Lost Alpha is a new episode of the S.T.A.L.K.E.R. series made by dezowave group for free!
A redux mod for S.T.A.L.K.E.R: Lost Alpha v1.4007. Bug fixes, English localisation fixes, new textures, icons, sounds, cut-scenes disabled, cheaty things... too many things to list here!
S.T.A.L.K.E.R. - LA DC REDUX - by Soopytwist - For S.T.A.L.K.E.R. - Lost Alpha: Directors Cut v1.4007
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v1.0
Copy the contents of my gamedata folder into the Stalker root directory gamedata folder that is already in there (typically: Program Files (x86)\S.T.A.L.K.E.R. - Lost Alpha DC). LADC Redux adds the following folders to gamedata: config, meshes, scripts, sounds and textures. The other files in there should be left alone (a levels folder and 14 db files).
This mod is designed to work with vanilla Lost Alpha DC only. It is unlikely to work with other mods and will cause random crashes and other undesirable issues. This includes not adding optional mods when you installed LADC, such as PRM Weapon Pack.
Save game support: You don't need to start a new game for these changes to take effect. Some visual changes may not work after the item has already spawned.
Permission granted if you'd like to use any of this mod in your own, however please credit me for whatever you use and if possible send me a link to soopytwist.modding@gmail.com. Many thanks.
This is version 1.0, there will be more to do and perhaps even a few bugs to fix.
So, what's new?
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In summary:
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1. Most cutscenes are disabled
2. English text fixes across all aspects of the game from dialogue to the PDA
3. New map markers
4. Visual and Audio bug fixes
5. Gameplay bug fixes
6. Tweaks
7. Optional cheaty things
8. Loads of other stuff
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Full list:
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*** Localisation fixes and general changes to text ***
- Many, many changes and fixes to NPC dialogues.
- Many, many changes and fixes to PDA text (Diary, Tasks, Mutants, Artefacts, Locations, Stashes).
- Many, many changes and fixes to UI prompts and messages.
- Changes and fixes to PC text.
- "Water dam" referenced in the game is now "Aqueduct", because it isn't a dam (but the one in Pripyat Outskirts is).
- Re-worded Strelok's riddle to find his USB drive and re-worded his book description.
- Artefacts found as part of tasks now have the same descriptions as the non-quest item artefacts.
- "Ameba" corrected to "Amoeba".
- New dialogue option with monolith informer to end the conversation and not pay. Also changed cost from 10,000 to 2,500.
- New dialogue option with Snitch at the 100 Rads Bar to end the conversation and not pay. Also removed hint about the secret door.
- New dialogue option with the guy at Construction Site to end the conversation and not pay. Also removed hint about the secret door*.
- Paragraph spacing fixed in some dialogues (wall of text syndrome).
- X-18 Documents now all have "part # of #" in their names so player knows how many there are to find.
- All quest items now have "(Quest Item)" in their descriptions.
- Artifact/Artefact continuity fixed - now they're all "Artifacts" (the American spelling but also the original British spelling).
- Psi/Psy continuity fixed - now it's Psi - when using the shorthand, or Psionic.
- "Telepathy" used in text replaced with "Psionics" and Telepathic replaced with "Psionic".
- Strelok's corrupted PDA data now actually looks corrupted.
- Task to find documents under Yantar now says there are nine to find.
- Duty leader in the Sin mines will hint to the player that they should try to take Veles alive. If the player kills Veles the Duty leader will give the player a clue to find the stolen disc.
- When the player finds the second Duty CD-ROM Voronin will send a code in a PDA message about an "underground lab". The code is for X-18 which the player may have already visited at this point long before the Duty disc mission so I've fixed this text to suggest the player may have already been there.
- Artifact and Outfit parameters have been re-worded. For example: "Radiation Absorption" instead of "Irridation Restore".
- The "Non-adjusted Psi-Helmet" is now called "Prototype Psi-Helmet" and the "Functional Psi-Helmet" is now called "Fully working Psi-Helmet".
- Changed Patriarch's dialogue at Radar before the blowout to make it clear they are now dangerous.
- Changed Nomad's PDA messages about the Radar blowout to make it more urgent and clearer that monolith are now dangerous and to get moving.
- Lab X-10 passkey is now called an "RF card" since the player only has to have it in their inventory to disable the 3-minute death counter.
- Changed Greben's dialogue about his missing guitar and case so the player knows where to start looking.
