This member has provided no bio about themself...

Comment History
jspcrepair
jspcrepair - - 5 comments @ Call of Pripyat Complete

It would appear that the S.T.A.L.K.E.R. CoP Complete Mod may mute the HUD Sounds. How can I fix this?

The "Contact" Beep/Blip that should be heard when an NPC/PDA is in range like it does in SoC and CS is not working. When I get close to NPC's/Zombies/etc., the numbers go up but no sound is heard.

What file do I look at and what line should be adjusted so the sounds are there again?

I am not always paying attention to my HUD in the corner so I don't always see the number rise or fall so I like to hear the little Beep so I know when someone else is in range.

I have searched through the installed "system.ltx" file and all the files for the ui and HUD in the "gamedata" folder and have tried to compare them with Mod's that mute the "contact" sounds but I cannot find the difference.

Every file I look at shows:

[hud_sound]
hud_sound_vol_k = 1.0
hud_step_sound_vol_k = 0.7

and also show that contact_1.ogg and contact_8.ogg are the sounds necessary, and they are in the correct folder and everything.

Sometimes, the numbers are a bit different but no matter what changes I make, including removing the section, does nothing to make the sound come back. I have even tried replacing the sound files (contact_1 and contact_8) with known good ones from both SoC and CS (which both do work in those games), just in case it is the sound file that might be corrupt... but nothing happens...

The reason I would like this is because I like tweaking the files to create my own "Mod's" for the games... like the POS-1 Scope for the SVD... I don't like the POS-1 similar to the COD4, the Red Dot is too huge so I modified the one with the black reticle to have a tiny Red Dot over the *^* in the center.

Please help me to fix this so I can hear NPC's near me!

Good karma+1 vote
jspcrepair
jspcrepair - - 5 comments @ Call of Pripyat Reloaded

UPDATE: When I change the Resolution to 800x600 or 1280x800, the scope is the normal shape.

Thanks for the RELOADED Mod pack, and with the minor adjustment (adding the crosshairs mod), I am enjoying Call of Pripyat much more now.

I only have one issue with the game in general... I don't think it is nearly as good in graphics or UI for dialogs and traders as Shadow of Chernobyl is.

Although the textures and nature is a bit more realistic when it comes to enemies being better camouflaged against the backgrounds.

I have yet to see any of the Night Vision features so I guess I will be posting when I can get to those because I like the remake of the Night Vision for both good and bad night vision in SoC... much better filtering and clearer.

Good karma+1 vote
jspcrepair
jspcrepair - - 5 comments @ Call of Pripyat Reloaded

I am using the CoP Relaoded Mod Pack as well and also had my sniper scope way off.

I found a Mod that repairs the Sniper Scope (and crosshairs - for Widescreen resolutions) that makes it fire to the left of the Crosshairs' Center.

I used a MOD called:
"Fixed Crosshairs for Widescreen Resolutions plus Sound Mod"
from the STALKER Filefront site. (I can't post the URL at this time due to being a new member).

The sound files are not necessary... the only files I used were the "w_svd.ltx" and the "w_svu.ltx" (since the rifle I was using was the SVD "Lynx" Sniper Rifle I bought "Special Order" from the trader in the Ship.

I downloaded the whole Mod but only used the two files above... it made the scope look a little odd shaped but put it dead on target (tested it outside where you could arm your weapon, and fired at a random person on the ridge - took both out with single headshots).

Hope this helps.

Good karma+1 vote
jspcrepair
jspcrepair - - 5 comments @ No More Fences Minimod 1.0 for SHOC

I also agree that having a "Flowing" map would be nice. To be able to go from palce to place without going through "Portal-like" cuts would save a lot of guessing.

I have come back from the Red Forest to The Barricade area only to be hit right off the bat by an Army of Dogs, Flesh, Bloodsuckers, Hamsters, Military, and Monolith or Bandits, all fighting an Epic Battle! HAHAHA!

I have also come back from the Garbage to Cordon only to be smack in the middle of either 6 Bandits or 10 Military (who all seem to notice you before you can get your gun ready)... LOL.

I have had to sit with my fingers on the Quick-Medical Use, Fire, and Run buttons/keys all at the same time - all while watching the upper corner for Red Dots to appear... and I can't tell you how many times I have been killed like that.

Good karma+2 votes
jspcrepair
jspcrepair - - 5 comments @ No More Fences Minimod 1.0 for SHOC

I have to agree that, although it was a good idea and a nice try, this MOD does not work when you need to walk across a platform made of wire or gridwork.

In Rostok, there is a "Stash" located on the roof of a building near the "Construction Site" that you get to by passing a boxcar, walking onto a "Grid-work Porch", and then up a wooden and Grid-work ramp.

Because this MOD removes all fencing and wire-work, you FALL through the porch and the ramp.

You also cannot walk onto ANY scaffolds or balconies that are made of Grids because you fall through the grid-work to the ground.

Example: Balconies at the rear of the Garbage Building. When you walk out onto the balcony, you fall right through to the ground below.

Nice try though and it did work great for out in the Zone. It was nice to be able to get around without having to work through a maze of fences and you could go well beyond the "off-limits" areas in the Zone.

It needs a bit of work though for the Grid-work porches, ramps, and balconies.

Good karma+3 votes