Swartz mod v1.3 full version.
Please read the notes below.
Note: This mod requires at least a 64-bit OS and 4gb of RAM.
Changelog 1.2 to 1.3:
*Absolute Nature 3 textures with Absolute Nature 2 levels included (should be easy to merge AN3 Lite when it comes out)
*New bleeding screen effect courtesy of Smurth
*Added sleeping bag
*New weapons: Aek-971, AK-47, FN P90, KSVK, Mosin Nagant, PP-2000, Bizon, Sako TRG, RPK-74
*Made it so that you can sleep up until the first noticeable/visual effects of radiation occur
*Added a medic that spawns after Tremor dies (thanks Gannebamm and ThunderFreak)
*Added ability to loot money from corpses
*Footstep sounds included from Misery (thanks N.Aaroe)
*New upgrade paths for certain new weapons (a revolver can no longer have it's ammo capacity upgraded )
*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
*Expanded further on diversifying NPC's
*New equipment: NVG
*Added some Amik particle effects, some of them amended (don't worry, using my shells not theirs)
*Optional: Removed vanilla stashes
*Replaced sprint animations for lots of guns (thanks to marsalandrei)
*Revamped damage from guns, NPC damage and player damage
*Added select new music from S.T.A.L.K.E.R Music Expanded for SOC by Sclera
*Special characters now have special guns. Examples: Merc squad leader in
Zaton has an M249 w/ eotech, Bandit leader in Jupiter has a Saiga with a
drum magazine, etc.
*Creatures move faster, do more damage and are more irradiated
*Re-enabled as many attachments as possible for weapons, NPC's will diversify with them as well
*Fixed misc. bugs
Awesome! Downloading. Will I need to start a new game?
OMG! and tommorow's my first exam :( ill only have the chance to play it abit between exams; can't wait
Did you end up adding some more armory or Geonezis armors?
I`m having a crash every time I atempt to take the "teleport" for the crashed helicopter, any ideas on how to solve that?.
How can i set up this mod ???
sr, i'm a new player and i don't know how i can use this mod .
download it, extract it (with winrar, 7zip or any other "packer"), copy gamedata folder to where your COP is installed. Run COP by desktop shortcut. If it's sill original in form, looks or feel you have to edit fsgame.ltx and change game_data line to from "true/false" to "true/true".
big mod! :D
Just wanted to say: GREAT MOD! Loving every bit of it!
BTW, are pseudogiants really that hard to kill? I've never been able to kill one, i just run away to save ammo :P
And is there any way to make the AI sound softer? I can clearly hear shooting or dogs as if they are right in front of me when they are quite far away, thanks.
Are Pseudogiants hard to kill? .....it took about 80 rounds from a fully upgraded sks to drop one, so yeah kinda hard.
Takes one direct rpg if you can get em and the launcher.
they actually or damn though. Took almost 100 rounds from fully upgraded lr300 in vanilla COP. I hope they weren't thoughened up i Swartz ;)
great work on the mod!
the weapons descriptions dont work for me
The pp-2000 is all whacked out in my game. No texture save for an overtly shiny silver chrome appearance.
Could you please add these to some torrent trackers as well? It's a real PITA downloading 1.3GB off the web servers, slow as hell too.
Otherwise thanks a billion for continuing to work on this mod, there are so few decent (playable AND fun) mods that are still being worked on, it would be a shame to see an awesome game like CoP die out due to lack of interest.
edit: I realize I can add this to any tracker myself, but I think it's much better for everyone if the author does so, gives the torrent legitimacy IMO.
Hi man !
Thanks very much for this very nice mod, i played 1.2 but 1.3 is better ;)
Thanks also for Toolkit3 location and to keep Russian voices !!!
Just to say that when applying Patch 1 (and delete scripts folder before) after the patch No Weapon Restrictions don't operate. Missing of sr_no_weapon.script and zone_no_weapon.script :)
Well i'm in expectation for the new version 2.0 !
In hope you come back here.
I notice :
- Stalker Heavy Armor has no Night Vision, i find it strange
- no radiation indicator on the hud : ok it's your choice, but why the detector don't crackle ?
OK i will => main page
1) Armor is "Stalker Heavy Armor" (exo) : i add NV , this outfit is not in vanilla (i think)
2) Ok ... i just find the FAQ ;) i add sound in "radiation_counter.ltx" but it's not cool (no crackle of Geiger)
See you on main page !
Whats the deal with this mod, Ive been walking around forever looking for mercs to kill, and not a single one of them has the honey badger. Im about to gather the members to go to pripyat, but still not a single merc carrying the honey badger. its the only reason I even downloaded this mod and went through the game again.
I havent even seen much of a variety in weapons across vendors or npc's. Also, it seems like there is an excessive amount of sway when ads, especially with snipers.