerly 8), Glock 19 (17, formerly 19), CZ-75B (16, formerly 15), Makarov PMM (12, formerly 8), RPK 7.62x39 (40, formerly 45).
- Fixed the useless TT-33 rate of fire upgrades.
- Balanced the RPK and RPK-74 a bit.
- Added 1 tracer every X rounds functionality. If you don't like tracers, go to weapons_knives.ltx, and set '4to1_tracer' to false, and 'tracer' to off in [ammo_base].
- Changed the amount of rounds per box of some cartridges: 9x18 (16), 7.62x25 (16), .45 ACP (14).
- Several changes to shotgun ammo, should be overall more accurate. Buckshot has a tighter spread but holds less pellets than before.
- Optional 75 FOV mode with minimal zoom.
INSTALLATION:
Drag and drop the gamedata folder inside “Base” onto your CoM directory, then do the same for the 75 FOV mode if you wish to use it.
COMPATIBLITY:
Should be compatible with any other addon that doesn't change its files.
FEEDBACK:
Feel free to leave any suggestions and bugs in the comment section.
Very nice work, the lack of tactical reload sounds bugged me out of using pistols.
Thanks!
Crashes my game. Any way to fix this? Here's the log:
* Detected CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz [GenuineIntel], F6/M12/S3, 3201.00 mhz, 23-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 4/4
Initializing File System...
using fs-ltx fsgame.ltx
FS: 52025 files cached 49 archives, 8947Kb memory used.
Init FileSystem 2.960588 sec
'xrCore' build 6468, Oct 21 2016
EH: 4440E8F9E2549F5E04D5A2729F625C70
-----loading d:\s.t.a.l.k.e.r. - call of chernobyl\gamedata\configs\system.ltx
FATAL ERROR
[error]Expression : I
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 267
[error]Description : Can't find include file:
[error]Arguments : weapon_addons.ltx
stack trace:
0023:02B497D2 xrCore.dll, CInifile::Load()
0023:02B49801 xrCore.dll, CInifile::Load()
0023:02B4A3B8 xrCore.dll, CInifile::CInifile()
0023:00428DE5 xrEngine.exe, CObjectList::o_crow()
0023:00469F5A xrEngine.exe, InitSettings()
0023:00469993 xrEngine.exe, CApplication::CApplication()
0023:00469706 xrEngine.exe, CApplication::CApplication()
0023:00432FB3 xrEngine.exe, CObjectList::o_crow()
0023:73E08654 KERNEL32.DLL, BaseThreadInitThunk()
0023:77414A47 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77414A17 ntdll.dll, RtlGetAppContainerNamedObjectPath()
Seems like you're missing the weapons_addons.ltx file, did you install Call of Misery and STCoM beforehand?
Looks like a good ol' case of PEBKAC :P
I assumed STCoM means just S.T.A.L.K.E.R. - Call of Misery, not that weapon addon. Please, excuse this rookie mistake - I only started playing CoM yesterday. ^^'
Thank you for responding! :)
Hi, I was hope you could fix this small bug/inconsistency I found in STCoM or at least help me out in fixing it because I'm sorta lost. Essentially, the "M4" rifle lacks a dedicated mesh for the ACOG scope and just uses base mesh. This keeps the rear sight suck in the base position, which blocks the ACOG. The other scopes (Eotech, AC10632) don't have this problem because they have their own .ogf files with the rear sight lowered.
I've been having difficulties figuring out how to make the models despite the fix being pretty simple in theory (take the .ogf with the rear sight down, remove the Eotech, add ACOG) but I haven't been able to figure it out. So far I can convert the .ogf to .obj but I haven't been able to do anything past that.
This comment is currently awaiting admin approval, join now to view.