- Changed wording of Alex's task to destroy fuel shipment in Darkspace, now he specifically refers to them as "barrels" and it is the barrels that need to be destroyed. He also mentions the RPG on the Merc base roof doesn't have any rockets.
- All Secret Documents are now prefixed with # of #, so you know how many there are to find in the game.
*** Audio changes ***
- Player and NPC's using a radio now beeps before they speak.
- The wish granter now says "What you want here is Salker, come" instead of "What do you want is here Stalker, come".
- The minimap blip sound when NPC's are near is disabled.
- All anomaly detectors now emit the same, less annoying, lower frequency beeping sound regardless of detector type.
- Removed Sid's line about throwing bolts into anomalies since we can't hear anomalies at the start of the game without a detector.
- Snitch at the 100 Rads bar now has longer pauses between each of his lines.
- Silenced the metal creaking sounds in Garbage (Seriously, they're awful - like scraping teeth down a blackboard).
- New radio station in the 100 Rads bar and Pripyat Outskirts bar. Plays instrumental synth music, DJ chatter, adverts and news with no gaps (taken from my Soc Vanilla Tweaked and Oblivion Lost Tweaked mods).
- Agroprom Institute now only plays music on the speakers (because I took those samples for my radio station).
- Silenced all of Hunter's idle dialogue at the 100 Rads bar, apart from "Damn".
- Silenced the very annoying music in the Bandit base in Dark Valley.
- The evil laugh sound effect in Lab X-18 is replaced with something far more horrifying (sound effect by Vinrax at OpenGameArt.org)
- Replaced the whistling zombie in Lab X-18 with something more unsettling.
- Cutscene in Lab X-18 of two scientists having a chat has the repeated line: "he's coming" removed.
- Liana (hanging black tendrils that are not harmful), Teleporters and No-Gravity zones don't illicit beeps from detectors.
- Silenced Duty guard who says "Get out of hear Stalker".
- Silenced Duty leader Voronin's line "What are you deaf? What are you here?" (because that makes no sense).
- Sakharov's radio in his Yantar bunker now plays Russian radio chatter.
- Sid no longer ends his speech about mutants with "Talk to you" (because, perhaps "later" is missing?)
- Better geiger counter sounds.
- New weapon sounds (taken from Oblivion Lost 2.2). Shoot, draw, holster, reload and idle sounds. Including a few new ones by me.
- Using pheromones now plays a new sound.
- Longer gaps between Bar and Duty propaganda at the Great Metal Factory.
- Quieter CCTV camera outside DeeDee's bunker.
- The wish granter's calls to the player stop when the player uses the battery to power the PC in the reactor 4 control room.
*** Gameplay changes ***
- Head bobbing disabled.
- After meeting Veles, the leader of Sin, he will give you a map of the mines (in the encyclopedia - Locations).
- Proverb gives you a simple anomaly detector.
- Can sleep at anytime (no more "can't sleep now" messages). Code change copied from Hegel: Moddb.com.
- All true "quest items" are weightless. Some false quest items have added weight now.
- Phantoms (i.e psi-projections) don't spawn in the the Forest mine.
- Game does not auto save before a blowout. Enabled can cause crashes and it's pointless saving before one anyway.
- Suppliers now sell M209 grenades for launchers at the same time as they start selling VOG-25's. And added to suppliers who only sell VOG-25's.
- Replacement map markers, a set of 8 new icons for adding your own map markers/waypoints with anims, proper scaling and minimap rotation support.
- After returning forest documents to Petrenko he gives the player a pencil sketch drawing showing the location of the old Lab X-18 entrance.
- The highest rank Duty can give the player is Sergeant. This corrects inconstancies with Duty referring to the player as both Major and Sergeant.
- On the Duty raid into Sin's mines after killing all the Sin there is now no map marker for the second Duty disc. Instead talking to the Warrant Officer after the raid will provide a clue. Or, if Veles surrendered without being killed we can complete his side mission for the map marker to appear.
- Controllers no longer project phantoms advertising their presence in the area.
- After talking to the Monolith Patriarch the blowout will time down from 5 minutes instead of 3 minutes.
- When meeting Guide on the way to Pripyat Underground he will give you a map (in the encyclopedia - Locations).
- One of the Secret Documents is now info on the PC in the Sarcophagus control room instead of on a Controller in Pripyat.
- The two different Psi-Helmets are no longer quest items so you can ditch the bad one when you find the good psi-helmet. They both weigh 200g as well.
