Mod cancelled. 1.2 and 1.3 will continue to be available and assets from the new version will be available once cleaned up.

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14 comments by jketiynu on Oct 20th, 2013

Some people likely saw this coming for some time but I am likely cancelling this mod. I'm not saying for sure that I am yet because I have yet to see if I can squeeze some extra time out of my days to keep making it, but it's unlikely. I can't neglect my real life for a mod. I've been doing that a bit in the past and it's a really dumb thing to do.

I don't want anything I've made to go to waste so I will likely release all the assets to people who want them.

I already offered Enigma (Arsenal Overhaul, which already has two weapons I ported/edited for Swartz mod 2.0) my weapons so I'll see if he wants them. If he does people can download his mod if he includes them all and get them through there (I still need to do stuff like finish world models and make scopes regular attachments again).
If he doesn't want them I'll give them to someone else.

In terms of scripts, it's a bit of a mess so I would likely just release it as-is via Dropbox or something and let people sort through it. Hopefully an actual scripter can come along and figure out a way around the shortcomings with the dual-aiming and solve the crash caused by the gibbing script.

I'd just like to say thank you to everyone who has given their support and time to my mod. If it does die I will make a new post with links to everything mentioned. I'm sorry to potentially disappoint people that have been tracking this, but I hope people will try and understand.

This is not the last of me and modding, it's just that due to my time constraints I'll have to make smaller scale projects from now on. I will likely not be doing any future projects for Stalker: Call of Pripyat except for porting over Meltac's Dynamic Shaders 2.0 to COP when it comes out.
I will probably make mods for Lost Alpha when that comes out and now that the source code for Cryengine 3 has been released I may do some mods for that as well.

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Swartz mod v1.3 Patch 1

Swartz mod v1.3 Patch 1

Jun 7, 2012 Patch 9 comments

This patch should fix all crashes that were previously occurring. I'm sorry about the inconvenience. IMPORTANT: Go into your game directory and go into...

Swartz mod v1.3 full version

Swartz mod v1.3 full version

Jun 5, 2012 Full Version 25 comments

Swartz mod v1.3 full version. Please read the notes below.

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 :)

Post comment Comments  (500 - 510 of 544)
JPJ5624
JPJ5624 Feb 24 2012, 6:30pm says:

I would like to say thank you for one of the best mods I have played so far with this game! I can see you put a lot of time and effort into this and it really has paid off, and I highly recommend this mod to anyone who's interested in something other than vanilla. I tried Misery, I Work Alone, Reloaded, Complete, and Redux. Your mod and Redux are the only ones I can truly enjoy!

I just have one question though. To get the game to use FXAA, do I place all the files in the main directory where the bin, gamedata, and other folders are? I tried that and it doesn't seem to have an effect, and I tried placing the files in the bin folder but then the game couldn't launch. It's alright if it doesn't work though, I was just interested in seeing it. Anyway thanks again for this amazing work!

+1 vote     reply to comment
jketiynu Creator
jketiynu Feb 25 2012, 10:27am replied:

Thanks for the compliment.

To use the FXAA you first need to make sure you have anti aliasing disabled in both the game and your driver control panel. Then install it to your main Stalker directory (where the main .exe file is located).

+1 vote   reply to comment
JPJ5624
JPJ5624 Feb 25 2012, 1:06pm replied:

I disabled anti aliasing through the main menu and I double checked the r3_msaa and r3_msaa_alphatest commands to make sure nothing was set incorrectly. I don't have it enabled in the nvidia control panel, and I put the files in the game's directory (I would think it would be the bin folder though as the game uses the xrEngine.exe). The game looks just like it does if no AA was enabled, so I'm not sure if I got FXAA working. Is there something I have to do ingame?

+1 vote     reply to comment
jketiynu Creator
jketiynu Feb 26 2012, 2:11pm replied:

I'm not sure what to say, I don't know how to help.

You're running it in DX10 or 11 right? I believe I only included a dxgi.dll and not a d3d9.dll so it's for 10/10.1/11 only.

It could also be that it's more subtle than setting you normally use. I'd compare the FXAA to about 2x MSAA.

+1 vote   reply to comment
-=ForcesUnknown=-
-=ForcesUnknown=- Feb 18 2012, 4:22pm says:

this mod is over sensitive to changes. just saying

0 votes     reply to comment
jketiynu Creator
jketiynu Feb 25 2012, 10:27am replied:

So? Any other useless comments for me?

+1 vote   reply to comment
Etrius787
Etrius787 Feb 12 2012, 2:41pm says:

So, I'm curious about the artifacts that add and subtract bulletproofing. How strong are these effects? As in, say I take an artifact that gives me -3% bulletproofing; how much more susceptible to bullet damage am I on a broader scale than 3%? Saying that I take 3% more damage wouldn't seem to make sense, because in personal experience, I die much faster than a 3% increase or decrease would indicate.

+1 vote     reply to comment
jketiynu Creator
jketiynu Feb 25 2012, 10:28am replied:

I probably screwed it up. I came up with the percentage based on using the same values from SGM and them calling it a certain percent.
Sorry about that.

+1 vote   reply to comment
Sangelothi
Sangelothi Feb 11 2012, 10:48pm says:

How does one remove "Radiation Hazard" when trying to sleep??? I don't have any radiation according to my inventory if radiation is what's preventing me from sleeping. It's impossible for me to play now since my vision is just so blurry my eyes hurt D:

Other than though, this mod is fantastic :D

+1 vote     reply to comment
jketiynu Creator
jketiynu Feb 12 2012, 7:41am replied:

Take a bunch of antirads or get healed by the medic.

Glad you're enjoying the mod though :)

+1 vote   reply to comment
Sangelothi
Sangelothi Feb 12 2012, 1:53pm replied:

yeah, I just drink a bunch of energy drinks (I think those seem to remove some tiredness) and I hauled my *** to Jupiter since I have no medic in Zaton...the only problem I face now is the occasional engine crash, but I just save often and keep playing because it's too fun to stop because of some crashing :P

+1 vote     reply to comment
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Swartz Mod
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