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Indeed, idk if you are talking about the lost world mods for soc but there this map had alife, had transitions to a few other maps and had that cut-out cordon night music which to my surprise fit so well, gave me shivers as I was slowly exploring the pass, loved it. And yeah would be awesome if it lead to a lab too.
Thank you FF and TKGP for an awesome mod, love the mag system the most and I see now it got improvements <3. I only played 1.06 something some time ago, had problems with 1.07 coz of memory issues ;) but will definitely return to this great mod some day
Hmm, come to thinking of it since when did ppl start globally using f5 for quicksave and f9 for quickload?
I've only seen the first 2-3 hours of the game and wasn't happy. Some reviews also say the first half (@10hours) is kind of boring and limited. I come to think the city HUB and sidequests might be more close to true thief then some main missions. Totalbiscuit said there are both very linear and non linear missions.
Upgraded Walther? which one is that idk if I found it before, in vanilla or other mods, can't remember
Haha, glad I didn't find this weapon :P
I know what you mean, saw it too, but its too dark to see it in this picture
Yeah the gun kinda looks like a plastic one.. and if u look at the base of the scope its like it melted. All in all is okay but its not top quality
I also found the bed missing
Its because of the increased FoV
Even in 2.0 it wasn't very harsh, I really don't know if they can do anything to make it harsh (without setting ridiculous prices for everything) since you get alot of junk/misc items from stashes which you sell, point is, you make more money than you actually need. If you fully explore Zaton you should end up with 200k by the time you get to Jupiter. If you find a broken weapon just pay ~10k for repair kits and oils and fix it yourself instead of paying 50-100k at the repair man.
Awesome! had a feeling some1 will eventually do a rebalance mod for Misery. Gonna try it now. Did you also increase weapon damage? That is one of the first things I change in mods because they usually stick with vanilla values, although in Misery 2 enemies die pretty quick, I still am for real deadly weapons ever since I played the Redux mod
You serious? I saw the drinking anim etc.... but..maybe not in the way im thinking of
You are right, but when Stalker will have anims for changing the firing type, the Zone will be habitable again. The following would be amazing: when holstering the gun it does an anim switching it to safety then lowering the gun, vice versa for taking your weapon out and changing between 1 round, 2 round etc, full auto
Will we see these in New Vegas someday? I will replay it in the future because I missed out on some great mods lol, checked the internet too late and I'm right at the end of the game, and only completed 1 DLC
Gourmand. I've seen an old build vodka drinking animation, and the gunslinger mod one. Pretty cool
Ahahah 20:20 I remember standing on that pole too in LWR, out of reach of boards, but by a collision bug they could push you and fall down. The beginning is rough, there are many packs of mutants which are hard(but better) to avoid.
Clear Skies? could you please give a link to it?
Too bad the lightrays don't show in screenshots like ingame
That giant is a pro climber
I had the same problem when I tried it, and even after I toned down to the minimum, nineties resolution, it still ran as slow as on max, which defies logic. Maybe has something to do with nvidia. Anyway still played a bit, but the damage done by me and the damage done by enemies was too unfair and didn't bother playing further.
The top magazine in my country also had a highly positive review, with only one or two minor 'complaints', that the water isn't at the standards of it's time and that there isn't much water in a zone where it rains/storms often
CoP map doesn't seem big enough to fit in more mutant lairs etc. Sounds like lairs and stalker camps/bases will be too close to one another, will they? But it would be a nice surprise to explore a vanilla empty building complex and bump in some nasty mutants. Hmm, could you guys silence/replace the mutant roars when they see an enemy and idle sounds so maybe they can get us by surprise? Have the bloodsucker in mind, which isn't very stealthy, his sounds give him away easily :P
Wow I always wanted from a mod to make early-mid game enemies and traders have basic, cheap weapons, so i get the good stuff much later on. Most mods port in weapons and have them randomly spawned with any npc
WOW next thing you'll know, we'll get body awareness :P
It's beautiful. Had screenshots of it from RMA but lost em :(
Smooth shadows, the picture almost looks real
You are right about the cracks, but i did enjoy them when i got a grenade to the face by surprise
It's usually dark like that, had pretty grim days ingame myself
Seems like standard for all Stalker weapons, but it doesn't bother me at all
That goofy sprint anim :)
Oh is that 1865/1935 Garbage?
this weapon in NV? i want it!
hello there, i was checking the misery patch 2 bug report and read your post; i'm not playing misery anymore, at the moment im playing some more ShoC; waiting for another patch on misery but i am planning to make another full bug report on patch 2
You said: "The zombies seem to be able to shoot you without any way they've seen you, and with ridiculously uncanny accuracy. I.e., you poke out from behind a crate, in a dark room, a zombie outside spins 180 and shoots you in the head, one shot and you die. Light level, sound level, and exposure should count more than distance and whether you're holding ctrl. Besides, zombies? They should barely be able to aim, much less go BOOM HEADSHOT after spinning."
