Wake me up in the middle of the night for Unreal Engine or XRay engine :')

Comment History  (0 - 30 of 982)
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Just wanted to say I'm amazed how much this community has grown and is active many years past initial release. Thank you all.

Good karma+6 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

You could through scripting but characters might be dead or hostile, I can't guarantee it.

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

"(Alife) Instead of 1.25 i would increase it to 1.5 or 1.75 will it break the game? "

This setting is inherited from COC or COM that RTTN is built on, it's hard to say how much this influences the system. I assume that changes to the number will change the game slowly over time, when NPCs die and require to respawn. Some areas have their own simulation files though and will respawn a pre set of mutants and amounts based on an area, or progress in missions.

Changing the setting you found won't break anything.

"Is it possible to change faction midway like Mercs and continue on the story"

Well if you are neutral / friendly with another faction you can switch to that faction through dialog. However, once you become enemies with characters which are important to the story, they might be able to die or start combat which ends the story very quickly. On the main menu (new game) you will see which factions are story compatible in the descriptions

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Is your helmet broken? Try taking it off.
The Icon is in the ui_actor_hint_wnd texture, one I didn't modify. Should be present in COM / Misery as well. I think it indicates the helmet damage. While wearing a helmet the breathing noise also changes. It could sound a little heavy but if you sound like dying... well that should only happen if you are low on health :).

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

That changes from time to time. Mutants and stalkers travel. and spawn. In COP the mercenaries had a base in Zaton but that's a different story.

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

OK :). The Beyond is a faction you will meet through the story in Jupiter where this specific group is hostile but at some point a location will open to start an entirely new sidequest for the Beyond. **SPOILER** This is after you finish that mission in Jupiter about the link emitter, Look for a door in Limansk.

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Thank you :). Some stashes only appear after getting coordinates, but those are bag stashes for which you don't need a shovel.

Shovel stashes are locations in the ground for which you don't need coordinates to find them. When carrying a shovel a message will appear that the ground looks like something is buried nearby when you get close to the position.

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

did it work?

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

If you launch the game from a shortcut to RTTN + the dbg flags you can get into the spawner menu from the ingame main menu (Press S). Shortcut path must look like:
"H:\RTTN\Stalker-RTTN.exe" -dbg -dbgdev

From there you see tabs on the UI which let you select items to spawn and filter by weapon, ammo, food etc.

For that artefact, you could probably remove it like this. note that "af_quest_b14_twisted" is the name of an artefact when it is not in a container.
1. make a newscript file in your RTTN directory. Example: "C:\RTTN\gamedata\scripts\patch_remove_twisted_artefact.script". Inside this file paste the following, then restart the entire game. After loading the artefact should be gone:

function on_game_start()
RegisterScriptCallback("on_game_load",on_game_load)
end

function on_game_load()
xr_effects.remove_item(db.actor, nil, {"af_quest_b14_twisted"})
end

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Thank you :). Prices change daily by a multiplier to give a "random" feeling. Should be within a range of 76% to 112% of the price.
(mult_ta in trade_manager.script)

Prices also depend on the trader's discount configuration (what you try to sell and to who), but that factor does not change.

Reason I introduced the "randomness" makes it feel a bit more realistic and makes it worth comparing which products to buy / sell on a good day without constantly going for the beans :).

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Happy new year and good hunting!

Good karma+3 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Thank you :)

Good karma+3 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Item usage animation? It's a checkbox in the settings.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Jupiter is a big map. Some users find improved stability when reducing the amount of grass / grass distance.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

1. You can break down weapons, suits and helmets (dismantle) through the small square icon displayed on the inventory, next to the item's durability percentage. You don't need any tools to dismantle these.

2. Most scopes are just 2D textures put on top of a zoomed in vision. For those you would have to find a matching texture in Misery or another addon and make a custom addon for RTTN. If I remember right, Misery scopes are very similar but the area around the scope is made black so you don't see the zoom effect outside the scope.

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

The mod is very much alive through the community, but as the developer I don't currently work on new content. Life forces me to spend time on jobs more right now, leaving less time for modding. I can't mod for a living :).

Good karma+2 votes
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

On my low end laptop it ran better than original COP in Zaton, pretty playable. it's not potato but chances are you can play it.

