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melighos
melighos - - 119 comments @ DoctorX Call of The Zone

As far, as I understand "drop your stuff and run away" wasn't the main purpose of the "backpack system". The main purpose of it was to slow down gameplay and make it harder.
Our 'max_item_mass' was greatly reduced so we can get to carrying weight that we have before only with backpack. Small carrying weight bonus was also added as a default property to all outfits, and it differs depend on the outfit.
We basically need time and money to find good backpack and have proper weight capacity.
It's not a bad system and from my experience, she does what she was designed for, and as mentioned by other people, it's add variety.
The only thing I disagree in it, it's it default values, our main carrying weight was reduced too much, with make backpack too important to carry any substantial weight. I'm personally, in general, was increasing our default carry weight, and reducing backpack bonus, to reduce our dependence from them.
They also have "power_loss" penalty, the bigger the weight bonus, the bigger the penalty to stamina, with makes them kind of a trade. Have a small backpack that don't hurt stamina but don't add that much of a bonus weight, or have a big one, that hurts your running but added substantial carrying weight.

Good karma+7 votes
melighos
melighos - - 119 comments @ DoctorX Call of The Zone

Wow DoctorX01! You're back? I'm still waiting and hope to see an update.
Hope you're doing ok.

Good karma+1 vote
melighos
melighos - - 119 comments @ HideWpn+DebugMapHud_1.2(CoTZ 1.2)

Thanks for the info. I will update the addon.

Good karma+3 votes
melighos
melighos - - 119 comments @ EatMedkitScheme1.0(CoTZ1.2)

No, you don't need to activate it manually, just copy files to needed locations. But it's not for us, player, it's for NPCs, there now will be an animation when they use medkits. Also the logic for when and how they will use them changed a bit too.

Good karma+2 votes
melighos
melighos - - 119 comments @ EatMedkitScheme1.0(CoTZ1.2)

Not really, they use them, but script for that feature was for some reason named as "xr_eat_medkit.script", or maybe they just really eat them, who knows)

Good karma+4 votes
melighos
melighos - - 119 comments @ DoctorX Call of The Zone

There was a mod for that thing in CoC:
Moddb.com
Its should work in CoTZ as well considering it's just a simple texture replacement.

Good karma+3 votes
melighos
melighos - - 119 comments @ DoctorX Call of The Zone

I could possibly do at least some translation

Good karma+2 votes
melighos
melighos - - 119 comments @ No Crate Items

"/scripts/coc_treasure_manager.script"

Good karma+4 votes
melighos
melighos - - 119 comments @ DoctorX Questlines 1.25 [CoC 1.4.22]

Do you need any help with testing your mod?

Good karma+1 vote
melighos
melighos - - 119 comments @ DoctorX Questlines 1.25 [CoC 1.4.22]

How is the progress on the new version of your Questlines mod?
Also, you once mentioned that you have your own version of CoC 1.5 mod? How stable your version is? I would like to look at it.

Good karma+1 vote
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

Thanks, can you get a log located in "CoC1.5R6/appdata/logs" after the game crushed and post in in Pastebin.com

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, in my "Back to the Zone v1.32" addon, I'm only experienced rare phantom crashes, and maybe 1-2 "pure virtual call". But that can be just lack of feedback and testing, because I only make short tests, I don't have long playthrough in a wile. Spawns and assets can still be a problem thought.

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

(norm_7 animation missing???)

Yes.

[LUA] There is no animation norm_facer_7_0 (object sim_default_duty_423212)!

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

(Melighos, could you look at the xrs_facer.script in one of the latest versions)
Looks OK to me.

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Here is my changes to basic quests for CoC1.5r7_x64 from Bamah, these changes is basically what I use myself.
Drive.google.com

Changes(in general):
1.Added new task effector: "find_smart_under_faction_control_rnd". It chose target at random from all appropriate, available targets, but says you where this target located before you accept task.
2.Army,Duty,Freedom capture territory tasks and Barmen kill bandit task effectors changed to new "find_smart_under_faction_control_rnd", basically to spice things up and add more diversity.
3.Added smart location blacklist to quests effectors in xr_effects.script. Right now all factions main base smarts blacklisted from been taken as target for attack, but you still can get quest to assassinate target located inside these smarts.
4.Minor quests reward changes and standardization.