*** Visual changes (HUD, UI etc) ***
- Total lens flare removal (because camera's have lens flare, human eyeballs do not).
- Something far more interesting to look at on the television screens.
- Cleaned up the Artifact and Outfit parameter icons
- New inventory icon for the Functional psi-helmet (Fully working Psi-Helmet).
- Lukash's Machine now has a new inventory texture and takes up more space to reflect the actual size of it (size of the mesh/model).
- Improved player "Marked One" map marker.
- The PC desktop wallpaper in the Generators control room now has a new wallpaper.
- The PC's in all the underground labs now have all the same IAEA wallpaper.
- The PC's in Military Warehouses now have the DSO military wallpaper.
- The PC in Sakharov's bunker in Yanar has the biohazard wallpaper now.
- The PC in the reactor 4 control room in the Sarcophagus now has a new Lenin wallpaper.
- The PC's in the backroom of the bar in Rostok and Pripyat Outskirts now have a new Duty wallpaper.
- A previously disabled PC in lab X-18 is now active, it has a virus ridden hard drive with new desktop and images.
- The BSOD PC loop has been replaced with the old Windows 95/98 flying through space screensaver.
*** Storyline/Cutscene changes ***
- Disabled cutscene 1 in lab X-18 (two scientists perform an experiment on two Sin Stalkers and wind up with a Bloodsucker).
- Above cutscene edited into an audio file with additional sound effects and added to the PC in that room the player can listen to.
- Lab X-18 cutscene 2 of a lone scientist experimenting on a Sin stalker is disabled [WIP to add new desk and PC in all.spawn]
- Cleaned up the Lab X-18 PC desktop by the dead Freedom guy, deleted rubbish we've seen already. Now just has the mutants info that Veles wants.
- Removed same stuff on Lab X-18 reception PC as Barmans and other PC's in the lab.
- Weird cutscene with Doc at his cabin in the swamp is disabled (because it makes absolutely no sense).
- Cutscene when passing through second code locked door (the one with all the boxes) in lab x-14 is disabled.
- Cutscene in Radar with Patriarch plays out with player free to move about
- Changed PC contents in Lab X-7 under Pripyat Outskirts.
- The red mist effect in the first room on the left after entering the Sarcophagus is disabled.
- The FOV effect in the corridor near the room above in the Sarcophagus is disabled.
- Cutscene with two scientists in reactor 4 building sarcophagus is disabled.
- Above cutscene edited into an audio file with additional sound effects and added to the PC in that room the player can listen to.
- The cutscene in reactor 4 control room is disabled - instead an audio clip can be listened to on the PC (it's a new recording, not from the cutscene).
- Cutscene with two scientists in the locker room of Lab X-2 (Warlabs) is disabled.
- Cutscene with scientist shooting up the pods in Lab X-2 is disabled. Sorry, don't know how to remove the particle effect! A new video has been added to the PC in the control room, of the cutscene, filmed from a "security camera".
- Cutscene in lab X-2 room with military and Burers is disabled.
- Cutscene in lab X-2 large open room with two military is disabled.
- Cleaned up PC's in Lab X-2.
- Cutscene of player entering the lab X-2 control room and using the PC is disabled.
- Cutscene after turning off the Zone's Generators is disabled.
- The dream sequence in Lab X-16 is disabled. From Story Line Fix 1.03 by (and fixed my me). The task to Get to Lab X-16 is completed when the timer starts.
[CURRENT BUG CAUSES TASK COMPLETION AND CURRENT TASKS TO REMAIN ON SCREEN UNTIL BRAIN IS TURNED OFF]
- The cutscene with the teleporter accident in Lab X-18 now allows the player to freely move about during it.
*** bug fixes ***
- Gauss rifle reload timing fixed (and added extra bit of sound effect to it)
- Changed Alkaline Battery inventory icon to match it's mesh/model.
- "st_wpn_lr300_m2" naming error fixed. Copied and translated the description from Russian and added to the English text string table.
- "stalker_camp_contact_name" fixed at the Army Warehouses level.
- The documents in lab X-14 now have the correct inventory icon.
- Sig550 idle sounds restored.
- Box of nuts for the fixer at the construction site now looks different to a repair kit (new mesh model and texture) [NEW GAME NEEDED]
- The Research Journal found in old lab X-18 entrance (not the main lab) is now the correct inventory icon.
- The above or below minimap quest markers now rotate correctly so they always indicate the right direction (up or down). Also modified the icons slightly.
