Does this open up the doors to the factions' armouries? The door to both the Freedom and Bandit armouries remain locked, and I can't get at the goodies, despite there being a stash marker present at those locations.
Does this open up the doors to the factions' armouries? The door to both the Freedom and Bandit armouries remain locked, and I can't get at the goodies, despite there being a stash marker present at those locations.
Any plans to adapt this to 1.5r6?
I've installed the translation, but barely any of the game is actually translated. None of the quest dialogs are in English, and most of the quest titles are missing, have I goofed up?
Would this work with Stalker Weapon Reanimation, or only FWR?
Getting a repeatable crash at the main menu when clicking on the 'Warfare Options' option
FATAL ERROR
[error]Expression : P != pathes.end()
[error]Function : CLocatorAPI::get_path
[error]File : LocatorAPI.cpp
[error]Line : 1577
[error]Description : $warfare_presets$
No other mods running. Fresh CoC install.
I'm not sure if this is intentional, but I'm not gaining reputation with any factions when doing jobs for them.
Playing as a loner, I've done five jobs for Duty so far, and my reputation with them is still 0.
Yeah, it's totally put me off playing it. Sucks that the mod's starting to get so bloated and deviate from its original vision.
They look really good; it's nice how you repurposed some of the old alpha buildings. Great work!
Hi, the latest version is working really well for me, except item animations (eating, using first aid, bandage, etc) are not working. No animation plays, and there is no effect (restoration of health, etc) but the item is consumed.
However, item effects work as intended if 'item animations' is disabled in the options.
Additionally, there is no way to reduce tiredness. Neither sleeping the sleeping bag, nor or at any mattress in a stalker camp works.
Hi, having an issue with this mod; attempting to start CoTZ after installing just the base files causes the following error, and a crash before the game even launches (the splash screen shows, but then it I can get no further)
Expression : <no expression>
Function : CInifile::Load
File : Xr_ini.cpp
Line : 285
Description : fatal error
Arguments : Duplicate section 'mar_smart_terrain_base_lager_squad' found.
stack trace:
0023:00C2483C xrCore.dll, xrDebug::fatal()
0023:00C2728D xrCore.dll, CInifile::Load()
0023:00C2728D xrCore.dll, CInifile::Load()
0023:00C26CD2 xrCore.dll, CInifile::CInifile()
0023:00468095 xrEngine.exe, CApplication::load_draw_internal()
0023:0046567A xrEngine.exe, InitSettings()
0023:004660A3 xrEngine.exe, InitSound2()
0023:004663C6 xrEngine.exe, InitSound2()
0023:00471FEB xrEngine.exe, CApplication::load_draw_internal()
0023:752300C9 KERNEL32.DLL, BaseThreadInitThunk()
0023:76F17B1E ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:76F17AEE ntdll.dll, RtlGetAppContainerNamedObjectPath()
Additionally, installing the Vanilla armour expansion, and minor npc expansion, causes the following error when starting a new game
Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 523
Description : fatal error
Arguments : Can't open section 'krug_killer_squad'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:00BA483C xrCore.dll, xrDebug::fatal()
0023:0A796A3A xrGame.dll, CDialogHolder::operator=()
both errors are occurring on a completely fresh install of CoTZ 1.2
Hey there! Is there any way to disable the item addon, in this pack? Or is it an integral part, and removing it would break too much stuff?
It's no problem. I appreciate your hard work on this mod! :)
Yeah, performance improved once I moved out of the wild territory, but I still had frequent crashes, elsewhere.
I changed to DX9 from DX11, and managed to run for over an hour without a crash, so, that's something.
It's strange, though. I can run the other 1.5r7 version, at maximum graphics, for hours without issue.
Really enjoying this mod so far, but it is EXTREMELY unstable for me, for some reason.
I experience 'Unhandled exception' crashes every two to three minutes of gameplay, sadly.
It may be my system, is anyone else experiencing problems like this?
Just stopping by to say I have the exact same problem. Killing the last member of the third wave of the phantoms will crash my game without fail. As with your problem, the crash log just shows an 'unhandled exception', and a stack trace.
Hi there! I've been enjoying the mod so far.
However, I wanted to politely ask, if it was possible to get a version of this mod without the new weapon models?
The old school aesthetics just feel a little 'off' with the new, sharper looking models.
No problems if not! The mod is still very enjoyable.
Hey Stalkers.
Just re-downloaded this mod after not playing for a while, and I can't get the main quest to start. I remember having to speak to Sidorovich, and he'd send you to see someone else, and they'd send you to another person, and so on.
Been playing for about a week (in game) now. done dozens of quests for people, but nothing that resembles a main quest.
Started a new game and spoke to Sid', and nothing. Just regular quests on offer. Any ideas? The only addon I'm running that deals with quests is Rhon's dynamic quest expansion. (otherwise just reanimation/reskins) Any help would be appreciated.
*EDIT*
Anyone reading this and having the same issue: Check that you haven't installed TRX Fresh start. That's what was breaking the main quest for me.
I honestly think the 76mm Sheridan would be a fantastic choice. Visually, it's the closest to the old, vague, dome turreted sprite for the light tank in original RA.
Hey there! Loving the mod so far, nice work.
Perhaps a noob question, but is there a way to get armour/weapons repaired? I haven't met any repairmen yet.
Thank you very much; I'll give it a try as soon as I can!
Thank god for this. I can't tell you how sick I am of getting hit like, twice by some tool with a pistol, and then losing all the gear I've been grinding for hours. Terrible feature, and I'm glad you've fixed it with this.
Hi, hope someone notices this!
I can't seem to equip the vests; I've installed correctly, including the STCOP patch, and the vests are appearing in enemy inventories, I just can't equip them.
Have I done something wrong? Is there a glitch, maybe?
Quick question; do the edits to technicians allow them to repair items at 0% durability?
Oh, wow! Thank you for the reply; it's good that you're still keeping an eye on this game and the mod!
I'll have a look around, now I know the problem is with the bins, maybe I can bring something up on google. Thanks again!
I hope someone's still reading this! The 'item use' animations aren't playing when I consume something in game.
I should add, I didn't install the new bin files, since for some reason they turn every NPC into the game into a terrifying collection of stray polygons. Anyone else had either of these issues, or knows of a fix?
Love the work you are doing on this mod, it's one of my favourites, and these new unit designs are fantastic!
Not a problem; best luck in your future adventures, Stalker!
I quite like 2, but 1 is also good
Hey all; looking for a little help with the 'stashes' quest. I'm currently searching for the one (Stash number 7, I think) that's in the red forest. The note says 'stones near the tank' and I've just spent well over an hour checking re-checking every single stone and rock near the tank. Am I missing something? Is there another tank somewhere?
This confused me a bit, too. You need to head up the hill behind the Yantar lab, where there's a large area of fire anomalies. If you look toward that anomaly, a little to the right is a gate, with a psy-field type anomaly around it. The scanner will be near the gate. You'll have to dash into the psy field and grab it quickly. Watch out for mutants, too! I've bumped into a chimaera near that anomaly before now.
Weldie
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