Good karma+4 votes
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, there is a very rare crash when NPC switch to a grenade, preparing to trow it. If in this same time, some enemy appear right next to this stalker, he will try to use his melee attack on it, rifle butt hit, but grenade don't have animation for this.

This, in theory, can be fixed if in xrs_facer.script under "function get_anim(npc)", change line:

if slot == 0 and (math.random(1,100)/100) < 0.5 then

to

if (slot == 0) or (slot == 7) and (math.random(1,100)/100) < 0.5 then

But I didn't test if this really help or not, the chance for such situation to occur is very small.

Second thing that would like to point is not a crash or mistake, but just an oversights in some of the quests:
1. Duty and Freedom hostage rescue quests use "find_smart_under_faction_control" which looks for appropriate targets only on the location you and quest-giver are now.
2. Both army quests: "defend territory for military task" and "capture territory for military task" right now is absolutely identical and with big chance to point to same target, but with different reward.
3. A lot of quests lacking some sort of reward standardization for same identical cases.

I changed some of the quests a bit, for myself, but I'm not sure if others will like these changes.

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Yes, there is a simple mistake in pda.script, it's trying to read from dxr_statistics value with name "help_wounded". But in dxr_statistics this value actually called "wounded_helped".

Good karma+1 vote
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

Tbh I'm not sure myself. I've come to Red Forest myself for a test, was like a hour in it, not a single crash.

All this: "VERIFY_FAILED: Weapon.cpp[305] {CWeapon::Load}, VERIFY_FAILED: script_sound.cpp[56] {CScriptSound::PlayAtPos}" it's a non critical engine errors, and I never work with CoC engine.

Also is this happened only for you or some other people affected as well?

If you start a new game and go to Red Forest will it be the same?

Can be some save corruption, can be because of some indirect conflicts with other addons, can be because of some leftovers from previous version if you not purge your old gamedata before using one from never version.

Can you give me your whole gamedata folder and saves? Compress them with 7Zip and bring to Google Drive for example.

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Moddb.com
You can take from it anything you think is worth it.
By the most part it is 1.5r6 with deliberate fixes and ported features from 1.5r7 and some of my small fixes and changes here and there. A lot of balance changes, some changes to default quests, 1 quest imported from anomaly.
It is playable but still have some issues.

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

You talking about that the emissions and psy-storms not turning stalkers to zombies properly?

"anomaly smarts?
artefacts = zombie_strong2, zombie_normal3, af_medusa, af_cristall_flower "

Whats that?

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Idk, this engine changes is not my, they are created by 13zl from Ap-pro.ru
I'm only using it together with my config and script changes.

Good karma+1 vote
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

"No matter how much you quit and restart the game, reload the saves, you may start holding a weapon, but if you swap or holster it, it's gone for good."

Did you use any other mods except this one? And can you give me your save in which this is happening?

Good karma+1 vote
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

Did you use any other mods except this one? And can you give me your save in which this is happening?

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Yes, its just CoC engine from 30.09.2017 (eb79a98) with deliberate, most safe, changes from r7, and a few small, additional fixes.

Good karma+1 vote
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

It had a bunch of mistakes, but everything was not so bad. I was fixed some of its issues for some time and manege to bring its configs and scripts to a more or less stable state. There is also exist a deliberate fixes to engine version that was used in 1.5r6: Yadi.sk
From important things, these engine fixes is only missing fixes to Alife and changes to stalker "danger" sense, because they require script changes as well.

Good karma+2 votes
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

"Could you fix a problem with forced sleep (happens with vodka overdose)?"

Fixed

"Also, could you bring a compatibility patch for TRX Fresh Start ?"

It causing some problems I didn't manage to resolve yet.

Good karma+2 votes
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

Never happened to me. I rarely got random crashes, but that can be because I play it on Linux.
My mod directly didn't change anything that can affect controls. But you never know with Stalker.
If yoг use "Engine R6 (30.09.2017) + 39 fix", there is a slight chance, that it have a flaw, but I doubt it. If you don't use it, maybe you should try, maybe it fix the issue.

Good karma+2 votes
melighos
melighos - - 119 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Idk, create a forum topic in support section, will see what can be done.

Good karma+1 vote
melighos
melighos - - 119 comments @ Back to the Zone v1.32 (CoC1.5R6)

What exactly are you trying to do? Standard OWR is not compatible, there is a dedicated OWR version included with it, in the option folder. Included OWR is not a compatibility patch, but a standalone version, just copy it on top of the main mod.

Good karma+1 vote