- Yantar devices in the players inventory now match the actual mesh/model (new textures). Also added new descriptions for them so they're not all the same.
- The shelter map marker (radiation symbol) is now the right way up.
- The minimap compass is now facing in the right direction (red north, blue south)
- Fixed blowout effect on the player after waking up in DeeDee's bunker and stepping outside (because it can't break).
- DeeDee's bunker door bug fixed (decontamination sequence disabled because it's breaks the outer door).
- The Lab X-10 Passkey is now an actual passkey instead of a folder.
- "st_psy_danger" is fixed when dying in lab X-10 (the correct message is now shown).
- A journal entry is now correctly created for the Lab X-10 locked door code.
- Greben's drug case now looks like the inventory item (instead of artifact merger). Only works if the case hasn't yet been spawned.
- Documents from Pripyat in Ghosts hotel room now matches the inventory icon.
- The Scientist's Notes found in a room in reactor 4 sarcophagus now has the correct inventory icon (and re-worded the text too).
- Fixed the door code paper icon in the diary (the last number was always cut off the right side).
- Correct inventory icon for the document in Lab X-2 (Warlab).
- The Generators notes secret document is now prefixed with Part 6.
- The Documents from Pripyat is not a quest item so I've changed value to false.
- The Documents from Pripyat Undergrounds is not a quest item so I've changed value to false.
- Part 14 Secret Document now has the correct inventory icon.
- "tips_war_device_switcher" has been fixed in Lab X-2, the switch now reads "Turn off the laser".
- Fixed the Generators switch in Lab X-2 control room. Now you can't turn them off without using the PC first (to enter the code).
- Fixed Marked One vanishing before the end of the Rostok Factory cutscene at the site of the dead Duty member.
- Added missing ogg comments to numpad sound effects.
*** Cheaty things (optional) ***
To use these merge the gamedata folder in the "optional cheaty things" folder with the main gamedata folder and overwrite any files when it prompts you.
- Increased carry weight capacity to 90 (walking weight) and 70 (sprinting weight). Maximum is 60% of those values.
- Most ammo box sizes are double (so you can fit more of them on the belt).
- Bleeding is the same as vanilla SoC, i.e. not as aggressive and less prone to bleeding out so quickly.
- Rats hit half as much damage and also have half health.
- The base cost of paying a guide to fast travel is 250 but normal charges still apply.
- Base cost of repair kits is 1000 instead of 2500.
- All meds weigh 0.01kg, bandages weigh 0.01kg and med kits weigh 0.10kg.
- Sausage weighs 150grams (0.15kg).
- Sleeping bags weigh 200g (0.2kg).
- Hunter at the bar rewards the player with 5000 rubles instead of 2000 (well it was a hard fight!).
- All vehicle fuel consumption is lower (value is 0.00005)
- Cars are tougher (from mod by lokStre).
- Basic med kits no longer make you thirsty!
- Lowered threshold to repair an item from 30 to 10.
- Repairing an item will use 99% of the chosen item instead of 25%.
- Repairing a vehicle no longer uses a repair kit in your inventory.
- The Advanced artefact detector base cost is now 21,000Ru instead of 35,000Ru.
- Repair kits weigh 300g instead of 700g (I weighed a small box of mini screwdrivers, tweezers, alan keys, small whetstone and a bunch of screws and it came to 295g)
- There's a very small chance of finding repair kits on the dead bodies of Stalkers, Sin, Monolith and Mercenaries (not Freedom, Duty, Scientists or Military)
- Animation time to heal with medkit/bandage, take meds or use boosters is lowered.
- Energy drinks now last twice as long.
Please see the included Readme.txt for more.
- Silenced Duty guard who says "Get out of hear Stalker".
REEEEEEEEEEEEEEEEEEEEEEE
Pretty much. He was a staple of the entire Stalker series. We need him back. NOW!
Does this change any of the mutant-spawns/fix the ridiculous amount of boars and dogs etc?
Doesn't seem to touch anything to do with spawns.
Correct. I would have liked to but that involves decompiling the all.spawn and I'm afraid that doesn't appear to be possible. There's a whole bunch of stuff I wanted to do in the all.spawn and not all of it bug fixes either.
EDIT
I should add I didn't find the boars and dogs too much of an issue but maybe I was just in the wrong places at the right times or I just got lucky?
