IMPORTANT: Turn base music off in the main menu, This is the Merge mod rebuilt on top of Alundaio's Bare bones AI mod. There are a few changes, You can do repairs in Pripyat again, I did not add the cut mutants so that the spawning and AI will work as Alundaio's AI intended and Nimble now has additional sales options.
is this a stand alone mod ??
It is.
nice .. by the way which version of alundaio's pripyat reborn did u use ?
It's the 1.01b beta which was the most stable. Once the Unofficial patch was added to Reborn it became twitchy at times so Alundaio went back to the best version from before adding the patch. I found two issue's, One Alundaio was to fix straight away and the other is a random CD dialog crash which in 3 complete playthroughs I've seen 4 times and each time I was able to reload the last save and continue without it happening again. If you want a 100% (tempting fate) stable game use 2014 +. However, it is a rare non repeating bug which is of little consequence when compared against getting the improved AI experience that Alundaio's bare bones AI gives.
does this mod contains Alundaio's stashbag and sleeping bag as in his later mods (i guess it was v 1.13.2) which was a very stable mod i must stay.
Yes it does.
Ugh, The random anomalies are messing with me again, why didn't you put an extra all.spawn with just vanilla anomalies? Just curious as to why really.
Just delete it... COP will use the vanilla one then. I think so at least.
Nashathedog огромное тебе спасибо за эту работу! Это лучшая модификация из всех что я опробовал! Её можно сравнить только с misery, но если честно твой мод оказался гораздо лучше. Еще раз спасибо крепкого тебе здоровья)))
Thanks.
Does this feature the OWR 2.1 Improved Gloss Maps? If not, is it compatible? Thanks.
JuggernautOfWar Improved Gloss Maps is compatible with A.I. merge mod
Does this add any extra spawn sections for AI and mutants, like MSO does for example? I really liked your previous Mergers, except that they felt a bit empty.
This includes MSO. "This is the Merge mod rebuilt on top of Alundaio's Bare bones AI mod." Alundaio's AI mod is MSO.
I'm quite sure the mod author is referring to Pripyat Reborn, not MSO. Whether Pripyat Reborn includes more spawns/smart terrains like MSO does is not something I know, however.
No this does not use MSO, I tried MSO but it was never totally completed and had issues so I scrapped using that. This is built on a much newer version of Alundaio's AI mod.
I'm getting consistent crashes when around the sawmill trying to take out zombies. The .log crash dump is completely empty. Anything I can do here? I need those dang tools at the sawmill.
Have you done any tweaks to the files, I went there tonnes of times with zero problems.
Please send me a saved game from just before you go to the sawmill and it crashes.
I installed this mod, FOV switcher, and OWR improved gloss maps. Did not manually edit any files.
Also started crashing without error around Yanov zombie stalkers. I deleted all save games, reinstalled everything except the improved gloss maps (just FOV switcher and this mod), and started a new game. I have since got through the Sawmill without any issues.
Note in my previous game that was crashing I also had psi storms with zombify stalkers turned on in AtmosFear. In my new game this is turned off.
I was getting crashes while building the mod which led me to believe it was being caused by the weapon textures so I put the textures through an optimizer and the crashes stopped so it may be that you used those gloss files, Where were they from?.
I did two full playthroughs without these issue's before uploading and I have PSI on zombies, I never got the radio issue either, But I'll do another playthrough.
Alright cool. I got the OWR improved gloss maps from here: Moddb.com
They really make the weapons look better, but not worth it if they cause the mod to crash.
Yes, I know it is built on top of Pripyat Reborn, which is why I was asking about spawns (I guess I meant smart terrains too). PR by itself adds very few of either, which in my opinion takes away from it's appeal.
No the only additions I added where in the underpass and at the Jupiter plant but these do not activate until you've reached Pripyat and completed the Library task. From then on you can use the underpass to travel from Pripyat to Jupiter for free and the spawns are there to make the trip more interesting.
There's an option called ui_mm_radio_mod on by default. What is this?
Based on the comments on this mod's front page, I would assume it spawns radios playing music in hubs.
I know, I was pretty annoyed that I missed that text. I didn't try using it but from what I can see it must turn the radio's in the Skadovsk etc on or off.
Dear Natasha, is there any way to disable the random anomalies in the zone and to revert back to vanilla anomalies ?
Natasha? I'm a fella :)
Anomalies are in the All-spawn so not really.
Deeply sorry Nasha for the unintended mistake .. and many thanks for your kind reply :)
Getting bugs with the scopes, they're all stretched and unuseable, any fix? I've made no changes to the files
Use the correct scope files for your settings, There in the extra's folder.
Excellent stuff here. Thanks for putting this collection together. I was hoping to track dowm an item stat list - specifically weapons, suits, artifacts. Would like to see what the mod added. Can you help to point me in the right direction? Thanks.
I didn't make one, If you go into the text folder and look at the artifacts, outfits and weapons files you'll see what items were added. I added several SOC items such as threaded Spas, Tourist outfit, Ghost's outfit and a few other outfit's and artifacts. You won't find everything in a single playthrough, For example the two SOC oufits mentioned above are items where you get given one or the other, It's chosen randomly.
Great merge mod. Very stable, 16 days in the Zone so far and 0 ctds.
