DON'T INSTALL THE NEW 2_18 VERSION OVER AN ALREADY EXISTING OLDER VERSION OF THE MOD! BEFORE INSTALLING, MAKE SURE TO REMOVE YOUR GAMEDATA FOLDER FROM THE CLEAR SKY DIRECTORY!
/2_18 Version/ ~ REQUIRES A TOTALLY NEW INSTALL OF THE MOD! ~* The annoying crashes at the Hospital just before making it to the NPP are now gone. You can thus play normally without having to install a fix. LAST MINUTE NOTE: unfortunately, I couldn't get it to work, so you will (eventually) have to insist a lot in order to make it to the NPP. If the game really crashes too much at the hospital, then rush the travel point to the NPP as soon as possible (without looting bodies and all that). I'll release a patch when I'm 100% certain that I know how to fix this without breaking the mod (yes, this is a real *deep* issue with the engine)...* Fixed some code, either vanilla or not, that could lead to some MAJOR problems while playing. Yantar and Dark Valley should really not be as unstable as before.* Improved the logic of the factions.* The mod now FULLY supports 1920x1080 screen resolution (report to the "OPTIONAL CONTENT" section above for more details). Scopes will now work well even on 16:9 monitors.* Made certain highly memory consuming features of the mod optional only (report to the "OPTIONAL CONTENT" section above for more details).* Attached silencers, scopes and grenade launchers will no longer look mis-aligned in inventory. For some reasons that would be too long to explain, some icons may sometimes look very good in the weapon's slot and slightly mis-aligned in the inventory or vice-versa. This is very noticeable when attaching a grenade launcher to an AK-74, AK-94 Abakan, L85A2 or a LR-300 ML.* Emissions are now less frequent.* Bandits no longer turn naturally hostile to the player after completing the story events at the Agroprom Institute Researsh.* Changed and improved the textures of the SM39-3x weapon.* Changed and improved the textures on some scopes.* Changed the ugly texture of the PP-3c 2020's scope.* Removed several respawn locations that were either problematic, useless or even prone to crashes. Changed the logic and sometimes more generally the role (spawned NPCs, faction...) of some other ones. A great work has been done to keep the faction wars as open as possible despite these changes.* Removed a couple of NPCs' unique models that were not very noticeable. It might slightly decrease the probabilities of memory-related issues in the long run.* Loners' Technician may now upgrade the classical light Duty's and Freedom's outfits, and the Digger Technician may now upgrade the "Guardian of Freedom" suit.* The .45 V Explosive rounds (the ones that uses the IMI Desert Eagle "Era") are now a little less powerful.* Tweaked the PTRD "Hunter" to make it a little more realistic: the weapon is clearly more powerful but is now a lot harder to handle.* Game now starts at 6:10 am. This was done to prevent enormous FPS drop during the first fights against the Renegades in the Swamps at around 7:00 to 8:00 am on certain configs. This particularly heavy lag only happens once. But the main reason to this change is a little harder to explain: basically, the game REALLY needs to start at 6:10 am. Not to be edited in any way.* To help Lefty and his squad fighting through Yantar will no longer automatically reset the relations with the Clear Sky faction to neutral. However, these men still belong to this very faction.* To prevent some issues caused by bad relationships with the Mercenaries faction (and also to prevent having to create new special characters, which I want to avoid), Leshiy and his squad at the bridge in Red Forest now belong to the Clear Sky faction. * Slightly increased the reliability of the VSA Val "Crow" and classical VSA "Val" weapons (again...).* Ultimate handling upgrade of the HK G36 no longer makes this weapon absolutely unusable because of the screen sliding way too fast when looking around.* It is now possible to actually talk to Yar (Freedom's Technician) after completing the "recover friend's PDA" mission.* Fixed a treasure in Yantar giving the actor 2400 ammo instead of 240!* Fixed missing Flash Drive with Data on an Electronic Stabilization System for Shotguns. Better late than never!* Various fixes and improvements.
Keep up the good work! Thank you for this update!
great stuff mate, thanks for keeping one of the best CS mods alive!!
This is one best mods in CS and I think the mod was dead.But NO!!Keep it up bro.
Very little CS modding these days but I'm happy to see you're still keeping this alive.
С релизом! It looks like it's time for me to finally give the mod a shot seeing that I've been meaning to do so for the past two months. How convenient for a new release to come out now, he-he.
Good Work
Good Work
DAMN IT .... i am waiting so long for the update for can playing it,cause i have problem with previous version, and finally every time i try to load a savegame i have a black screen with the white mouse cursor ....:(
so i cant play it
what happen ...
To anyone having problems with create new game process, or savegames, I think this one might help you. There's indeed a problem with the engine (not the mod) that sometimes break the game for no apparent reason. One of the means to get rid of it is to use different directX settings. This quote is from @Seeker_of_Strelok is an excellent hint, and may actually help some people:
@Seeker_of_Strelok:
"I had this issue more than a few times ( have with most mods using the 'Sleeping Bag' mod ), and solved it by switching the render to DirectX 8 ( static Lighting ) or DirectX9 ( Full Dynamic Lighting ), and started a new game. I then saved, exited and reset the render options, restarted, and it worked fine. No corrupt saves so far, just the occasional crash. Maybe this will help you a bit."
thanks a lot Firmament, your tip work fine, the savegame seem to work good now,thanks again for your mod and your answer, great to you
I have the some problem but I didn't solve it cganging direct x. How can I do?