Good karma+3 votes
Seda145
Seda145 - - 982 comments @ Road To The North + All patches including V13.8.2 (Full)

I checked ANR_CoC_1.7d (absolute nature redux, the first result on google). It has no conflicts, looks good.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

I checked ANR_CoC_1.7d (absolute nature redux, the first result on google). It has no conflicts, looks good.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Texture mods for Call Of Chernobyl would most likely work, as long as they use exactly the same files as RTTN does. I don't remember one in particular. You will want to hand pick a few textures and test how well they match with textures included in RTTN so that nothing looks out of place. Be careful only to overwrite textures, not config / scripts etc. RTTN packs its files in DB files, anything placed in the gamedata folder overrides what is in the DB file by directory + file name.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

I see, best remove it and start playing from the save before you installed it. Best case scenario this addon does actually nothing, because I don't think it is referenced anywhere. I think it's still loaded into memory and parsed though. Reason for incompatibility is that this config file actor_effects.ltx exists as a different file in RTTN as actor_effects_data.script. The addon is not compatible because it is both a different file and the contents differ entirely. Both are configured to control animation effects in general (nightvision, mask, food, tools, weapons etc.) but need very very specific configuration per item section which this doesn't do for RTTN. In comparison my config is 8000+ lines and this is 1500.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Can you show me the script addon you refer to? You can't add or remove most addons during an existing playthrough. Most problematic are any config files (ltx), scripts overriding mine (I modified most script files myself), but even creature meshes since oddly I found mesh data to persist on a pseudogiant from save files after removing them. Most likely, you corrupted things. I want to check the files for compatibility and figure out if it is supported or not.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

On the small stoves you can cook one thing at a time, but if you use high tier fuel to cook bloodsucker or better meat you already have enough food for almost a day for free comparing to an average 1000 RU for canned beans / meat. Otherwise you would sell one or two just to get canned food. The downside of cooking Zone meat is that it is unhealthy but it is cheap food. If you want to cook a lot of stuff at once with low tier fuel all you need is a cooking set and a burning campfire. Cooking sets have a low chance to be damaged, so you buy a few at once on a day the prices are low. It is not useless if you are low on cash.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Unclear if this error is related to RAM or VRAM but there is some talk about it online, it is a common error. On forums it is discussed that lowering DX to 9 might be a fix. Could be a RAM, VRAM or cache space issue. If so that is beyond the files RTTN modifies but lowering graphics and addon visuals can help with that.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Sadly the new error is just as abstract, but the change in error shows it is likely that your graphics settings are a trigger. Could also be that the visual addons push the engine a bit too far. Unlisted addons have not been checked by me, it is still possible that they include files they shouldn't, causing conflicts.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

I checked the task_functor and ze_bar_ceasefire scripts and I don't directly see anything to cause a crash. I do see a line number mismatch on task_functor with RTTN 13.8.2 . Are you using the latest version? Any addons which are not listed in the addon section as "compatible" here?

"invalid parameter" error is a very abstract engine error which rarely pops up, I suspect it happens when there is reason for common instability triggers such as large inventories or setting the grass distance graphics option mid / high. It happened to me last night when I removed a silencer from a rifle, yet on reload everything was fine. It's a very wild guess but try entering Rostok on lower graphics settings, resolution + grass distance + DX.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Can you post a few lines above "FATAL ERROR" above that message? I might be able to guess a bug if one of my files pops up in those lines. With only this error message it would still be very difficult to debug. Usually if there isn't a specific error it is engine related which I don't modify. Just to be safe, try a few old save files and keep one where the error does not pop up. You could also start playing from there in the meantime.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

That is very unusual! are you using any addons / changes to files? Did he spawn on the floor above it (extremely rare bug)? I made him invulnerable in normal situations so I doubt he died. If he's dead you can't start the story missions.

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

Easiest way is to follow a youtube playthrough to the point where you are now :).

> Youtu.be

Good karma+1 vote
Seda145
Seda145 - - 982 comments @ ZoneExpanded - Road To The North

In the latest version (13.8.2), it is through this door guarded by monolith at exactly this time:
Youtu.be
Then look at the right where the the large cylinder shaped pipes are. There is a tiny bag.
In older versions the loot bag is through the last door of the level before the last fight.

Good karma+1 vote