A group of stalkers, for the first time, reaches the very heart of the Zone-the Chernobyl Nuclear Power Plant-and triggers a cataclysm on the brink of a catastrophe. An immense blast of anomalous energy transforms the Zone: the once reliable and relatively safe roads are no longer so, the landscape is wiped clean by outbursts of anomalies, and previously unknown areas appear on the Zone map. Stalkers and expeditions perish or end up isolated within the lost territories.

Add file Report STCS 2.6.3 Redux
Filename
STCS_2.6.3_Redux.5.7z
Category
Full Version
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PYP
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Updated
Size
903.29mb (947,170,422 bytes)
Downloads
322 (3 today)
MD5 Hash
fc78acd376d0b73fe9d3c2aa271a61a0
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Description

UPDATED 06-30-2018 (--New Game Required--) A reworked version of STCS Weapon Pack 2.6.3 Merged with SRP 1.1.2 Additions of some features, fixes, changes. Read the description for more details. Compatible version of CS Dynamic Hud for STCS 2.6.3 Redux is in the CS addons section.

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STCS 2.6.3 Redux
Comments  (0 - 50 of 88)
ColonelRH
ColonelRH

Nicely done brother :D ! Thank you a lot :')

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....acs
....acs

very good job

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IDAV0LL
IDAV0LL

YES, FINALLY!!!!!!!!! THANK YOU SO MUCH!!!!

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lavandin25
lavandin25

hey mate,I have one problem,I still cannot remove scope when I put it on a riffle,I can remove silencer and grenade launcher but not scope too..

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PYP Author
PYP

Are you using the scope removal tool while the weapon is in your hands?
which weapon specifically?
If it is the groza or the galil, those two still use the right click context menu to remove their scope.

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lavandin25
lavandin25

no,I just tried to remove it with right click,like I tried with silencer and launcher..I tried moslty on ak and m series,nothing happened...didn't try sniper rifles yet

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PYP Author
PYP

You need to use the scope removal tool in your inventory to remove scopes.
Except the galil+ groza and weapons with permanent scopes.

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lavandin25
lavandin25

oh,thank you,didn't read read me propperly,sory for bother you because of this :D I hope to see some new things in this mod in near future :)

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PYP Author
PYP

No problem man, hope you enjoy it. :)
I'm uploading a merged CS Dynamic Hud for this in a few minutes.

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IDAV0LL
IDAV0LL

Is possible that you can make a small patch for the red barrels?

I mean, you can grab them but actually they appear with a russian text and his inventory icon appears to be missing..

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PYP Author
PYP

Ah I knew I was forgetting something, I was debating keeping them as takeable object or putting them back to can_take = false.
I actually like the idea of being able to take them and use them to set traps, so I'll add some icons and English descriptions.
Will update the main file.

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IDAV0LL
IDAV0LL

Thanks!

About the new guns, are you going to add the ones from STCOP?

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IDAV0LL
IDAV0LL

Oh I noticed that the bug happens too with the "gas" / fuel canisters

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IDAV0LL
IDAV0LL

Is there a small fix for the hand outfits? Since the two military outfits uses the same hand model but they are completely different ūü§Ē

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PYP Author
PYP

I've added a new arm mesh + texture for one of the outfit arm meshes. I will include when I update it with other fixes and additions, soon.

For now if you want, you can change the arm mesh by opening \configs\misc\outfit.ltx and changing
player_hud_section = actor_hud_06 under [specops_outfit] to one of the others listed in
\configs\creatures\actor.ltx

