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Comment History
Zelekendel
Zelekendel - - 9 comments @ S.T.A.L.K.E.R.: Wormwood

I do not know what this "relaunch" is - but I decided to uninstall CoP anyway and wait for the Redux, hopefully it'll come sometime this year.

Redux v1 was the best mod I tried so far, except for the missing upgrades and to a lesser extent, stashes. Naturally I did some of my own little tweaks to weapons and stuff, but maybe I don't have to for v2.

Good karma+1 vote
Zelekendel
Zelekendel - - 9 comments @ S.T.A.L.K.E.R.: Wormwood

Hmm, did I get that right - despite the massive gap in news posts and in your blog, the mod is alive and you're expecting a fall 2014 release of Redux 2.0 ? I might just wait for that if that's the case.

Good karma+1 vote
Zelekendel
Zelekendel - - 9 comments @ Clear Skies

Reached Yantar, and found out that the unarmed zombies will not attack and are completely harmless, taking the tension away naturally as they become trivial knife-work. Any idea how this could be fixed? Also relating to mutants, they run around a lot instead of homing in on the player, this makes them a shooting gallery most of the time. More attack_power?

Good karma+1 vote
Zelekendel
Zelekendel - - 9 comments @ Clear Skies

Weird, didn't crash on me that way, so unless you didn't have a clean latest patch install before applying the mod, crashing seems to occur randomly to certain people.

Good karma+1 vote
Zelekendel
Zelekendel - - 9 comments @ Clear Skies

This causes weird behaviour, though: factions keep constantly attacking aggressively, and when I applied it first the loners suddenly lost multiple points in the Cordon due to mutant attack. Also the depot in the garbage was re-conquered by the bandits three times, not letting me even leave the garbage, because it happens so fast. I might need to juggle the files, and use the one where faction wars missions work only when I start a faction war by joining a faction, and switching back when the war is complete.

Good karma+2 votes
Zelekendel
Zelekendel - - 9 comments @ Clear Skies

There's no help like self help: I decided to give it a shot and just plain removed the offending line (581). And what do you know, it worked! Don't know what effects this has, but now I can do faction wars and I like it!
It was this line: self.current_action:finalize() in the attack target conversation part in sim_squad_generic .

Good karma+1 vote
Zelekendel
Zelekendel - - 9 comments @ Clear Skies

Error Reason:
----------------------------------------
xrEngine.exe caused BREAKPOINT in module "C:\Games\S.T.A.L.K.E.R. - Clear Sky\bin\xrCore.dll" at 0023:1001B944, xrDebug::backend()+164 byte(s)

User Message:
----------------------------------------
Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\priquel\sources\engine\ xrServerEntities\script_engine.cpp
Line : 180
Description : <no expression>
Arguments : LUA error: ... clear sky\gamedata\scripts\ sim_squad_generic.script:581: attempt to index field 'current_action' (a nil value)


System Error:
----------------------------------------
0x00000012 - There are no more files.

Registers:
----------------------------------------
EAX=109360F8 EBX=0F020018 ECX=10936100 EDX=1093625D
ESI=100486E0 EDI=043BC671 FLG=00000212
EBP=0018EB94 ESP=0018DB88 EIP=1001B944
CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B

Good karma+1 vote
Zelekendel
Zelekendel - - 9 comments @ Clear Sky Reloaded

So how reliable / stable and recommended is this mod compared to all the others around? Why should I choose reloaded over srp + graphical patches + the ballistics mod v5? I'm doing my first (and only, at least for the single player storyline, possibly doing a faction war mod later) playthrough of CS.

I assume v.0.9 isn't coming after all this time.

Good karma+2 votes
Zelekendel
Zelekendel - - 9 comments @ The Zone's Call

You're missing an apostrophe in the mod's title. And yeah, it actually matters when we're talking about the title. Too much work goes into these things just to let that be the reason someone skims over this mod.

Good karma+1 vote