WIP mod that aims to make COP a more immersive game experience, with a main focus on a new radiation system. New weapons, new graphical changes, new AI by Alundaio, graphical consistency in all aspects, new NPC's, new stuff :P This is a placeholder basically. I'll update this with better info later.

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Blog RSS Feed Report abuse Latest News: 1.3 is nearing completion

3 comments by jketiynu on May 23rd, 2012

It's been a while since a news update that I haven't just edited the crap out of.

v1.3 is nearing completion with only some minor things left to do such as aligning icons, merging Absolute Nature 3 upon release, finishing some new upgrades, etc.

Meanwhile here are some new features I've added since the last update:

  • New weapons: FN P90 and Mosin Nagant
  • New upgrade paths for certain new weapons (a revolver can no longer have it's ammo capacity upgraded ;) )
  • New outfits including a "Tactical" Exoskeleton as well as NVG for purchase for the helmet slot
  • Merged parts of Rulix AI into Alundaio's AI. New additions include some NPC's using underslung grenade launchers, they reload partial magazines behind cover, and they watch for friendly fire
  • Fixed a couple of AI glitches
  • Expanded further on diversifying NPC's
  • You'll now see both low ranking and high ranking faction members more often
  • Corrected some AI behavior that made them a little too good. It should be harder for them to see you through brush, their nightvision has been reduced, bandits are no longer marksman, etc.
  • Removed Smurth's dynamic hud (sorry to anyone who was looking forward to it, I find it too buggy).
  • A few surprises ;)

I plan on hopefully having a beta ready for testing this Saturday or Sunday. I'm looking for about 5 more beta testers than I currently have, so PM me if interested in testing.
Don't sign up for beta testing just because you want to play early. Sign up if you're willing to take the time to look for bugs.

Downloads RSS Feed Latest Downloads
1.2 - Hotfix #2

1.2 - Hotfix #2

Apr 29, 2012 Patch 1 comment

Changelog: *FINALLY fixed issue with some characters appearing flat (I'm an idiot for not figuring it out sooner) *Fixed OGG commenting on revolver shot...

1.2 - Hotfix #1

1.2 - Hotfix #1

Feb 8, 2012 Patch 1 comment

Changelog: *Fixed the VSK-94 sights (they're still slightly off, but better than before). *Fixed a crash when approaching Strelok's stash. *Fixed 'Mincer...

Swartz mod v1.2

Swartz mod v1.2

Feb 5, 2012 Full Version 1 comment

This is the full version of Swartz mod v1.2, I hope people enjoy it :)

Comments  (0 - 10 of 269)
marsalandrei
marsalandrei May 24 2012, 4:21am says:

Smurth's hud bugs like the breathe sound stops playing? I like what i see concerning new features, some of which i do myself when playing mods like making npcs harder to spot me/get alerted so i can actually sneak in the merc's base and steal the laptop without having to kill them as Owl says "it's easy sneak and steal the documents" ... yea riiight. I also like how the npc's have their vision dimmed by the fog, in Redux 1.05 they ignored the fog. Wish i could help test but it's the exam period for me june-july :(

+1 vote     reply to comment
Daemonion
Daemonion May 23 2012, 11:53pm says:

Excellent! Looking forward to 1.3.

+1 vote     reply to comment
ipdaily
ipdaily May 21 2012, 2:41am says:

Any idea why the evacuation mission is all messed up? Half the squad doesn't use a weapon! Strelok runs around with no gun, the Kovalsky pulls out his PMM against the snorks and monolith...

I still finished it (killed everything myself) but I thought that was just weird. I tried dropping high end guns (SAW's PKMs) but no body would take it :(

+2 votes     reply to comment
jketiynu
jketiynu May 21 2012, 7:34am replied:

That's bizzare and that's the second time it's been reported. Don't worry I'll have it fixed in the upcoming release.

+2 votes     reply to comment
michael_gears
michael_gears May 22 2012, 2:53pm replied:

Please script it so that the actor could go ahead alone and then have NPCs follow him on command.

+2 votes     reply to comment
jketiynu
jketiynu May 22 2012, 7:54pm replied:

I'm afraid I won't be doing that as I'm not even sure how to go about implementing that. Sorry.

+2 votes     reply to comment
TheLozza
TheLozza May 19 2012, 3:46am says:

I could create new descriptions for artifacts and armours if you like. Also, when is Nature 3 coming out?

+2 votes     reply to comment
jketiynu
jketiynu May 19 2012, 9:33am replied:

It's hopefully coming out soon.

That would be awesome if you'd like to do the artifact descriptions.
They're the same in 1.3 as in 1.2.

The file you'd want to modify is gamedata/configs/text/eng/st_items_artefacts.xml
Just open it with Notepad or whatever, it's pretty self explanatory.

As for armors I haven't added any new ones yet as I noticed too many problems with meshes from The Armory. That said I'm looking into new outfits based on meshes from 'Genosis' which is an SGM mod.

+2 votes     reply to comment
RagingAsthma
RagingAsthma May 14 2012, 6:44pm replied:

I think you really only need one anti-material type rifle, whether it be chambered for 12.7x99mm (.50 BMG) or 12.7x108mm. If it's too much of a hassle to bring in an additional anti-mat rifle like the m82a1, I say leave it out. Plus, it would be weird to see both rifles chambered for the same ammunition.

Too bad there aren't any light armor vehicles in the game that we can shoot monolith/bandits through.

+2 votes     reply to comment
FlowersOfNaivety
FlowersOfNaivety May 15 2012, 11:35pm replied:

I'd say to go for it. It's not a weapon I would use but a little variety is nice.

+2 votes     reply to comment
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jketiynu
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Released Jan 5, 2012
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