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Apologies, meant to upvote :(
I like the other graphic improvement pictures, in this one I'm not sure about the ground texture, but no big deal /shrug
I really don't mind the vanilla weapons, the bad thing are their choppy animations, you can see they cut when transitioning from idle to run etc. I liked most of the LURK ones, and some from COP mods like shoker or STCOP mod whatever it was called :D
This was a change in the early versions to force saber duels to be more static like in the original movies ep4-6, and not so much running around as there is in the vanilla game. As it stands now, running = no regeneration, walking or standing still = vanilla regeneration, and crouching/meditating = very fast regeneration. I'm talking from a single player point of view: this works great in saber duels, but not so well when dealing with large armies of gunners like you do in single player, where the faster you are, the better. You run out of force juice fast and you need it if you want to keep deflecting blasts back at the attackers. IMO the regeneration could use some tweaks, but no idea how one would achieve a good balance. Crouching feels like an abuse to get your points to max in 3 seconds. A couple things seem odd to me: a)if you hold block and move around, you will loose force points even though you are alone, not being attacked and successfully blocking something. b)by default, not using block you will automatically deflect blasts in random directions without an animation, or you can instead hold block and burn your force points fast to deflect em right back at the attacker; what is odd is, blocking burns your force rapidly, and if you keep holding block, you reach 0 and then the blasts will go through hitting you, whereas not blocking will always deflect them, just that not exactly back at the attacker. So in most cases, blocking blasts can be a waste of your force points and kill you if you aren't careful, whereas not blocking will always deflect but not hit your attacker. Odd, but then again, I have no brilliant idea on how you could balance things.
Lol I wanted to try that last night, but I thought that path was blocked too. I thought those steam clouds were blocking the way, just like the way to the swamps. Ty, I'll go see where that leads me. On my map, when I hover over that transition I get a stash text instead of saying where it leads me, something like "invisible box - hid the loot in the invisible box" haha
Ok so I got these 2 weapons then, however it doesn't say anything about detectors. And I'm not sure if I can go anywhere past Lake Yantar because the paths are blocked by those psi fields
Btw that scientist in Yantar who asked about his brother. I told him he's dead in X18 and he walks out the camp to be alone and dies in an anomaly, that's supposed to happen, is it ok
">m supposed to retrieve '2 psi weapons' and I have no clue as to where these are.
afaik its anomal gun(x-18) and 'art'(agroprom/medpribor, clear sky)"
I got the gravitational shotgun and the artifact weapon that works like the half life 2 gravity gun. So if the 'anomal gun(x-18)' is one of these I have, what is this 'art'(agroprom/medpribor, clear sky)'?
When I got the quest it said something about x18 so I guess I have that gun, and something about hills and Freedom? Anyway I don't know which map medpribor is, but if it's in agroprom, didn't find it; only saw a vintorez on the second level of the building in the center.
Looks great, original Thief style.
What does vector alienation do?
Mod is awesome, was playing 2.5 with the machine translation but got stuck, and the translation is way too bad to know what I'm supposed to do. Was all fine up til Yantar where I get crashes when I die and reload or when going to back to another map. I'm supposed to retrieve '2 psi weapons' and I have no clue as to where these are. Yantar is full of those psi zones I can't go into, got 2 x 40% psi protection artifacts but it's not enough to keep you alive; I know there's at least a document in that base in the middle of the map, seen it with demo_record, I guess that's one of the seven documents I need to finish the game, but anyway further maps are closed, I probably need psi protection to progress
Happy New Year!
I've only played around with the mod for a few days now, so I'm just sharing my experience and bugs I come across. Loosing your force powers seems to happen almost always or maybe randomly when you progress to the next mission. You can get them back, or rather, all force powers to level 3, not the level 1 or 2 you had, when you click on the JediMaster option in the new NPC spawner/mission select menu, which you go to by pressing escape
yes some1 said it earlier; in the console (~button) type r_customwidth 1920, then r_customheight 1080, then r_mode -1, then vid_restart iirc
JO is there but can't get past kejim base. The droid you have to control to progress further was replaced by a shielded mecha trooper and when you press the controls you control the trooper but you are stuck in there anyway :D . Also got stuck due to bugs quite a few times in JA but atleast I can give myself all force power if I loose them, which you do if you press next mission after dying (and I had to do that because missions were uncompletable).
