This member has provided no bio about themself...
Holy **** AWESOME :D Thanks, guys! For all your hard work!!
Heh, who knows? Strange are the Zone's ways, eh? Main thing is things are working as intended now :D
I don't know man.. I started as Military.. in Cordon.. and still managed to do it, despite basically everyone there wanting to kill me. I never experienced Bandits one-shotting me from 500m away with a pistol or any such funky stuff and I always play on Master, so don't really know what to tell you.
Here's a pro tip.. you want to.. especially at the start.. play like it is you out there and not a character. What do I mean? You want to play SMART. If you can get yourself a silencer and attack stalkers at night, you will pretty much never get caught, alarms won't go off and you'll be able to really easily pick apart even veteran squads.. heck, I cleared the entire Bar as a Merc in my starting gear with not much difficulty using a mix of this approach and high ground. Later on, you'll get better gear but still you can never get too cocky.. and remember, always make sure if not using a silencer (which you should be) to try and kill guys as quickly as possible, otherwise the last guy around will always call in more reinforcements.
Yeah, it is a bit goofy, though my line of thinking was more stuff that scientists could help you with.. no mutant, no matter how dumb, would be fooled by you dressing up like them, but animal-type ones could concievably be put off your trail through some pheromone usage or something similar, which would make you 'smell' like one of their own or whatever. Likewise, perhaps something similar to make the zombies think you are one of them too. Still, these things are more in the domain of a quest you do for the scientists and them helping you with advanced stuff like that which you could never do yourself. I suppose if you made it that, say, pheromones could be extracted from mutant parts, it would stand to reason there was more lore on this and other stalkers used it too.. so I guess, at the end of the day, perhaps scratch that after all. We already have mutant parts on the belt, though that could be somewhat expanded to give more varied bonuses and changed so it's not skins but rather different parts, such as, say, using fragments of a pseudogiant's skull as an armor plate.
Be awesome if we could combine stuff like lighters/matches with a cloth and vodka to make molotovs. I guess it is beyond the scope of what's possible but improvised bayonets with some tape, a knife and a weapon would be completely phenomenal, too, though I guess you need a whole bunch of stuff there, from new models to a way to make a weapon both melee and ranged.
More doable suggestions: improvised melee weapons, perhaps utilizing some mutant parts (again would be better with new models but eh, we can use our imagination), some sort of a recipe involving mutant parts to fool mutants into believing you are one of their own (pheromones baby), though ofc it only works on one type at a time. Similarily, in a grim twist, use mutant or even human parts as a lure for mutants.
Um, by clicking in the name box and writing your own name?
Holy ****, this is incredible! This is essential stuff for CoM, can't wait for the updates!
Hah, good to see a modder with common sense, if players already lack it often! :D I mean, SoC has a special place in all of our hearts and it produced absolutely phenomenal mods, but the engine is horribly unoptimized, there are so many nice graphical features missing.. hell, even the Lost Alpha team pretty much remade it almost completely and it still cannot look as good as what a modded CoP looks like OR run as well/stable OR have saving/quickloading happen as quickly. Not to even mention the potential for bigger maps, more alife etc without issues.. all in all, SoC was an amazing game and gave us many many great mods, but really, people need to move onto the CoP engine, and I'm glad they are, for the most part :D
So guys, will the new version ever migrate to Skyrim SE? By the time it's out I'm pretty sure that SKSE will be out for the Special Edition too, and, really, if it's not a completely daunting amount of work for you guys it would be a lot better to migrate - better performance, stability AND graphics.. the only downside, of course, is time invested.
Holy crap, awesome! What about the first part though? And will the mod be compatible with the SE?
Ah, cool, thanks! Really stoked for both, then, but aside from that guy nobody is really working on expanding the original CoP storyline anymore? I always thought it ended kind of 'meh', that was my biggest gripe with CoP. Still, two more completely new mods is amazing news.. so glad that modders finally started embracing the way-superior-in-every-regard engine of CoP over the really aging and badly optimized one in SoC.
So guys, forgive my confusion but I remember SGM back in the day as a storyline/quest expanding mod for CoP, much in the same way as Solyanka was for SoC. Now this seems to be a completely new mod with a new protagonist new story new locations etc. Question is, are there still two mods, is In Spite Of Death separate from SGM 3.0 or am I just getting confused? Are we getting only this new mod or is there also in works a mod that will be the definitive version of the old SGM mod and star Degtaryev? Thanks :D
No worries, might be useful to someone :)
It's not really incompatible, though, you just miss out on having the rookies of each faction getting the starting gear from HD Pack, if you install OA. They work fine :) But it's cool, I installed it on top and it works, so no worries!
Ah, nevermind, this was way easier than I thought! The right file you want to change is actually faction_portraits.ltx and this one is found in the configs/plugins folder. You just need to copy whichever portrait you like to another section (for example mercsun_old to ecologists) and voila, everything works :D
Yup, I looked there too, but this is what I gathered from it and it didn't work.. not sure if I'm doing it right, hopefully someone else has done this before :)
How would I add a portrait from one faction to another one? I really like that old mercsun portrait and it could fit perfectly for a mercenary working for the Ecologists.. how would I do that? There are also some cool loner portraits and so on.. so yeah, anyone have a hint? I tried just copy-pasting the portrait name into the column I want within ui_actor_portrets.xml (i.e. <texture id="ui_inGame2_mercsun_old" x="861" y="870" width="123" height="87"/> into the Ecologs portrait section) but that didn't work at all.
So wait, can we now use this version of CoM AO with the latest english merge of 1.0d CoM, if we use that outfit addon? Or should we still play on 1.0c if we are gonna do that?
