Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much more!

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Poll: Is the mod in your opinion "good"? (3,078 votes)
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Aug 8 2012, 9:47am Anchor

I was excited to see this mod when i saw it however i was having some
trouble and was wondering if someone could help me. i have the steam
version of the game and have downloaded both the mod and the patch. the
game opens fine but when i start a new game it gets most of the way
through the load and crashes. i have tried many things already such as
lowering graphics settings to medium changing the game data lines to
true true and even uninstalling the game manually and re installing. i
have a pretty good gaming computer and 4 gb RAM. so any help would be
greatly appreciated thanks.

Aug 9 2012, 12:18pm Anchor

I'm so excited for this mod.

However,i downloaded it,installed it,tried to play (through steam) and after smashing the play button it got me in the game.loading screen bla bla bla worked but the difficulty didnt have MISERY in it,thus it got me suspicious.I clicked on Enter the Zone and the game crashes.

I uninstalled and installed again without the Patch 2 and it works,anyone know something?

Aug 11 2012, 8:59am Anchor

i have the same problem but even with patch 2 it wont work.

Aug 25 2012, 2:35am Anchor
RR3 wrote:I think wound (bleeding) condition do nothing damage.There is icon on the right side, sounding heartbeat, appearing blood, but no actual effect.

this is most likely correct, i have piled lots of bandages without need, also once i have a soul (which can be gained since the beginning of the game) i no longer use kits(nor EVER did), kits need to be reworked to be actually useful (they are rare!) and not easily replaceable with artifacts.

most of my encountered problems have been stated, but FOR GOD'S SAKE FIX THE MISSING KNIFE AND BINOCULARS

everytime i have either out and get attacked i need to rush away not noticing that i dropped, hence making to lose it forever, twice happened this third time i couldnt find it back.

make them NO DROP or make them expensive item from merchant! please! or give me a command to spawn a knife.

Aug 26 2012, 1:44pm Anchor

When you upgrade the Obez with the 6X scope it does not work.

Aug 28 2012, 3:59am Anchor

dont know what but this
Expression    : fatal error
Function      : CInifile::r_string
File          : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
Line          : 513
Description   :
Arguments     : Can't find variable inv_weight in [actor]

happens when ever i try to load one of my misery patch 2 saves or start a new game.

Nov 1 2012, 3:50pm Anchor

Something weird with my screen using this modification: Imageshack.us
You see, minimap is in incorrect position, ironsight's messed up.. How to fix this? I really want to play this mod.

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Nov 1 2012, 4:09pm Anchor

What resolution do you play in?

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You think your mod has it? Visit TZP for promotion and / or an invite to the team!
Nov 1 2012, 4:44pm Anchor

I tryed several, 1024x768 and 1280x1024 but still the same problem.
P.S Vanilla game works fine with those resolutions.

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Nov 1 2012, 4:51pm Anchor

Hmmm...weird. Ill look into my files and ill test these resolutions. Ill check back later.

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#MDT CR / PR LEAD - FORUM RULES - PM ME - NEED HELP? - FAQ
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Nov 2 2012, 6:31am Anchor

So, any ideas?

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Nov 2 2012, 8:19am Anchor

Haven't tested yet (school stuff, sorry)

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#MDT CR / PR LEAD - FORUM RULES - PM ME - NEED HELP? - FAQ
You think your mod has it? Visit TZP for promotion and / or an invite to the team!
Nov 8 2012, 9:26pm Anchor

Having a small texture issue with the FAR-15 rifle, the red dot is just a flat red circle. I have checked the texture files so i know this shouldn't be the case but i am not experienced enough to fix it.

Nov 14 2012, 11:52pm Anchor

When attempting to recruit strider to duty his monolith squad attacked the duty officers on site

Dec 15 2012, 3:44pm Anchor

Bug just happened; here to report.  

I was using the Predator shotgun with full tier 1 and 2 upgrades.  I ran into a psuedogiant and it knocked my scattergun out of my hands, oh noes.  I miraculously picked it up and ran for my life.  