I don't fancy the punching and kicking update either, at least my preference would be that this is left out in the new vanilla single player + saber systems. You can't block laser blasts forever now, and that should be enough; since you don't regenerate force while running you can't really rush into a big army anymore. Also weird, while idle(not pressing block) ull kinda always deflect blasts just that they won't go back into enemies as effective as when u do block, but if u try and block with low force you will die(and you wont if u dont block, auto weaker reflect)
Im just curious about how the new styles will come into play? or be removed? for the vanilla campaign
They are in the single player too but these custom missions are just buggy, so not really playable if u want to finish the singleplayer. Above, the mode creator says he will give us the vanilla campaign with the saber changes in future patches
Mostly replaces enemies with the mod's new ones, including tough enemies from late vanilla game you will see in the first maps, saw Galak Fyar in JA mos eisley mission shouting at me by the name Kyle Katarn :D. For JA it also railroads and modifies what you encounter in the missions, no more selecting a mission. But worst thing is they are buggy to the point of becoming stuck, anyway I detailed above my experience so far if you are willing to read.
Ill reply to myself if I remember more, but also found out spamming the light(fast) style crouch lunge is a cheap way to always win saber fights, better than spamming kick :D
I fooled around quite a bit dueling bots in single player, and tried out JO and JA as they are now, and here's my bug report: 1.The modified single player JO and JA are very buggy, in JO got stuck in kejim base(after kejim post) because the droid you are supposed to control was replaced with a heavy trooper, not to mention loosing all powers in this second map. In JA I had to restart each mission several times until the cutscenes unbugged themselves, like Luke missing from the game/cutscene = can't complete jedi training mission. And ROSH always turned on me in certain points for no reason, 100% always when jumping for the second tree bridge so I changed myself to darkside and back but he still fires at you regardless, jus tthat u won't fail the mission "you turned on your friends" thing. Had to restart the tram mission 3 times until the intro became unstuck. Stopped in Mos Eisley after realizing the alien mercs opening the door script didn't work = got stuck. Ofc you all already know of the invisible laser beams and grenades and the like. The shield of the Droideka is opaque. Ninja stormtroopers kick your *** in melee, OP.
2. During the dueling bots part noticed more consistency compared to EOC3, but personally still think the melee grabbing thing is silly, and enemies like to spam it, as well as the faster running when holstered or injured animations (might make sense but it looks silly :) ). Noticed different bots are susceptible to different styles, which is nice, but are Tavion and Alora intended to outright fail versus your strong style? Just wondering, but they are amazing with their fast style.
Well wish u could play vanilla JO campaign with EOC as well :P. Found JO to have a better story, and Kyle is a beast
As far as I've been told when I played EOC3, no, sadly. Wish you could play the vanilla campaign aswell
Ok, so what was freezing my PC, was mouse2 on downloaded archive and using 'extract here' option from winrar. So I entered the archive and used winace's 'extract to' and had no problems, still odd /shrug.
Is there an AF2 for it? I searched for stcop weapon pack 2.7 on youtube and found it with sgm 1.7 af2. Anyway I guess I do want it without any AF cause it's probably memory intensive on it's own, I remember getting sgm before which had af2 and had problems( must be af2 + sgm changes, because I played a mod with af2 before and didn't have memory problems at all ). I recognize the stcop weapon pack, saw those in other mods before, really good one in my book.
What about 'New Artifacts and Weapons addon'? any link to it where I could see some pics, please?
Not as awesome as JK2 and this mod
Well that is it, it blocks/freezes mostly everything, hence the need to press the restart button, task manager displays it as 'not responding' and trying to force close it will not work . Ill start the extraction when ill go out later tonight, and see if its finished when I get back
I sort of remember having problems installing EOC3, but managed in the end, don't remember if it was the same problem or not, but when I extract the 2 installers for EOC4 it just freezes my PC at 2% and I have to restart /shrug. How much do they occupy?
Cool, I played a few other mods that extend COP by adding the great swamps and 1-2 more maps, and it's a nice addition. I like the swamps; COP is kinda short.
I am playing it on my old PC with 2gb ram, never had a memory issue, not an intensive memory mod
Anyway, voted for MOTY :>
You have mine as well. I simply cannot forget my first play-through of COP using Redux 1.05 . I grew bored very fast of how weak weapons are in vanilla stalker games, and Complete mod for COP was surprisingly buggy, despite the SHOC and CS versions being bug free when I played them. Redux made the game more challenging, making each weapon extremely deadly and also making mutants faster and harder hitting. And with the few new items on top for a bit of flavor I had a blast finishing the game with your mod. And now, you went further to develop it more, add your own new mechanics to the core game and expand the game world. Enough to make anyone want to return to COP again.