Yep, i'm here.
You might definitely want to add DoctorX's Dynamic Anomalies mod:
EDIT: NEver mind it's in there.
Congrats on the pin, werejew!
Yes. I noticed that. Weird that it's off by default. Also, in Azrael mode, whenever I respawn, I keep the bleeding effect.
Okay, I am having a serious problem.
I tried installing this over Warfare, and then Warfare back over it as recommended by Werejew himself who runs this mod when he plays.
I then applied the patch for OWR and then tried to apply the hud patch for "Ammo, health and stamina bars". I open CoC and I have no hud all of a sudden. I also disabled helmet HUD however I try putting that back on and it does not fix it either.
I rolled back to a previous gamedata folder, I open Call of Chernobyl and I still happen to have no HUD. Can you please help me fix this issue?
Where do you find the first melee weapon? After the section where the door shuts behind you I have not found anything and I seem to be going into a melee tutorial.
For some reason, the mod crashes on launch. Could you help me fix this?
I want to install this, but some of the realism and authenticity changes scare me a bit. The original game was already fairly intense.
Only one issue, and that is the SMARTGUN display does not seem to scale with resolutions, and it also overlaps with the minimap.
Hit - for the better hud, it's more immersive.
Two problems so far
1. I'm not sure how to fire rifle grenades and a variety of pressing different controls has not worked, despite having 10 rifle grenades in my inventory.
2. You seem to have removed the fists, which from what I am guessing was used to break open vents in the original mod, which now forces you to use ammo to try to break open vents. Correct me if I am wrong on this.
By the way, how do you fire rifle grenades in this?
What keys will need to be bound for stuff like toggling the smart gun's different modes?
Where can I download 1.8?
There aren't many women around in The Zone for the same reason there weren't many women around in Africa in Far Cry 2.
This issue happened again with a subcontractor task. As soon as I enter the map section where the subcontractor task was supposed to be, it failed as well as several other missions with no explanation, including several mutant part missions.
I have no idea what is going on.
Have you asked Werejew if there is any way you can work with him to fix that issue? Also I have been getting an issue where every time I load a save game while I have a search and rescue mission, the missions fails. The last time I entered the map where it was taking place, the game crashed and then when I loaded, every time I load, the mission fails.
Only running with Warfare, STCoP weapons and this mod.
The russian page this was originally posted on pretty explicitly states it doesn't work with warfare.
Keep the anime masks on a few of the rebels.
Just shorten some of the raft sequences. The first one is amazing once you figure it out, but the later ones suck.
I'll try to give some more constructive feedback. I've finally gotten to the part where you meet up with the rebels shootout and let me say, this mod has the possibility to be on-par with Half Life 2 from an artstyle, world building, and even somewhat level design perspective. If you can cut some of the fat, this mod can be ******* amazing.
Honestly, most of it is pretty great aside from some seemingly intentionally hard to read level design, but the "fat" in my opinion is mostly the areas where largely nothing happens and there aren't enough smaller environmental details to carry you through.
And please, please cut down that second river floating section with the red water in the sewers. I couldn't get through that without turning on godmode, blame source physics.
Seriously though, amazing mod. Every time I think it's gotten too depressing or frustrating, I always end up coming back to it, even if I have yet to finish it.
I hate having to look around forever for a way forward. The level design style works when it works, but some areas, like in the_descent where I am stuck fighting a laser tower outside an abandoned office building and no idea how am I supposed to get where I need to go without noclipping.
The robot sections were fine in my experience, and the first few hours were pretty much perfect and memorable aside from some needing to make the flow through the place much easier. I liked more stuff like the opening river section or the creepy alley full of destroyed robots than the many hours of rummaging through the grey buildings with no clear idea of where to go or what to follow. Those areas kinda sucked.
Is there a way for you to separate the Enhanced Co-op features from the main mod if we aren't a huge fan of the rest of the changes?
I am really hyped for this. My only hope is that the story doesn't end up feeling like bad fanfiction, as it did with The Lost Alpha. In that mod, the story was so bad it actually crippled much of the experience.
I feel like people have been waiting forever to see someone try a Stalker Co-op mod, and I am hoping that by the final mod release you let people mod what you have already built, allowing even more variants of Ray of Hope in the future.
By the way, have you looked at what the Call of Chernobyl team have been doing?
Is it possible to merge this with the Faction Wars mod?
I seem to have issues creating a character and joining. I join a server, pick my gender, pick my weapon and then it resets. I then check console and see it says something along the lines of "customization could not be sent"
Personally not a fan, as some of the guns in the video look a bit cartoonish with these new animations, most notably shotgun shells look huge.
I think the lack of a crosshair is meant to imply your character is unskilled with firearms, which makes sense given the circumstances.
It depends but it's mostly stylistic.
Having difficulty getting it to work on the steam version of Battlefront 2. Then again I haven't launched Battlefront II yet and that may have something to do with it.