After a short run to Yanov I decided to switch from slug to buckshot.  I noticed for the first time that I had 13 rounds loaded O_o.  Predators maximum with upgrade is only 9.  I tap Y to switch to buckshot and it keeps loading more shells into the gun!  It loads all 71 buckshot rounds in then starts loading the remaining slug rounds as well :O  So now my Predator pump action has 87 shells loaded into it.  Well then stalker..

Mediafire.com  
^Download link to the bugged saves.  Quicksave is before, save named Bug is after.  You should be able to recreate the bug by loading the quicksave file, pressing 3 to bring up the predator and pressing Y to switch to buckshot.  It should load the buckshot on top of the slug rounds then keep loading until all the shells I have are chambered.

Mar 13 2013, 12:42pm Anchor

hi ok i installed everything corectly but when i start uss sniper or enter the zone i get error x-ray engine 1.6 has stop working ,this is the bug
xrEngine.exe caused BREAKPOINT in module "C:\Program Files (x86)\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrCore.dll" at 0023:00A2E12E, xrDebug::backend()+174 byte(s)
FATAL ERROR
 
[error]Expression    : wave&&wave->length()
[error]Function      : CSoundRender_Source::LoadWave
[error]File          : D:\prog_repository\sources\trunk\xrSound\SoundRender_Source_loader.cpp
[error]Line          : 65
[error]Description   : Can't open wave file:
[error]Arguments     : c:\program files (x86)\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\bin\gamedata\sounds\weapons\generic\eastern_draw.ogg
 

stack trace:

Edited by: deniboj

Mar 25 2013, 3:59pm Anchor

same bug, help dev please...

Apr 28 2013, 10:58am Anchor

So any ideas about my resolution problem? Its been a long time and no solutions so far..

May 12 2013, 10:24pm Anchor

Today I came across a bug which tottaly killed my game play,
I play as an U.S.S sniper, and since I bought an "Lynx" off Nimble I have trouble getting ammo for it, I need the 7.62x54 mm 7h1 rounds only but from some reason the trader has only bugged version of them, you see, he sells the ammo with exact same image as those that I need but the description for them is discription of some other machine gun ammo that he also sells(7.62x54 mm pp rounds) unfortunatly I am a new user so I can't post any pictures(what a stupid anti spam rule!) and my report would be probably ignored, but I assure you its real!!!

+another bug, I don't remmember what I done, but at one moment, I couldn't use a knife anymore, I still have it in my inventory, I can use it instead of my gun, but when I press 1 nothing happens, and I cheked my configuration, its all still defiened

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
May 13 2013, 12:41am Anchor

We've fixed all of that, tyler. Rest assure, you'll get the right ammo now :)

Also, welcome to Moddb man!

Edited by: [TZP]LoNer1

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#MDT CR / PR LEAD - FORUM RULES - PM ME - NEED HELP? - FAQ
You think your mod has it? Visit TZP for promotion and / or an invite to the team!
May 13 2013, 8:31pm Anchor

Bugs I've run into:

-Uncle Yar acts as though I started attacking the zombies during the mission to go to the town with him, and seems to be able to get stuck crouching, aiming at an enemy that isn't actually there, but not shooting.(I reloaded a save, he started shooting again, and then he decided to just book it into the building, allowing the mission to progress normally.) Wasn't a big deal to kill the zombies, but still, pretty sure Uncle Yar wanted to stealth that part.)

-In the same mission with Uncle Yar, after the mercenaries came over the hill and started searching the buildings, they eventually just started going in circles in one area, like they didn't know what to do. I waited for a few minutes, and they just kept running in circles. Finally decided to just shoot one with my rifle, and Uncle Yar started attacking them as well, with the next(I assume) objective, to kill the mercenaries, coming up like normal. 
 
-The ammo that the SKS uses is sold by Beard,  but in Hawaiian's shop, it's incorrectly labelled as the ammo that the PKP uses, though it has the correct icon.

-When wearing a combat helmet, there are green squares toward the bottom.

