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 much more!
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Known Bugs List | Locked | |
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Sep 25 2015 Anchor | |
Here you will find a listing of known unresolved bugs and their work-arounds where known. The file will be updated frequently as any bugs I have not experienced are reported. Dropbox.com Edited by: jasper34 |
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Sep 25 2015 Anchor | |
There is one old vanilla bug that people keep forgeting about. When you put weapon with scope attached in personal stash, save game and load game, scope from that weapon become degraded/damaged. -- |
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Sep 25 2015 Anchor | |
The blue stash boxes? I've heard about it but never noticed it happening, then again most sniper weapons have permascope so maybe that's why. I'll add it to the list. Done. |
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Sep 25 2015 Anchor | |
That explain why my Kar98k's scope was moisture filled when I picked it up from my stash in Pripyat. I thought the explosion caused this -- "What, still here?" - Merc Knight Gael |
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Sep 26 2015 Anchor | |
The medic in the fridge dialog bug has been fixed for 2.2 so it was not included. Search medic in posts everywhere and you will find a few dozen times I have answered it. Search for your keywords in Posts Everywhere and you will virtually always find an answer. Nevertheless, I enjoy helping people. If you can't find it, don't hesitate to ask. This is the best gaming community ever and we always help our fellow stalkers I am particularly dedicated to collecting their personal effects to preserve them for their families in the event they succumb to the dangers of the zone |
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Sep 26 2015 Anchor | |
Usable item that is more than 1 x 1 grid icon size can cause CTD if you try to assign such item in quick slots F1 - F4. There is also "Dialogholder" type of CTD - influence ragdoll mesh physics. Happens when weapon/ammo damage is set too high. Trough weapon configs it was corrected to some degree, but there is always a chance that you score critical hit on NPC (hit in eye for example). Critical hit multiply base weapon damage several times, so it might slip unnoticed trough testing if moder didn't have such CTD while balancing values for that weapon. Besides that, there is still "stackoverflow" type of CTD that can happen when NPC AI fall in some kind of endless loop.
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Nov 1 2015 Anchor | |
I have updated the list with a bug we may have fixed for 2.2 I'm having a case or CRS (can't remember stuff). If you kill the mercs on top of the Scientists Bunker for early loot instead of waiting until they attack you in the Jupiter Plant the hard scripted storyline will cause CTD's later when you talk to Hermann or sometimes if you pick up Blacks PDA. GSC did not anticipate people doing that and didn't write their scripts with the possibility in mind. So resist the temptation I updated the list with a comment on double-tapping with bolt action weapons. The second pull WILL result in the weapon being fired, just after the bolt animation when you are no longer on target. I'm not sure it's actually a bug per se, but not sure it can be changed or not. |
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Mar 10 2016 Anchor | |
That bug with mercs on scientist bunker is fixed for 2.2. It is available in test lab for a very long time. Script that influence this bug is news_manager.script. That script is not available in 2.1.1. release because it still use script packed inside vanilla game DB archives. I have wrote comment near additional lines of code that fix that bug. -- |
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Mar 10 2016 Anchor | |
Thought so, I'll remove it when we release. |
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Mar 16 2016 Anchor | ||
A few things I haven't seen mentioned: * Tushkanos never seem to actually attack anything. They'll bump into you, but not actually attack. * In Jupiter, large mutants, such as Pseudo Giants and Chimera spawning in the courtyard south of the Concrete Bath, west of Jupiter Plant often get stuck in place, just running in the same place, never moving. You can just walk right up to them, and shoot them point-blank range. |
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Mar 16 2016 Anchor | |
Mutants running in place can happen anywhere. Mutants, in general, move much more fluidly and dangerously more realistic for 2.2. I think I already made gerbils hostile, but it's easy to do yourself if you want. |
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Jan 9 2017 Anchor | ||
Whoa, this is great! Thanks! |
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Jan 26 2017 Anchor | |
Should be removed.. yes? |
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Jan 27 2017 Anchor | |
This is a result of an intended feature. Namely that you can put story objects in storage, just not sell them. It remains an exploit, but I wouldn't call that a bug. |
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