I don't think that is a bug, that is because almost all mods use default game config files for creatures; What i mean is, for example if you look in m_stalker.ltx or other mutant .ltx file you will see a huge eye_fov and eye_range values for stalker/mutants, this means they have superhuman detection abilities, thats why you cannot sneak up on them, they have eyes at their backs because of the high eye_fov value
They can also see you in the dark because they have a low luminocity factor, default game is 0.5 value that means they see you even if its pitch black outside; what i do with every mod is look in config/creatures and modify the ltx files there, i lower eye_fov and eye_range values opening the ltx file with notepad, and if you want to be able to sneak in the dark you should put the luminocity_factor between 1.0-1.5, i think from 1.5 and above you become invisible for enemies to see in the dark and u can just creep up on them and stab with the knife; at 1.5 and above they cannot detect you so if you kill some of their friends the rest will just come near and point the gun in the direction of the last enemy sound they heard, i know, that is wierd behaviour on their part. Maybe you already knew this, im just trying to help.
about the scope on the SKS: the new weapons have upgrades based on vanilla weapons, but the creator wanted this: he wrote in the description of an item the attachments, so if it says the weapon can use a scope or silencer than it does, doesnt matter what upgrades the weapon has..so we need a patch that comes with new upgrades for the new items because, for example it isnt normal for the Obrez to have the vanilla sniper rifle upgrades like 6x magnification
example of bug: GSh has silencer in the description but you have to do the upgrade only then it works; in misery, the creator didn't put a scope for the SKS but the SKS is based on the vanilla sniper rifle retextured and reanimated to look like SKS so by default the game considers it to be a vanilla sniper and it shows a scope upgrade when in fact it doesnt have one, thats why i would like N.Aaroe to create some new upgrades for the new items.. he kind of rushed the mod abit
i searched by the volkov aa complex behind the buildings, went from kopachi to the place Strider hangs out and i searched by the trees and bushes
you say the npcs can loot the hidden weapons...damn then maybe i am searching for nothing; couldn't find it
i haven't found the sniper rifle yet, i think i searched by all the trees to the north of the sawmill and i only found a stash with 10 sniper rounds
i'm curious as to where it may lie
nice tutorial, great combination of graphical mods.. i installed amk 1.4 + SW0 2.2.1, absolute nature & structures mods ( i didnt install complete 2009 and shaders max textures because i'm sure if i did i had to play at a lower res than 1600x900 ).
i didnt istall your mod, coz the game stops working if i install en 2.0.94 final so i am playing with 2.0.92 en.
i installed "lurk animations for amk mod" but some weapons like lr300, groza and abakan still use vanilla hand textures and reload animations.
i did experience some crashes because various lines were missing from some ltx files, some say this happens because im not playing at the res i installed amk(1440x900) ; i had to modify the ltx files so i dont get crash for example at the bar got crash coz some file was named L-85-AMK-W and the game was looking for L-85-AMK file to load so it crashed when it didnt find this file; i renamed and problem solved... the other crashes occured because certain lines were missing from weapons.ltx file
hi, i enjoyed your lurk 1.1 playthrough, good job!
played it myself was pretty cool all-in-all except.. the crazy enemy accuracy, insane armor durability loss( 2-3 shots taken from 9x39mm bullets and it went down), the brownish impossible to see terrain at later hours ingame, i almost couldnt see where im going
the stupid AI awareness; lame, the enemies always knew where you were, didnt matter if you were crouching to be silent, it was a glitch they always knew you were there and came searching so no use in sneaking
all my hope goes to 1.2 installment, that it will fix all that crap
I can confirm dissappearing bed in the Bar. About Warthog3's point 5, yeah, thats coz of Fov, thats why i wish I could play in 55 fov. I agree with you Warthog3, I mean I noticed these things myself, I also don't like m16 or f2000 sprint anims, I wonder if they would fit with the AK's sprint anims
Wow, I started playing Nehrim some time ago, still playing ... is it recommended to play Arktwend first?
It's the file where all suits are, gamedata>config>misc>outfit.ltx
Oh yeah forgot to say... with the stupid vanilla timescale days fly by and u don't get to enjoy good or bad weather for long
Ill do that for you if u agree
You may want to increase Exoskeleton bulletproof from 60% to 70% or 65% as skat9 also has 60% in the description, but wearing it gives 55% ingame (and i corrected protection values according to description in string_table_outfit, which is 60% for skat9)
Ill say it again in case there was a misunderstanding. Scientific seva has a new, improved white(or was it blue?) nightvision, SSp99 uses a new, improved green nightvision, but the SSp99M uses the vanilla green nightvision, which is worse than the new green nightvision the other suits have. The modded nightvisions are way better, clearer(you can see better) than vanilla ones. Did you overlook this or that's how you wanted it :) ?
