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That's awesome.. CoP has far superior weapon mods, can't wait to see some ports :D
Yeah, I know :)
Well, hey, if you can do some lore friendly write ups in there and perhaps change what those are (not directly referencing DS and Skyrim) that will work nicely.. I do agree that they're fantastic looking armors, which Gothic is generally lacking :D
Yeah, for years now I have lamented the fact I don't speak Russian, the STALKER and Gothic communities there are amazing, and those being my two favorite games ever I'm missing out. Maybe time to get on that :D
Bro, these are all great armors and everything (Skyrim, Dark Souls) but I thought you said that ther next version is going to come down on all the non lore friendly added stuff, not add more? x)
Following up on gabsuviu's question, does anyone know if people like S3ri0us are working on mod packs for LA or at least plan to once it is out? S.L.A.M pack was pretty awesome back for the original version of LA.
Holy **** a mod for the best game in the series! EPIC! Thanks so much for this bro, please see it through to the end! :)
Sweet, was kinda hoping you're gonna say something like that :D
Hey dez when you say new levels what do you mean? Will there be new story levels coming in some post-release patches or just some more outtake levels to play around in? I guess what I'm asking is whether it's worth waiting for that extra month to get the fully intended experience or is this post-release stuff just extra filler? :)
Basically the best horror game ever, next to Undying. It is amazing just how phenomenal everything in this game is, but mostly story, of course. 11/10.
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: