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Comment History
PaterBrown87
PaterBrown87 - - 15 comments @ Experience Framework [2.1 Update 2] [MODDED EXES]

First i want to thank you for this mod! It adds a good RPG element. :)
But i always want to change mods to my personal liking, so i try to change daily tasks to 10. How do i need to change the files?
experience_mcm.script ->
change DAILY_MANAGER_MAX_TASKS max = 10
then i can change it in the MCM to 10 (works)

i can refresh the daily tasks one time (i get 10 daily tasks)
if i try to reset tasks again, game freeze (no crash, so no log)

i tried to understand experience_daily_manager.script
is there a check, so that it is not possible to get the same task again? (in total 17 different tasks -> there cannot be 10 new tasks different from the 10 old tasks)

edit:
tried to get 8 daily tasks (works)
refresh works, too
(2 x 8 = 16 < 17)

Good karma+2 votes
PaterBrown87
PaterBrown87 - - 15 comments @ High rank and high/low reputation pay off [1.4.16]

This addon changes "game_relations.ltx", so every other mod who changes this is NOT compatible.
But you can copy the values of the tables [rank_relations] & [rank_relations] from this addon to other addons (as long as the tables in that addon are just filled with zeros "0", there shouldnt be any problem)

Good karma+2 votes
PaterBrown87
PaterBrown87 - - 15 comments @ High rank and high/low reputation pay off [1.4.16]

Sadly not!
The reason is, that i use 2 tables in game_relations.ltx, which are left empty normaly. But this values are added to the relation values dynamicly changed by that mod.
That would lead to problems, for example "bandits are your enemies" dynaminc relation value -1200. Now Player(high rank) get bonus relation points. Suddenly some bandits are neutral (but start shooting you if you kill an hostile bandit).
Both mods use the same variable to achieve different goals, so i am sorry, but i cannot do it!
Perhaps ask the author of "dynamic faction" if he can add it. He seems to be much better than me in modding, perhaps he can add some filter so that relations points for rank and reputation only get added if the normal relation is neutral!

Good karma+4 votes
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Most tasks were "bring a weapon/consumables/mutant flesh" to someone. No tasks from faction leaders.

Good karma+1 vote
PaterBrown87
PaterBrown87 - - 15 comments @ High rank and high/low reputation pay off [1.4.16]

Yes!
I tested everything on different saves and it always worked! The game checks the relations between NPCs and the player on every reload and action, so you can just delete the game_relations.ltx file if you dont like it midgame.

Good karma+3 votes
PaterBrown87
PaterBrown87 - - 15 comments @ High rank and high/low reputation pay off [1.4.16]

Well... if you want to put it that way! ;)
I tried to write down the idea of this little mod in the description.

Good karma+3 votes
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hey!
I have a question about the reputation system. I can see the rank and reputation values for different actions in the xr_statistic.script I havent tested it on rank. But i noticed that reputation only change from kills (+5 for enemy, -100/-150 neutral/friend). I have done all stalker vs stalker arena fights and completed more than 30 tasks (didnt fail any, that means +3000 reputation). If i read that .script file right, my stalker should have much higher reputation than "neutral".
By changing reputation for killing enemy to + 500 i can raise reputation. So the killing part is working, but not the other parts!

Am I just stupid or are there any bugs/pronlems with earning reputation?

p.s.: if enyone want to now, you can change game_relations.ltx, so that high reputation and rank let normaly neutral stalkers follow you. will upload that on "addons".

Good karma+3 votes
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Most anomalys have at least one artefact, and it respawns after several emissions. But sometimes you will see NPCs searching for artefacts. And of course you need a good detector.
Mutant parts are useless at the moment. Very cheap and only sellable at yantar and jupiter at the ecologists` bunkers.
To solve this problem for myself, i changed the price of all mutant parts in gamedata/configs/misc items.ltx. Now i earn around 50-200 for normal parts like dogtails and 500-2000 for things like chimera claws and burer hand. My character collects expensive mutant parts in a box near some trader and when he has some more he goes for the next bunker to sell it.

Good karma+1 vote
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Thanks for your answer!

Good karma+1 vote
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Wonderfull game, better than the original ones!
After solving my earlier problems and playing a few ingame days i have a new question. My character has set up his base in the bar. After some time, both loner guards at the bar died in a fire fight and both duty guard groups are down to 2 men each. I know, that normal groups just spawn random (and a lot if i sleep). But does this special groups respawn? And if they do, do they only respawn after they are killed completly or does the guard groups get filled up?
I unpacked all .db files and tried to search for respawn of important guards, but i cannot find an answer myself.

Good karma+1 vote
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Thanks for help!
After some searhing here Bitbucket.org, i found that the lines for selling this outfits are missing! Now i added them and it works fine!

Good karma+1 vote
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Just one little questions:
When and where do you can buy the outfits "ecolog_outfit_green" & "ecolog_outfit_orange" ?
I tried to check the configs/misc/trade files (after unpacking all .db) to find the trader, but i only understand that nearly every trader buys this outfits. Can anyone tell me which trader sells it? Perhaps i can then understand the trader lists.

Good karma+1 vote
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I could solve this problem with help of this thread (http://forum.epicstalker.com/viewtopic.php?f=32&t=388)! I used InnounpW.exe and clicked on the small arrow next to "open" and choose "open & Extract". After that, all .bin are being extracted amd i can now run the game with the Stalker-CoC.exe within the {app} folder!

Good karma+2 votes
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I tried a few things now, but i cannot unpack the installer with InnoExtractor (after some trys i updated to new version 5.1.7.183).
If i open the installer with Innounp i can see all files in it (Stalker-COC,1.exe ; clean_thumbs.cmd ; and so on ; 438 files in total). But if i hit extract, the {app} folder is always empty.
If i doubleclick on for example the Stalker-CoC,1.exe ; i get the message " The file "Stalker-CoC,1.exe" was not found in the source folder."

I downloaded the installer via torrent and directly from moddb several times and both are 771.301 Bytes, so i don`t think the .exe files are missing parts.

By the was, OS is Windows Vista Home Premium 64 Bit.

Good karma+2 votes
PaterBrown87
PaterBrown87 - - 15 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hello! I waited a long time fot this mod! It is nice to see it ready!

Sadly, i have a problem, installer doesn`t work. I start the installer, then i choose the language. After that i get the message "This program does not support the version of Windows your somputer is running."
But i have got Vista Home Premium with all updates, so it should be fine (FAQ says that). When i try to use Innounp, extracting doing nothing, i dont get the unpacked exe files.
I have 2 installations of CoP on my computer (one with SGM), so there shouldnt be any problems with illegal copys or engine.

Good karma+1 vote