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BTW, was it also intentional to have all terrorists in Presidio just carry MK23's?
There seems to be an error in the terrorist template for Meat Packing Plant 2. The number of pawns is listed as 5 whereas it should be 4 as they are only 4 types of terrorists actually listed, thus crashing the game when trying to play terrorist hunt on Meat Packing Plant 2
To fix this, go to the subfolder "appdata" in your Lost Alpha main folder, open user.ltx with a text-editor and search for language. When you have found it, change it from "rus" to "eng", save and quit. Should do the trick.
If you want rather a challenge, start the game as usual and select "Опции" (Options), then from the tabs "Игра" (Game) and in the second list "язык" (Language) you select the first choice, "английский" (English) and after this click "применять" (Apply). This should switch your game instantly to English.
Just a glitch during install, will be fixed in the next update I believe so. Anyway to switch language go to your user.itx and change the language from 'rus' to 'eng'
Yeah I'm pretty sure that causes the soldiers at the lab to shoot you. I'm not how to solve this other then reloading a earlier save.
Just wondering, what does the NPC meshes actually do? So far, NPCs still look the exact same as vanilla, the only change I have seen are the mercs who now have a new greenish skin.
Did you go to that military outpost in the middle of the map and either did or both:
-Kill the soldiers
-Went further into their outpost
If you did, reload a save from earlier. I am not 100% sure if entering the outpost has the effect to change relations with military however. I also do know in the underground tunnels there is another exit that leads to the rear of the outpost to which the military will then shoot you on sight, so best to avoid that.
BTW, killing the guards outside of the research lab doesn't really affect anything, at least for me anyway
Go to your user.itx file and then search for 'language'. From there, change it from 'rus' to 'eng'.
Type this in cmd: socpup -unpack gameplay_dlc_prm_weapons_dlc.xdb (or whatever xdb file you're trying to extract is) -xdb
Just to be sure, I put the file (the xdb) into the directory where I put SoCPUP in so the files extracted will be in the same directory.
I can confirm this as well, I have no shaders on weapons whilst on DX11.
OK thanks, using 2343 worked as the code :)
Basically, my point is the 437 code doesn't work for me
So wait it only works before I get the PDA? Plus the 437 code doesn't open the safe as I said before.
Has anyone ever opened the safe in Duty's HQ at Rostok Factory? I tried the '437' code you get from the 3rd Duty PDA you retrieve but it still doesn't open.
Just curious, where does the name 'Trepang2" come from?
Looks very neat! Keep it up.
I think the MG42 bug happens when McGregor is about to throw the grenades to take it out. Not 100% sure cause its pretty random.
I'm glad you enjoyed the mod. The goal was to kinda be realistic and at the same time be faithful to the lore equipment. For OWR, I currently don't have any plans as I have never used it before.
That's kinda scary lol. Sick death anim though
Looks very interesting! Best of luck.
2015 to be precise
Talking about 'realistic' I don't think the Ukraine military use the AN-94 or the Groza, but I do get what you are saying as for special forces operators it seems right that they would use more higher tier weapons.
Anyway, I forgot to mention that some of the NATO weapons were replaced with the weapons as mentioned above so they should be more common, as well as the VAL and Vintorez.
Yeah that was probably not the best word or idea for it but I think NPC looting helps with this.
I may be wrong about this, but was there a plan to include KingFriday's weapon animations into the patch?
Hot, spicy sausage.. hehehe
I have this error when exiting the caves on Darkscape to go to Dark Valley:
[error]Expression : pOwner
[error]Function : CPda::feel_touch_delete
[error]File : PDA.cpp
[error]Line : 111
[error]Description : Actor lost his pda. He should always have it!
It was an issue with the immunities.itx file. I had use a higher damage mod so I guess it wasn't compatible.
Nvm fixed the crash