Edit: 'effector_nightvision_good' is actually the vanilla first gen nightvision, and 'effector_nightvision_bad_01' is the modded first gen which is better
I encountered a few sunny days and bright nights when the moon was out, but well, this is the aim of the mod, a grim autumn
haha, yeah, I would remove the night star and mama's beads from the quest rewards if I knew how, would also change quest rewards like in "AMK I want to be rich" mod which makes quests give only 100-1000-1500ru something like that, instead of vanilla 1500-10000ru. Also the repair kits still sell at full price at traders, needs a fix :P
Some suggestions/bugs, if you'll do another patch sometime in the future:
1. For fairness, remove the Killer(merc) suit from the box in the Cordon village
2. Remove repair kits from loot(they are too commonly found imo) and add them to traders instead, they have a value of 3500 and traders buy them at 100% instead of your intended 10% or how much you set it to, as it is now you can make easy money selling these kits
3. All suits use a modded blue, white or green nightvision, except the green colored scientist suit(like the one Kruglov wears), this suit uses the vanilla green nightvision
4. The mod is very pretty, but the sprint animations of m16 and fn f2000 don't do it justice. Aren't there better animations that fit these weapons? The M110 is okay but not perfect as KingFriday's animations :P
5. Saiga isn't as heavy as the Spas12 but it has a way bigger sway when aiming down the sight or scope, and if u run then mouse2 the camera moves so much it is very difficult to target. Almost all weapons have a pretty big sway, making it difficult to snipe with scope, but weird, the l85 has very little sway, this I like :D
6. Scarecrow had an unique l85 (balanced), when I picked it up it had a grenade launcher attached, but this weapon is not set to use gl
Yes ofc I saw the options changer, but by default fov I meant vanilla fov(55 fov?) , I am currently playing with 67.5. So is there a way to go back to vanilla fov? There are a few things that bug me about increased fov, like some weapons look tiny and very thin when you aim down the iron sights, and I'm guessing it's because of the fov
I was just writing down things I want to do before I get to it, Ill PM you
If anyone is experiencing long loading screens, add the "-noprefetch" command in the properties of ShoC's executable, in the target field; for example this is what shows in my target field "E:\Games\S.T.A.L.K.E.R. - Shadow of Chernobyl\bin\XR_3DA.exe" -nointro -noprefetch
Without this I experienced long loadings + big fps drops and freezes when I first load my game
For some reason increasing weapon damage in my game doesn't help as much as it made a huge difference in other mods, I assume enemies in this mod have way better resistances than in vanilla, or something idk, can't find an explanation.
Yes the stats are odd, I always change weapon stats myself when playing mods, changing things according to wikipedia(rpm, fire distance etc.), and damage, well I use values close to that of what is seen in Lurk 1.2 on ammo descriptions, damages which are 2-4 times higher than vanilla values. With Vanderer's permission I'll see if I can make a re-balance and some minor fixes for AA2(thinking of inconsistencies between armor description and the amount of protection displayed in the inventory)
How can I play with default FoV?
Hmm maybe possible...new artifact with helm icon, + to damage resistance etc :D, scripted to use the HUD
Well the trend is creating content fast and getting money for it, most shooters are a great example of this... the same stuff over and over again, few shooters are creative, like Shooter + RPG elements (Stalker) and RPG + Shooter elements (Deus-Ex)
Looks like you can't snipe the other side of the Stadium with this kind of vegetation :D . Hope the blocks give some good spots for sniping
Merry Christmas and a happy New Year! Thank you Dezowave for the good news
Rain issue? you mean the vanilla bug when it starts raining, but the rain sound is delayed?
Time_factor = 10 means 10 times faster than real time so 6 seconds real time = 1 minute in the game. I usually go with time factor 2 or 3, the only problem with changing time factor in ShoC is you will be able to sprint longer, so I just increased the stamina drain a bit so it kinda matches the stamina intended by the mod. Love Stalker but hate it when I play for 1 hour and 1 day passes in any game. Like Morrowind has 30x real time lol
Happy Birthday! You mean "lots" not "lot's"
Yeah, sorry, here Moddb.com
I recognize most maps, except those in the lower right corner, but what maps are those in the middle of the world map(above darkscape) and the one to the right of Predbanik, right next to Predbanik where it reads "Chernobyl the market"