-With a FOV of 85,(or whichever it is. 80, 85, something like that.)  at least one of the scopes doesn't have the black part reach all the way to the right side of the screen. It leaves a transparent area that you can see flashes of the surrounding area through. Kinda throws off the aim.

-Numerous ironsights for weapons aren't correctly aligned.

-The Kolobok that's supposed to spawn at the top of the Pineoak anomaly didn't, even though Joker's corpse and his PDA were in what I assume is their usual spot, on one of the nearby hills.(If the artifact was moved from that area, you should move Joker's body, too, as it seems kind of silly that such a dangerous area would have already been looted by another Stalker. That climb is pretty rough in some spots, unless you use third-person.)

-HUD overlays from helmets appear on the screen if the third-person camera moves in too close, due to a wall or other obstacle being in the way.

-Third-person model doesn't display a helmet, if the Major is wearing one.

-Manually attaching suppressors and scopes to a weapon breaks the permanent addons that some upgrades are supposed to add to them.

Example 1: I had a silencer on my SKS, and the first time I upgraded it with a scope, the suppressor was placed in my inventory . I put it back on,(because why would a suppressor interfere with a scope mounted at the top of the weapon? o_O) and the scope disappeared. Can't seem to get the scope back on, because it's listed as "installed" in the upgrades menu, and even removing the suppressor doesn't make it come back, nor did dropping the weapon and picking it up, without the suppressor attached.

Example 2: Had a 4x scope on my Mosin Nagant, and I saw that the first upgrade was a 6x scope. Bought that, and didn't see any difference in the zoom level of the scope. Removed the scope I'd manually attached,  and of course, the upgrade was still considered installed, and I never got to see a 6x zoom scope on my rifle. Pretty big letdown, considering I'm playing the Sniper class.

From the weirdness above examples had, which seems to only be from upgrade-added addons even, might I suggest that either one or the other should be possible, in terms of attachments? ie, if a weapon can have a suppressor and/or a scope attached from the inventory, paid upgrades don't include a scope or a suppressor. Alternatively, if a weapon has upgrades that add scopes and/or suppressors, those addons shouldn't be possible to attach from the inventory. The two "types" seem to conflict pretty badly, and it would save a lot of headaches if a weapon could either have accessories added manually, or by one of the professionals. As it stands in 1.2, I've just played it off as the guys botching the upgrade job, but not offering a refund out of principle.

May 16 2013, 7:35pm Anchor

I'm struggling with a bug right now where for some reason none of the traders have an option to trade anything with them. It's killing me because I can't buy ammo, medical supplies, food... And there's simply not enough to find.

Do me a favor and ignore my comment. It's not a bug. It's me being stupid.

May 17 2013, 2:01pm Anchor
Metal_Izanagi wrote:Bugs I've run into:
-Uncle Yar acts as though I started attacking the zombies during the mission to go to the town with him, and seems to be able to get stuck crouching, aiming at an enemy that isn't actually there, but not shooting.(I reloaded a save, he started shooting again, and then he decided to just book it into the building, allowing the mission to progress normally.) Wasn't a big deal to kill the zombies, but still, pretty sure Uncle Yar wanted to stealth that part.)
-In the same mission with Uncle Yar, after the mercenaries came over the hill and started searching the buildings, they eventually just started going in circles in one area, like they didn't know what to do. I waited for a few minutes, and they just kept running in circles. Finally decided to just shoot one with my rifle, and Uncle Yar started attacking them as well, with the next(I assume) objective, to kill the mercenaries, coming up like normal. 

The zombies are attacking because they detected you, you need to move away from them and get there without getting near anyone, as for the mercs they are waiting for the zombies to attack them, which is why they return to their normal routine when you shoot them.

Metal_Izanagi wrote:
-When wearing a combat helmet, there are green squares toward the bottom.

Those squares are result of excessive decompression and compression you need to remake the textures for those to go away.

Metal_Izanagi wrote:
-Third-person model doesn't display a helmet, if the Major is wearing one.

