I'm actually considering buying Clear Sky just for this mod (only played Call of Pripyat and was not satisfied with how short and somewhat linear the game is). Does it add more hours of gameplay content wise, or does it just extend the gameplay time with some survival elements?
A mixture of both really, this mod will give you many more hours of fulfilling exploring, looking for unique items etc. Also gunfights will be slightly more intense and more challenging even on lower difficulty settings.
Greetings, at the producers of this awesome mod, i found finally the right mod to play this beautiful games, weapons damage are perfect and all other things too, i have only a problem, sometimes when i save a game and i try to load it the game crashes at desktop and i can't use this save data. Have you got a fix for this problem?
Hi there, I have not yet reached the bottom of this issue, and currently my studies are taking up all my time. When I have free time I will continue to investigate.
Towards the end of the game, I'm encountering unarmed adversaries (NPCs without weapons who just run away when spotted). These are the Bandits in Limansk (with exception to the machine gunner) and both the Monolith and Clear Sky forces in the Chernobyl NPP finale.
To fix the latter (at least for the Monolith troops), I had to omit the character_desc_general file in S.T.A.L.K.E.R. - Clear Sky\gamedata\configs\gameplay. Hope this helps.
We can fix 1 & 3 (3 definitely, possibly 1 as well), 2 can't be fixed without editing the animations, and we don't have an animator on the team. Same is true for the charging handle moving when firing: requires editing of animations.
Its originally made for SoC, ported across to CS/CoP.
Along those lines: the G3a3 has the same deal where the charging handle shouldn't move when firing.
I had r_populik fix this for me.
Here's the new animation file (you may want to rename things or something, but I'm sure you know how to work with skl files): Sendspace.com
Now the G3a3 charging handle won't move when firing. Then it's easy to create a particle effect for right-sided ejection (it probably doesn't matter that the model doesn't have a proper ejection port since you can't see the right side of the gun in 1st person anyways).
You'd have a modified animation for the FAL too but when I had asked r_populik for help I accidentally asked him to modify the AK74 anims when it turns out you're using the Sig550 anims :(
Sorry about that.
I'm actually considering buying Clear Sky just for this mod (only played Call of Pripyat and was not satisfied with how short and somewhat linear the game is). Does it add more hours of gameplay content wise, or does it just extend the gameplay time with some survival elements?
A mixture of both really, this mod will give you many more hours of fulfilling exploring, looking for unique items etc. Also gunfights will be slightly more intense and more challenging even on lower difficulty settings.
WOHOO 0.1.6!
Greetings, at the producers of this awesome mod, i found finally the right mod to play this beautiful games, weapons damage are perfect and all other things too, i have only a problem, sometimes when i save a game and i try to load it the game crashes at desktop and i can't use this save data. Have you got a fix for this problem?
Hi there, I have not yet reached the bottom of this issue, and currently my studies are taking up all my time. When I have free time I will continue to investigate.
Thanks you're a great man!!!!
Towards the end of the game, I'm encountering unarmed adversaries (NPCs without weapons who just run away when spotted). These are the Bandits in Limansk (with exception to the machine gunner) and both the Monolith and Clear Sky forces in the Chernobyl NPP finale.
To fix the latter (at least for the Monolith troops), I had to omit the character_desc_general file in S.T.A.L.K.E.R. - Clear Sky\gamedata\configs\gameplay. Hope this helps.
Is the Mystery mod Compatible with Clear Skies?
We can fix 1 & 3 (3 definitely, possibly 1 as well), 2 can't be fixed without editing the animations, and we don't have an animator on the team. Same is true for the charging handle moving when firing: requires editing of animations.
Its originally made for SoC, ported across to CS/CoP.
Great :)
Along those lines: the G3a3 has the same deal where the charging handle shouldn't move when firing.
I had r_populik fix this for me.
Here's the new animation file (you may want to rename things or something, but I'm sure you know how to work with skl files): Sendspace.com
Now the G3a3 charging handle won't move when firing. Then it's easy to create a particle effect for right-sided ejection (it probably doesn't matter that the model doesn't have a proper ejection port since you can't see the right side of the gun in 1st person anyways).
You'd have a modified animation for the FAL too but when I had asked r_populik for help I accidentally asked him to modify the AK74 anims when it turns out you're using the Sig550 anims :(
Sorry about that.