Is this version of STCOP compatible with the recent patch 1.4.21 ?
Is this version of STCOP compatible with the recent patch 1.4.21 ?
I'm what some people would call a "gun nut". Im prior military, own several firearms, and enjoy watching just about every firearm related video on youtube or full30.
So when technical inaccuracies exist, I REALLY notice. For example, on one weapon mod I've been using, it has the M4A1:
- has having burst AND full auto. Incorrect.
- unusable M203 sights
- a co-witnessed ACOG. (Who the hell co-witness a 3 or 4 power prism optic?)
- Charges the weapon with every reload instead of using the bolt release.
My question is, is this mod more technically accurate? Or will I find similar discrepancies in this mod as well?
Thanks you sir, your a scholar and a gentleman.
I see comments referring to a patch 1.2.4? Is there a readme or announcement anywhere? Maybe I'm blind, but I haven't seen any.
I think that peace agreement was specific to Call of Pripyat. You have to remember, CoC can be considered completely different. Timeline wise, it looks like it occurs around, or just after the events of Clear Sky, but before Call of Pripyat.
So any peace agreenment at yanov station, probably didn't happen yet.
Toolkit quests are still FUBAR'ed.
Recent game started as a loner. Did first loner technician toolkit quest no problem. Then did first clear sky technician quest no problem. Decided to go back to cordon, found an advanced toolkit off a bandit enroute to loner technician, 2nd toolkit quest now will not resolve. Behavior is exactly the same as prepatch.
Quick solution is to just give yourself both toolkits at the very start of a game, do both quests at once and be done with it.
So far so good in DX11. I like it. I had to turn off the HUD masking due to alignment issues, and dynamic DOF because it was just too much. Aside from that, I don't think I could ask for a better visual improvement thus far.
Technically speaking, CoC is independent of steam. Actually, if you installed it over your COP steam install, I'd recommend you reinstall. All COC checks your steam COP install for, is to see that you've have bought the game. Ideally, you should install COC in it's own directory; because it's an entirely different game. Which is why the steam-overlay won't work.
Same question here. I have no idea. CS NPC's are weariing an assortment of faction armor, so they obviously exist.
Does anyone know how I get clear sky version of a sunrise suit having started a clear sky character? The CS trader doesn't appear to sell any.
I'm not sure if this mod should be called a mod at all, but an entirely new game. Great job to the creators. I've been waiting for a version of stalker like this for some time.
I do have a question though, While destroying boxes, i get an "stash found" message, but most of the time, there is nothing there. It leaves me the impression that the chances of loot are set very low by default since CoC is labled as a modders framework. So which files and variables within those files do i edit to up my chances? I don't expect loot falling out of the sky, but when i get a "stash found" message, id like at least a little something. Thank you!
An EBR variant? Their heavy as hell in real life, but I could live with it in a virtual one! Viva la M14!
Did you read the FAQ? If you want to mix AO with SGM, you are on your own. You'll have to learn how to merge it yourself.
There's a version of SGM2.2 that has a weapons mod in it, as opposed to the vanilla firearms. Search for SGM 2.2 Lost soul.
A battle rifle and semi-auto sniper rifle? Any chances of ever seeing an M14/M1A in AO?
History.com
With a basset machine picitanny mount, you can put just about any scope or red dot you could want, and have it on a quick detach.
Bassettmachine.com
Largest magazine size I'm aware of, is 25 rounds of 7.62 goodness. Standard being 20.
44mag.com
There are upgrades you can do, say, a rounded national match recoil spring guide rod as opposed to the standard flat, GI recoil spring guide rod (makes it so the spring doesn't snake around and improves consistancy of the action.
Just a sayin'(cause I totally don't own one. =P )
Edit: Yes I know there are comparable rifles in AO3 already, they just don't have the same pinash.
I couldn't stand the vanilla HUD, so I cobbled one together for AO3 for my own personal use.
Screenshot here:
Ducimus.net
Download here:
Ducimus.net
Nothing therein is original work excepting a few tweaks here or there; I take no credit for anything. The general idea was to make the game a bit more realistic by reducing tactical situational awareness while maintaining ingame functionality. You don't get to instantly know whats around you, or how many rounds you have left in your magazine, but you get to know what equipment you have on your person. If it were possible, id change the inventory ammo count to reflect how many mag's you have left as opposed to exact round count.
Because this is not original work, I will be removing this file from my server in the next day or so. I just couldn't resist sharing.
Side note:
search for " Jonesoft generic mod enabler."
Very handy tool to install or uninstall small mods on the fly without having to redo your game installation.
Thanks for uploading the 2.1, though like Getting, i find myself wondering if i should play 2.1 instead of 2.2. Can you elaborate more on the differences between the two?
What kind of changes can we expect in 2.4? Will they be major or minor changes, and should I be putting off any new play through until release?
Ducimus
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