That's great, It was a risk adding the AI mod and keeping the CTD's away but it seems to have worked. There is the odd issue but nothing game breaking.
is there a spawn dialog available for this merge mod?
Sorry no. I don't believe in them. I imagine the Voron mod on the stalkerfiles website would not be too hard to merge, but it would need some merging you couldn't just add it on top and it would only give you vanilla items unless you add the new items to the list manually.
I may end up adding one if I ever do an update (Merge mod 2016 or 2017?) as a lot of people do ask for it.
Thank you for this mod. It's fun to play and I liked it a lot.
The GOOD: Weapon sounds are great.
Seeing mutants explode in gravity anomalies is awesome.
Military fixed your stuff for free in Pripyat.
No countdown timer at the Pripyat evacuation.
I watched stalkers kill 2 bandits in a shootout. a third bandit
surrendered and was on his knees with his hands on his head. A
stalker executed him!!! I have never seen that before!!!
There were at least 2 attacks on Skadovosk and the Yanov train
station where mutants or zombies entered and attacked!!
This merge mod 2015 is awesome!!
The BAD: Noah, when demonstrating how to do the "jump", got stuck in a jump
loop. He was jumping, reappearing, and jumping over and over.
Several days later, I saw bandits shooting at Noah who was still
stuck there in a jump loop. Noah was back in his boat after Beard
gave me the compass mission.
After informing Trapper that Gonta and I killed the chimera, there
was a dialogue option where I can tell him that I had killed the
swamp bloodsuckers - but I hadn't been given the mission yet.
No HUD icon for the plant specimen I was to get for Ozlansky.
There were about 20 radios on the floor next to Hawaiian's window.
When rescuing Mitay, I killed most bandits and was still outside the
main camp when Mitay came running out on his own. I've never seen
that before!
The game crashed about 6 times but I save often.
I play a lot of Stalker C.O.P. with the various mods and this has
been one of the best. It just needs a little refining.
Thank you for this great mod and the fun I had playing it.
Are you sure the dialogue with Trapper wasn't you informing him you'd done the bloodsucker lair task in Zaton?
Other's mentioned the radio spawns as well, I'm unsure why it never happened to me in testing, There is a radio off option in the main menu
No hud icon for the plant is odd, I may patch this up soon so any fatal errors if you play again any time would be helpful.
I'm playing this on my laptop and am halfway through. Started getting this error message:
OPEN AL: Can't create sound device.
This pops up when I try to start the game. Is there a fix? I've reinstalled STALKER COP and it persists.
I could be wrong about the Trapper dialog option from my previous post. It did not happen the second time through.
Also, with the mutant and zombie attacks, where they enter the Skadovsk and Yanov train station, their dead bodies don't ever go away.
Thanks again.
I'll look into that error, Go to an older save and turn the radio's off in the main menu (sounds section I think)
I was wrong about the plant icon on the HUD. It's there. Sorry.
This is an excellent mod. Lots of fun.
Does this mod require the previous one in order to work properly or is it a totally different mod?
Asking these because Merge Mod 2015 has 1.6 GB in size and A.I. Merge Mod 2015 has just 800 MB.
What happened to half of the data from the precious release ?
Also could you add some info about what mods do these 2 releases have included (merged)?
No, There all stand alone All-in-ones.
Wait, you didn't even answer the question. I'm also wondering, what happened to half of the data?
He asked: "Does this mod require the previous one in order to work properly or is it a totally different mod"
I replied No: "There all stand alone All-in-ones".
As for details on the mods content, By reading the main description and then each versions description you see what is used and also what is different between them. I do not know for sure but the reason this was such a short reply is possibly because he may have either posted on my home page or messaged me which is what a lot of people do when I miss there post on one of the mod pages, If I replied in full elsewhere and then came here (hence the late reply here) I'd just write a bit. That may not be the case but it happens a lot so maybe, I'm not gonna bother scrolling through my messages to check though. As for the size difference in this version I did not include the cut mutants (cats, izloms & rats) or the radio mod that dad a lot of audio files, I did not add the radio because the AI mod I included had it's own (which it turns out is broken), and I did not add the extra mutants as I did not want to chance messing up the AI mods spawning, I also did not include mutant parts as there already included and the ones I was using had large texture files. :D
Hey Man, thank you very much for your mod.
Nevertheless my pleasure is reduced in this mod because of too many anomalies scattered everywhere. How to reduce the number or return to the number specified in Vanilla.
You would need to go into the all.spawn and remove the ones I added, You can't just use another all.spawn even if it is the AN3 working version because I also added transitions in and out of the underpass along with spawn points. If you don't care about revisiting the underpass or using it as a route between Pripyat and Jupiter then use a working Absolute Nature 3 All.spawn. I say working because there was a bug in the original AN3 all.spawn so a fixed one had to be made.
Thank you for your answer, finally it is not so bad as that! And then the beeper is good. Sorry for inconvenience ;)
Thank you for this mod. :) Pretty happy right now since i don't have problems with performance. Is there a way to add the scrap gun box feature from SGM to this or how to edit the files for the trade condition since i keep running into dead bandits and stalkers near bases and would be a waste to leave the loots since there are only a few that carry a gun that has almost perfect condition or completely.
Adding scrap boxes would not be a simple task, What I used to do was save them up and after the first Pripyat trip I'd take them there for free repairs, However I removed the ability in some versions of the Merge mod and I don't remember if this was one of them.