Darkscape and Garbage were by far the worst. It is not gamebreaking, just an annoyance to be charged by 10-15+ mutants at once (and encountering the same amount minutes after you went berserk on them). I love LA for the sometimes polished, sometimes rough gem it is, and your redux addon seemed to just smooth it around the right edges. The hefty spawns were actually my only major nag. Maybe someday. :)
This must have taken ages to make, props!
Thank you, I worked on it for a few months while playing the game from the start.
Just fixed a lot of spelling errors in the description. Sorry about that! Though this does mean the Readme.txt in the zip still has those errors. I'll fix those when I get around to updates and possible patches.
In the last official release of lost alpha there were lots of crashing issues on radeon GPUs,does this mod fix these issues or is there a high chance the issues will still be there?
Sorry no, that would be beyond my capabilities to resolve.
Is this compatible wit official addons such as PRM Weapons and Story Fix?
No, vanilla only. I should add LiquidBronze will be combining bits of my mod with his Story Line Fix - the goal is to create an all-in one.
Aye, I am doing a play through now to test some stuff I combined.
I will have an all in one out eventually that combines a ton of other stuff as well... Like the item animations working with vanilla configs (i.e. no need for weapon packs), Russian audio with original Russian Sid voice, all of my previous story line fixes and much more.
I will hold off on release if 1.4008 comes out within the next weeks/months though and combine with that.
i really like how that sounds :D
I'm sorry I'm not sure I understood your message, do you mean you are going to merge this mod (most of it) into the public 1.4008 release ? (this would be great of course !)
Also while I'm at it, do you think it is possible to make sun shafts less strong in general ? I really love the effect, but it's a bit too strong !
I thought the same, that some of the lab stuff should be put into audio files or even better, finding it in written text on PCs. I also found the bar cutscene with the super powers guys that's sent after you, who kills the guards, to be immersion breaking. The game, ideally, would never leave first person.
Hmm, I don't think I encountered that at the bar. Is the original bar or the one that's opened up later after the chopper attack?
"I also found the bar cutscene with the super powers guys that's sent after you, who kills the guards"
This scene was already removed in the DC... So I am guessing the OP did not play the DC yet. Mainly just the underground scenes remain, but with storyline fixes mod AND soopy's there is not much left.
Any idea if in next versions there will be bug fix with mission "Help the rest of the Duty group" where this duty group does not spawn, only burer is at right place? No matter what i do, this mission is still bugged (reinstallation of whole dame still didn't help)
each time i aproche to the 1st pack of duty soldiers (this surrounded by chimers) i got such a note
--incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763
--try x2=634.560547 or y2=1325.645874
--incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244
--try x2=894.455017 or y2=1291.380981
--incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763
--try x2=634.560547 or y2=1325.645874
--incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244
--try x2=894.455017 or y2=1291.380981
I don't know what's causing that. I haven't modded any files for the military map so this is likely a bug with the X-Ray engine.
This bug was known to me but I couldn't replicate it to find a solution. Perhaps Dez0wave fix it in the next version.
Yeah, a patch is actually planned, and we managed to fix the said issue. Though I can't say for sure whether it will be released or not: only a few members are working on it, and no patches were originally planned after 1.4007.
I also think we'll try to fix some stuff that you did officially, so thanks for taking your time to make this changelog and the changes.
Hi,
Will there be a 1.4008 version of this mod coming out?
Thanks
i use only the prm weapon pack is it safe to use only your ammo box changes ?
Yep, all modified files are listed in the Readme, should be pretty easy to just copy over the ammo size stuff from the cheat folder.
How vanilla is vanilla only? Like when installing the main mod, deselect everything but the main file or something?
Just Lost Alpha 1.4007. No add-ons or those additional mods it comes with. There might be some that work, I haven't tested them all - mainly because unpacking them to check the file contents doesn't always work.
Dezowave is working on a 1.4008 ??!!
So, I tried the mod, and I shall say, while some ideas are interesting, and especially the optional minimods that you can individually pick are definitely a great addition, I don't like the mod (base gamedata), I think it changes too many things and the game doesn't feel the same as a result.. Some changes are also weird, why completely disable the possibility of having head boobing (forced off), while the base game already let you choose (on/off) ?
There's an option to turn off head-bobbing? I don't remember seeing one. I ported over a large portion of my mod files from other mods I made of SoC and Oblivion Lost and updated my earlier stab at modding an older version of LA. I honestly did not think to check LA's settings for head-bobbing!
It's fine :D Since you're there I could give you a bit more insight, For example the first thing I noticed while playing the mod, is the removed creepy noises at garbage (and also some other locations, I feel they gave you a nice sense of insecurity for some reason).
