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any chance of having an new unpacker? since the old one is now outdated I liked the ability to mess around with actor.ltx and system.ltx for carry weight mostly
Liking the shemagh, looks awesome. Can't wait for the full version and seeing other stalkers in new armor
He looks like an undead from Dark Souls heh.
Good stuff, can't wait for the full version to come out. Zone knows we need some variety.
Agreed, it's getting boring to look at Sunrise armor all the time on the Loners, even the recolored models is getting drab.
I just went through all 1600 lines in st_items_weapons and rewrote and fixed all the typos and awkward sentencing. If anyone is interested, I can upload the xml to google drive for those who care enough to read some of the weapon descriptions in game.
the file you're looking for will be under gamedata\configs\text\eng\
It will be be named st_items_weapons, it's an XML file so you can just open it with Notepad++
Which reminds me I should go through this myself to fix some typos that I saw ingame.
I've a question regarding radio mod compatibility, does this patch work for a specific kind of radio mod, or is it just any kind of radio mod you download and install?
I'm currently using the factions + oldschool playlists mod
Hey just a quick question, I've just completed an assassination mission from Duty and the Colonel just gave me a stash location and it's no where to be seen on the PDA map.
Can anyone confirm that stash locations given by NPCs after a completed missions are sometimes underground? if so it'll be a pain in the *** to search for them and if not, I'll just chalk it up as a bug with Ao3 being installed with base game.
so now that gunsmith kits are only for repairs, where the heck do you find actual toolkit for technicians?
Alright, I didn't think items could be read like the digger's diary at the time. Thanks for the help.
I'm trying to figure out this bubble anomaly for the digger's assistant, and no matter what I do, I just end up in the same spot. I think I've found 7 "portals" all of which are no good. am I missing something?
Oh and I'd like to mention that there's a bug where with the defector in Agropom where you can complete the first part of the mission where you give leather jacket to him even though you don't have one. This ends the quest and I can no longer advance it even though I have the path report from the base as well.
I am very interested in installing this mod but, I've only gotten it to show up on the mod list on Witcher 2 launcher but unable to launch the game with it. I've followed the instruction and even tried installing with NMM. But all I'm getting is this error
'Unable to load cooked 'globals\controls.csv'. Make sure resource was gathered and check log for details.'
am I missing something here? I've never installed a mod for this game so any help would be appreciated.
Edit: I've tried validating my game from steam and it appears that 3 files were missing. I will try launching with mod once the files are reinstalled.
I managed to play the first American missions, up to St.Lamoire or something like that then campaign cuts to British again to Caen, which it supposed to in vanilla and played through all of that as well. The problem rises after the Caen bit where the mission starts over again to 'Prisoners of War' to 'Crossroads' in Caen chapter.
Is it supposed to do that or am I to type map duhoc_assault in console to advance again
Just asking, do stalkers drop Gun smith kit? I'm not sure if they drop them like they do in Vanilla CoC and I haven't seen a trader sell one so I'm getting a little worried
You're not gonna be seeing giblets if that's what you're expecting. It's probably increased blood textures and particles
"This Mod is Just For Shoc with V.1.0006 Patch Version...!!!"
It says this on the top of the articles section of this mod's page.
I can barely make out the difference tbh.
I'll try that, though I'll have to restart again :C
Yeah, I'm having the issue with the latest patch. I've read patch v.1.2.1 they've done this
"improved condition check for first finished dynamic task to ensure it only returns tasks that are not already finished. This could occur if player finished a task and the task did not change it's stage after completion, then the "job is done" text would be always available even for already finished job"
which I assume that it affects the mechanic's missions. I'm going to reinstall and repatch again see if that works.
Anyone else having the mechanic task bug? I can't seem to hand Screw the adv. gunsmith kit and I read that this can also happen to other mechanics. Is there a way to forcibly end the task in the console and try to start again?
The new patch doesn't seem to fix the issue here, and I've restarted my game to see if the old save was the case.
Got a bug with Screw at Military Warehouse, I have both Advanced Gunsmith Kit and the basic one, I've already given the basic one to Screw but it seems that the quest line is bugged and I'm getting the "The job is done" for having the appropriate set but cannot seem to give him the advanced gunsmith kit. Is there a way to clear the quest line and try again?
Is there a way to increase carry weight in this?
Is it possible to use the FOV changer mod with this?
Dunno if anyone noticed, but I liked the fireflies added in the video. It's a small thing I know but it's a nice touch.
oh yes, Obrez.
So which download is the most recent version? I'm very much interested in playing this mod but I don't want to waste time with the wrong version.
This version of AO is the lite version, as in only weapons and trader changes and variation mod addon is only for the looks of other STALKERS. So don't expect any AI or spawn changes in this version, they are however planning a Pripyat Reborn compatibility patch and dropping MSO as they said it was too unstable
I think the problem was on my end, probably something with ENB disabled folder and _appdata_ it was quite late when I got around the problem so I can't really tell you the exact way I've solved the crash issue, but the mod is working