Hey man, are you gonna add this mod? Seems pretty essential to me:
This stuff is very easy to edit in m_stalker.ltx - just look for luminosity_factor to adjust how well the AI can see in low-light conditions (I actually play with a value close to 1 because that's how you see them without nightvision - it's complete ******** how they can see you a mile away while crouched in complete darkness). Look for transparency_threshold for how well they can see through bushes and other obstacles. Again, same logic, but be careful not to set it too high as AI will lose track of you too easily, especially if you go over 1 (don't).
So what's in fix 2? I'm guessing it's necessary since you put up a whole new file but I already have everything running with the initial repack you linked, which was for fix1? :)
Hey man, this is cool. Is there any chance you could also incorporate features from this mod here: Yadi.sk (adds rank-based loot, so higher ranked enemies will have better loot and weapons in better condition) and Griff's mod here: Yadi.sk (several convenience features, such as traders buying slightly more damaged weapons, and most importantly, weapon parts for repair, so you can get your guns fixed by breaking down other guns)? bionic pointed me towards those, and they're really great, but not sure if they can easily be incorporated with all the other tweaks + they would be even better translated :D
Hey Jack, this is awesome.. I'm just wondering.. I use Graff's russian addon that allows for dismantling weapons for spare parts so you can repair your own. I already had a problem with the ui inventory icons so I had to replace that file with the STCoM file.. just wondering, with your outfit addon, will there be any potential problems? I really don't think that addon changes anything but the function of the crowbar and adding new items (weapon parts) but yeah, you did say anything that expands the inventory?
Wow, the first DocX mission to steal documents from the Bar.. should have known it's not such a great idea. I managed to sneak all the way to the duty base at the bar.. gotta love how silencers don't trigger reinforcements, that pb9 pistol is godly. Finally I realized I was going to have to do this head on, so I sneaked up to the top of the church thingy, sniped a few guys..an all-out fight ensued and I managed to have some amazing firefights using the advantage of a higher position and the cover of the rooftops. All in all fantastic, except for the fact Barman comes rushing in and gets a bullet between the eyes, which enrages the local (already unfriendly) Loner population, so now I'm dealing with two enemies constantly flooding in backup,and the Bar area is quickly turning into a slaughterhouse. I managed to get some distractions going with IED's I found on some Duty guys and somehow rushed in and got the docs and made it out, but I'm pretty sure a return trip there now is not an option. Ah, well.
Hm, that sounds reasonable Unicorn.. I think the spareparts/other addons didn't account for all the custom weapons added by STCoM, though really NONE of the weapon/ammo models work without that file, even the originals. BTW did anyone try DoctorX Faction Relations mod with this? I'd like to try to see how playing merc works out when everyone is initially neutral to you (except for Duty) but you have to kill people on their territory :D
Alrighty, I might just have to do this from the beginning, with that mod manager..it seems that adding a few choice mods from that addon pack as well as adding the rank-based-loot mod works BUT I seem to have lost all of my icons for weapons and ammo, they are all bugged/nearly invisible now. I really dig the merc start, you get a silenced pistol with which I was able to ambush a squad of duty, take out my target and get some pretty useful gear, like a working portable cooker. Much better start than with the military, now I just need to work out what is causing the icon graphics to be bugged :/
Fair enough :) Alrighty, then, will dig into these files see what I can work out, but certainly the whole spare parts thing redefines the loot game for me and actually makes it so you don't have to actively avoid confrontations because you're better off financially x)
Ok, wow, wasn't aware of that. So now, some more questions (sorry I'm a pain!) - Graffman's addon and the one you mentioned (with rank-based weapon condition - I really like this, seems like a good balance of realism and balance) can both be installed on this merge together with no problem? What about translations etc.? If I install them will everything revert to Russian? Finally, thanks for the heads up.. good old Sid.. I actually thought nobody buys junk. Well, serves me right, Military is, all things considered, probably the hardest faction in the game, Monolith has much bigger numbers at least, and Mercs are friendly to some factions. But yeah, none of them have people that will buy crap so I was under the impression that NOBODY does. Anyways, thanks a lot for your help, just please let me know how to go about installing these add-ons without screwing my game up :)
Ah, thank you. I know EXACTLY what you are saying, the very nature of STALKER makes it unbalanced.. you are, lore-wise, not meant to go around killing 80.000 guys on your play-through (hell, if every one of them was a bandit or monolith people would STILL steer far from you, right?) buut you end up doing it anyway because it's a first person shooter with not all that much else to do, especially in CoC/CoM. This means you end up with an endless loop of constantly muling new and new gear back to base to sell, which no sane trader would want after a while, AND it breaks the economy, making you super-rich. Still, the way this is done now really promotes finding those special stashes you talked about as just about the only valid strategy, since you cannot otherwise get ahead in the game at all, almost. I really wish they did finish that fantastic idea about dismantling weapons, that is literally the thing to save the entire loot system - find a similar weapon, take a few parts, and suddenly you don't care to even take the weapon anymore.. which is good, because traders won't care, either, because now they would buy almost anything but give you pretty much nothing for weapons, since they have too many already.
Weapons in the zone SHOULD be plentiful and cheap, and with the option to dismantle them we would not be worried about their condition in the first place because they would sell for crap money anyway. Perhaps even without this, if we could individually set prices so that traders pay REALLY miserable money for guns, it would not matter if they were damaged or not, you'd still be hard pressed to want a weapon purely for selling but it would encourage stashing several types so that you don't have to keep repairing your own weapon (which btw degrades at a completely unrealistic pace, but I know this is another gameplay rather than realism feature).
Anyway, thanks for your help man, I'll definitely check it out, I really enjoy this mod immensely, I'm sure with a few tweaks I'll get myself a perfect balance.