That's because vanilla doesn't feature separate models for the helmet, in fact, it doesn't feature helmets at all, most models used by Degtyarev on Misery are NPCs models and some of those models don't feature helmets.

Metal_Izanagi wrote:
-Manually attaching suppressors and scopes to a weapon breaks the permanent addons that some upgrades are supposed to add to them.
Example 1: I had a silencer on my SKS, and the first time I upgraded it with a scope, the suppressor was placed in my inventory . I put it back on,(because why would a suppressor interfere with a scope mounted at the top of the weapon? o_O) and the scope disappeared. Can't seem to get the scope back on, because it's listed as "installed" in the upgrades menu, and even removing the suppressor doesn't make it come back, nor did dropping the weapon and picking it up, without the suppressor attached.

Example 2: Had a 4x scope on my Mosin Nagant, and I saw that the first upgrade was a 6x scope. Bought that, and didn't see any difference in the zoom level of the scope. Removed the scope I'd manually attached,  and of course, the upgrade was still considered installed, and I never got to see a 6x zoom scope on my rifle. Pretty big letdown, considering I'm playing the Sniper class.

From the weirdness above examples had, which seems to only be from upgrade-added addons even, might I suggest that either one or the other should be possible, in terms of attachments? ie, if a weapon can have a suppressor and/or a scope attached from the inventory, paid upgrades don't include a scope or a suppressor. Alternatively, if a weapon has upgrades that add scopes and/or suppressors, those addons shouldn't be possible to attach from the inventory. The two "types" seem to conflict pretty badly, and it would save a lot of headaches if a weapon could either have accessories added manually, or by one of the professionals. As it stands in 1.2, I've just played it off as the guys botching the upgrade job, but not offering a refund out of principle.

The only add-on you can install trough technician is the silencer (SVU) the other are upgrade for already existing add-on or adding a slot to place one, the reason they appear on the upgrade tree of the weapons you mentioned is because they don't have their own tree instead using a similar gun's upgrades. So do not try to add a fixed scope to a gun that doesn't already feature one and don't try to add a slot for an attachable silencer if you can already attach a silencer to it. The upgrade trees will be updated in 2.0.

May 17 2013, 3:24pm Anchor
Astyr wrote:
The zombies are attacking because they detected you, you need to move away from them and get there without getting near anyone, as for the mercs they are waiting for the zombies to attack them, which is why they return to their normal routine when you shoot them.

Those squares are result of excessive decompression and compression you need to remake the textures for those to go away.

That's because vanilla doesn't feature separate models for the helmet, in fact, it doesn't feature helmets at all, most models used by Degtyarev on Misery are NPCs models and some of those models don't feature helmets.

The only add-on you can install trough technician is the silencer (SVU) the other are upgrade for already existing add-on or adding a slot to place one, the reason they appear on the upgrade tree of the weapons you mentioned is because they don't have their own tree instead using a similar gun's upgrades. So do not try to add a fixed scope to a gun that doesn't already feature one and don't try to add a slot for an attachable silencer if you can already attach a silencer to it. The upgrade trees will be updated in 2.0.


1 - Uncle Yar instructs me to follow him, and he crouch-walks past the zombies with no problems, though. I didn't want to get too far from him, because the objective is to stay close to him. It almost feels like the devs placed the zombies at just the right distance so that they wouldn't normally detect the player with their default settings. From what I can see, Misery lets them notice enemies from further away, so it might be alerting them when in vanilla CoP, it wouldn't have.

2 - I'm guessing that just getting the textures from a different version of the HUD mod would fix that problem for those of us that have it?

3 - Ah, that makes sense. Not a problem; it just looked funny when the Major would take off his helmet in the middle of The Swamp; I suppose he's that awesome, though. :D

4 - Thanks. I'll make sure to keep a closer eye on what I upgrade, in this version.

May 18 2013, 10:59am Anchor

I still don't see enemies on the minimap after upgrading my tactical helmet with infrared scanner. Is there any way to fix this? Also Nitro can't upgrade FN F2000, the upgrade menu has no icons just like when you try to upgrade RPG.

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