I play video games not really much else to tell, usually mods make the games more fun than the original game is. But what else is new right? I AM A HUGE FAN OF COMMAND AND CONQUER AND BY FAN I MEAN WESTWOOD!!! Eat my stick EA!!!!
Its a transport vehicle that is unlocked after Land Tech 1 I think. and if you select it. there are 3 buttons in the bottom right of its selection panel along with the regular buttons, such as turn off lights. there is a green, red and yellow button. What do these buttons do?
Google translate ****** up
Also how do you get the BTTR's for the ED faction to escort other units?
Is this mod still a WIP many Icon Descriptions have Translate in the beginning I have no idea what many of the units even do.
I found it. I didn't realize their was a scroll bar on the module list in the launcher menu.
I just downloaded this mod. I had never played 2150 before. So everything was new to me. I had no unit descriptions. Some units dont even have a proper name, e.g termite_translateE. There is no tooltip. So I don't even know what is even different from one upgraded unit from the next. I have no clue what is going on. I spent 15 minutes looking around to find the building to drop off the resources for the UCS. Aside from the obvious names of certain buildings like Nuclear Powerplant and Mech Factory and Research Facility. Its kinda hard to play without out tool tips or more info that appears the longer you have more mouse on an icon or research tech.
The mod doesn't appear in the list of modules when I go to launch the game from the game launcher. What do I do?
*sigh* Anyone else getting E_out_of_memory errors? I fixed it for 1.5 a while ago but their back and with a vengence.
I'd like to suggest having someone recheck everything for the english language. It's just been translated using google translate. Thats just broken english
How? Care to tell? That would be wonderful.
Yeah I know, I got the models to WORK in COP they just need their animations switched from SOC to COP using maya, I tried asking people if they could help me so i could change the arms to the Misery Arms and what not, but I never received a reply...
The walther p38 and other models are in The Warmongers mod
I can fix the Grenade launcher sights =D that would be fun.... I just want the walther p38 Also if you need help ask for help on GSC. Hey MP5 does anyone on the MDT have experience with maya? I amd wanting to incorporate the weapons from SOC mods
Use maya 3d
You can import the animations into the game for the luger Just import it though the textures are a little low def, it needs animations to open the barrel and such when firing
the mp40 and mg34 are already in the call of pripyat misery files I showed you a pic of my mp40 I got ingame alhtough it had no reload animation whatsoever. Though this was before misery 2.1.1 So I scrapped it But I did have the walther p38 in it. btw these models were from SOC mods But I did get the walther to appear and I used it for some time. The only thing is the animations need to be ported over and so do the hand models, I asked for help from GSC forums but no one would reply...
Could you by chance put the Luger, the MG34 and MG44 in here? That would be fan-*******-tastic.
Didn't work Oh well I'll just skip this mission and see if that helps
Alright I'll redownload it
The game crashes after intercepting the bandits for the first mission.
Kick ******* *** dude! Can AI use artillery in this mod? Because its not Napoleonic wars without artillery, though I understand if they can't or won't be able to.
Armor unlocks for Misery 2.1.1 released :] Moddb.com
How do you get rid of "cultural differences" its really messing with the lower classes. Also I played a game with the enemy having MG's and they were invisible while firing. I could see the muzzle flash coming from where the MG'S were at
Ok, I understand, I just have been away for a while with no internet I now have my own internet, I haven't been keeping up with Misery news, so forgive me If I did not notice you mentioning my fixes being implemented. I wouldn't know where to look where you first mentioned it. Btw keep up the good work on the mod.
Thats funny because I was the one who offered the files and fixed the sights myself......... So why did he get all the credit.
Can anyone confirm that you can aim down the grenade sight on the ak47 series of weapons? Im working on my submod again AWUU and I im comparing files it seems that they have used my grenade sight and ads numbers to fix the aiming for certain weapons?
Which mod? Install instructions are listed on on the page.
New version of sub mod for Misery Moddb.com check it out :O
Also new Grenades! For when you want to throw a Mini whirligi (minigig :D) anomaly at a pack of dogs.
I can give you a file that fixes the iron sight issue if you would like. I fixed all of my iron sights for my weapons.
or you can go to stalker call of pripyat\gamedata\configs\weapons and open w_famas3.ltx with notepad++ and change
aim_hud_offset_pos = 0.087900,0.019500,-0.148000
aim_hud_offset_rot = 0.010200,-0.005300,-0.010000
aim_hud_offset_pos = -0.0885000,0.0200,-0.148000
aim_hud_offset_rot = 0.01050000,-0.004500,-0.010000
Boom Iron sight problem fixed
I found tremor standing on the table which is odd. And the fact that I found noah wondering around suggests they may have edited ALIFE, ALso I did find the medic that replaces him out on the deck of skadovsk.... Something was changed in 2.1. I would load an earlier save.
I just checked the st_items_weapons.xml for both sniper and the recon classes, its rated high for recon and medium for sniper. The only thing that affects whether its a high, medium or low proficiency weapon is the games st_items_weapons.xml which defines weapon descriptions. Also I checked the W_vintorez and the recon has stats that shows he gets less recoil so he is more proficient with it. So its more accurate.