Aside from that honestly, I'm just a long time stalker player, and I think I've been used to some sounds way too much so it's hard for me to accept differences ^^
Do you remember what you edited to remove head bobbing? I love the redux, but would like the option of head bobbing back!
I can't stress enough how the updated vehicles in the optional gamedata are so much better... they can be even better I think (they are too slow and headlights are too short, easily fixable by editing of course) but at least they are USEFUL, since we have guides now if the vehicles are too fragile and slow they are just useless !
Greetings! I recently installed Lost Alpha and shall be encountering a FATAL ERROR due to an apparently missing file after installing DC Lost Alpha DC Redux:
Log:
* Reading Textures:THM: Count of .thm files: = 1605
Material is assigned in LTX, skipping THM (wpn\wpn_colt1911) Material setting
Material is assigned in LTX, skipping THM (wpn\wpn_pm) Material setting
Bump Name is assigned in LTX, skipping THM (wpn\wpn_pm) Bump Name setting
* Reading Textures:MINI LTX: Count of .ltx files in Textures: = 67
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 1920x1080
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 8
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
---Engine is freezed, saving log
* Log file has been saved successfully!
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
FATAL ERROR
[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 516
[error]Description : <no expression>
[error]Arguments : Can't open section 'flares_moon_clear'
stack trace:
0023:6F6A453F xrCore.dll, xrDebug::fatal()
0023:004DAFBD XR_3DA.exe, CEnvironment::add_flare()
0023:004E32A4 XR_3DA.exe, CLensFlare::AppendDef()
0023:004DDAC0 XR_3DA.exe, CEnvDescriptor::load()
0023:6F68F451 xrCore.dll, IReaderBase<CStreamReader>::find_chunk()
0023:6F6A05D2 xrCore.dll, xrMemory::mem_alloc()
Prior to the installation of DC Redux, the game seemed to execute without issue. There appears to be an issue with the Configurator associated with version 4.7 as well, as it encounters an unstated error and that there is instability (application closes if you select any of the tabs for instance). I did download a different version of the Configurator to rectify this successfully, yet I figure to mention the matter regardless.
Completely overlooked proper installation as I am a fool, haha. However, after properly installing LA DC Redux, the game crashes on startup only for the logo to remain with no log to report. A shame since Redux resolves many issues and commits to various desirable changes. For now, I will be left with version 4.7.
It won't work with other mods, perhaps you have others?
I installed lost alpha with the redux patch and the cheats file. My PDA map is now fuzzy like it is out of focus, and there are no markers. Any suggestions on how to fix this?
thanks
HDJeff
Never mind...a simple reboot fixed it
You can find a texture upgrade for your PDA map for the Anomaly mod....Should also work with LA (it's just a simple texture swap - Look in Anomaly mods "Addons" section)
Made a noticeable nice difference for me!
Hi
I am hoping someone can help me, I re-downloaded and installed LA DC v1.4007 (using the torrent) but for some reason the configurator isn't updating and I can't access any mods to download or any mod channels (the button is greyed out), the only mods available are the ones that come with the game download. Any help would be really appreciated.
This is a different version of the Configurator which might help : Drive.google.com
i have "sens.oal.dll" error with this patch. Without this patch works fine. Is there any fix for this?
Don't know what's causing that, never encountered that error before. Perhaps you can replace sens.oal.dll?
Is there *any* chance that this version might offer some option to dump that damned belt for ammo?? None of *real* Stalker games forced this on us, and I *really* cannot tolerate it... it makes alternate weapons essentially useless.
If nothing else, maybe only have this option for Novice difficulty?? For those of us who *really* are not interested in Misery mode??
I thought about it but I actually like it, which is why I increased the max amount of ammo you can hold on the belt in the cheat options.
Well, okay, that's cool.
How are cheat options going to be accessed in this version?
Will it still be via the -developer option, or some other mechanism?
I included cheat stuff with the mod in the "optional cheaty things" folder. In config\weapons\ammo there are 11 .ltx files for each ammo type. Change box_size to whatever you desire.
So please permit one more question... I'm preparing to install your mod now, and I need to install an original copy of Lost Alpha DC first, I believe...
So *do* you support the "-developer mode" command-line argument that the original version supports? Or has that been disabled??
My apologies I've been rather preoccupied. I've never used the -developer mode but I'm guessing yes, yes it will work.