LITTLE FIX NEEDED BEFORE ENTERING LIMANSK:
Unfortunately, a missing file will prevent you from entering Limansk. The file is called "stalker_hero_cs_light_1a.ogf". You can retrieve it in the full 2_0 version (Gamedata\meshes\actors\stalker_nebo), if you still have it, or you can download it here: Mediafire.com
I'll release a little patch soon that will deal with this and other small things to improve.
i test for about 2 or 3 hours and it's work nice.
but the time to loading savegame is a real pain, more than 45 second
every time i load a save.
it is possible to improve the loading time ?
Technically, yes. If I remove about 50% of the mod's content, then yes, loading time will be less annoying. Needless to say that I don't really want to do this, though.
Just play more carefully ;)
or buying a ssd ? :)
i have a bug in cordon when i must meet the stalker leader in neutral base.
i have the mark on the map but when i enter in the house nobody is here.
so i cant talk to him ...
any idea ?
If I was 10yrs old this is probably the exact mod I would make. Random enemies bunched together in the middle of the swamps. On one little island were hamsters, zombies, blind dogs, pseudo dogs, snorks, chimera, cat, bloodsucker, poltergeist and a pyrogeist. I mean it wasn't hard to kill em all cause funnily enough the chimera wouldn't follow me in the water but still it was just almost silly.
The weapons sound good and pretty powerful but the way it looks and the damage to people is just nothing. Then there are weapons that don't use the ammo that it says in the description. I wasn't able to switch to the different types of ammo with the shotgun I was using. Even when I ran out of buckshot it wouldn't let me load the slug rounds I had.
And then finally the graphics are nothing special. There are mods that do a much better job and look more polished. Even with everything maxed and the upgraded textures it just looked I dunno, just old I guess. I was expecting a more updated look that I didn't get with this mod. I don't think I would recommend this mod to someone looking to have a more serious, gritty play through of the game, the way it was meant to be played.
"If I was 10yrs old this is probably the exact mod I would make..."
The more mutants you kill, the more agressive they become. At certain stages, they actually follow you on very long distances, not to mention that they're stronger. You're just another 10 years old making dumb comments on a mod you probably never played more than 1 hour.
"The weapons sound good and pretty powerful but the way it looks and the damage to people is just nothing."
No idea what you're saying. Weapons look good and they do much more damages to people than in vanilla game.
"Then there are weapons that don't use the ammo that it says in the description. I wasn't able to switch to the different types of ammo with the shotgun I was using. Even when I ran out of buckshot it wouldn't let me load the slug rounds I had."
The description says that shotguns only use 12x70 mm ammo. However, as it is stated in the readme, this mod needs to be installed on an ENGLISH version of Clear Sky. Otherwise, you'll end up with many wrong and/or simply inexistant texts in game. If you can't even read a readme, I doubt you can make a mod, even a silly one like Warmongers.
"And then finally the graphics are nothing special. There are mods that do a much better job and look more polished. Even with everything maxed and the upgraded textures it just looked I dunno, just old I guess."
Only thing you said here that's not completely dumb.
Dude, first off it's pretty unprofessional of you to go and find every possible way to insult that guy back for his critique. Sure, he called you a 10 years old, so what, no his experience of the game doesn't justify his behavior, but you've gotta admit your mod has its weak spots.
Mainly, the idea of putting a bunch of monsters grouped in several fixed locations. Insult me all you want if it makes you feel better, but I really do think it makes no sense at all to do such a thing. It's pretty immersion-breaking and it gets rid of that fear of stumbling into a lone monster lurking randomly somewhere you wouldn't expect it. Lore speaking, I don't know if you've read any Stalker books, but most creatures of the zone would be at each others's throats, not hanging out together. It simply breaks the atmosphere, it completely ruins the experience you would expect from Stalker, and I do get the emotion that might have led that fellow over there into calling you a child for doing so, because it's a childish idea, a delusion from other games, other FPSs where you've got all kinds of things all together against the player, but Stalker isn't about that at all! The reason I still played through your mod was because it had other great features, features that overcame that issue, but I still believe, along with other people here I'm sure, that you should have dealt with creatures spawns and behavior another way.
Thank you for reading, if it gets to you.
This is a mod, *******. A MOD. Meant to ALTER the game. There are mods that keep very close to the spirit, the core of Stalker games, and there are mods that try to do something more or less different. Warmongers is one of them.
You're complaining that I'm not following GSC's decisions and view; again let me tell you how stupid it is... If you want a mod that doesn't change the SOC ambient and all that, then go play one like Total Faction War.
It never came to my mind to even think about making dumb criticism against the authors of a mod like Total Faction War for taking GSC's decisions as a basis to make their own stuff. Modders are and should continue to be free to make the decisions they want to, period.
Anyway, this is the last time I reply to idiotic comments like yours and @PaleHybrid's. I don't care about your opinion on the choices I made. Stalker games do have a wide range of very different mods and that's a good thing.
"it gets rid of that fear of stumbling into a lone monster lurking randomly somewhere you wouldn't expect it."
Proof that you haven't played this mod much. You will still meet mutants lurking randomly when playing Warmongers. Specially if you've cleared many mutant lairs.
Well, I see you're one of those modders that takes criticism with open arms. I hope it made you feel better insulting me.
Have a nice day!
hi,
i have problem in limansk, where is the sniper place when i pass the building construction, the game crash everytime at this time, i restart old save and it crash too,i restart the autosave of the start of the level and it do the same ...
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start the game .....quick save,close the game.and when i start again load quick save and crash.
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Will this work with GOG version of the game?
Love it, lots of fun.
Very good mod, though I'm a little surprised an alternative field of view wasn't included / pistol iron sights not added. Other than that, great work. :)