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IDAV0LL
IDAV0LL

Idk this crash is due to the mod:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: sr_bloodsucker.script:428: attempt to index field 'npc_squad' (a nil value)

lua stack:
[17|-1] (no value):
[16|-2] (string): `attempt to index field 'npc_squad' (a nil value)'
[15|-3] (nil): nil
[14|-4] (userdata): userdata (9E580B30)
[13|-5] (userdata): userdata (9E57BDE8)
[12|-6] (table): table (9E57BCE0)
[11|-7] (number): 4
[10|-8] (nil): nil
[ 9|-9] (table): table (9E57B8E0)
[ 8|-10] (function): function (1B643638)
[ 7|-11] (nil): nil
[ 6|-12] (nil): nil
[ 5|-13] (function): function (1B643638)
[ 4|-14] (number): 0.30324251325025
[ 3|-15] (userdata): userdata (22EB46E0)
[ 2|-16] (userdata): userdata (22EB3178)
[ 1|-17] (userdata): userdata (9E575DB0)

stack trace:

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PYP Author
PYP

I am pretty sure that is a vanilla bug. I am curious though, What exactly was happening when that crash happened?
Where were you and what you were doing/going? I've been playing this mod for a while and haven't encountered any crashes. I've been trying to reproduce it without any luck.

Anyways, after a bit of investigating, I think I found a fix for it.
If it is a reoccurring crash, please try this script.
Mega.nz

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IDAV0LL
IDAV0LL

I was in the swamps after finishing the first missions, I approached to the pump station and then the crash happened..

It's weird because in my first playthrough I didn't get this bug.

Also I found this bug with the new arm mesh: Imgur.com

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PYP Author
PYP

Still trying to reproduce that crash, I have yet to have it happen. Maybe it's a rare crash.

About the gauss/arm mesh, it's actually because the gauss is using vanilla animations.
I've replaced the gauss+anims with a better one with a PKS-07 scope and replaced the scope texture as well.
I will update the main files soon.


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IDAV0LL
IDAV0LL

OH YES!
Hey, is there a chance for a small addon for STCOP that replaces the vanilla gauss with the new one of yours?

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PYP Author
PYP

I was finally able to reproduce that CTD, only after spawning in a single NPC in the swamps behind the pump station where the bloodsucker is supposed to show up and grab a guy, then jump away with him. like the bloodsucker scene in Agroprom on the way to duty base. Anyways I've updated the main files.

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PYP Author
PYP

I doubt I will upload an addon like that for just 1 weapon.

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IDAV0LL
IDAV0LL

I tried to ""port"" the current Gauss of the mod to STCOP and I got this..

Imgur.com

Is this due the config file or the model itself?

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PYP Author
PYP

I sent a PM with some info.

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IDAV0LL
IDAV0LL

Alright!

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IDAV0LL
IDAV0LL

Found another bug:

Actually there's a variant of the VSS with a night vision scope but the problem is that there's not a current night vision effect in that gun..

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PYP Author
PYP

None of the post process effects work in clear sky for scopes, I think it's some sort of hard-coded thing, I've tried to get it to work similar to CoP, without success. So, unfortunately I can't do anything about that.

I did notice that I forgot to add the weapon to a file so it will have it's installed upgrades. It is supposed to be a unique variant weapon with a permanent scope and installed upgrades.
I am going to re-update the main files very soon.

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IDAV0LL
IDAV0LL

After the last update the game doesn't even start, it just keeps crashing again and again..

FATAL ERROR

[error]Expression : The function called is not supported at this time
[error]Function : CHW::CreateDevice
[error]File : E:\priquel\sources\engine\Layers\xrRender\HW.cpp
[error]Line : 379
[error]Description : R

stack trace:

I was using the absolute packs, the last updated version of the mod and the cs dynamic hud.

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PYP Author
PYP

I test the files in my current setup before I push an update, the only thing that was changed in the last update was config files.
Currently using dynamic hud as well except I'm not using any of the absolute packs.
Error log reads like the game can't create a render device.
Did you reinstall the mods you were using after?
I would try reinstalling and turning off any antivirus. Sorry you are having trouble man.

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IDAV0LL
IDAV0LL

No worries and yes I reinstalled the mods even I tried the past uodate and I didn't had any errors or crashes but with this one my game simply doesn't even start.. lol

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IDAV0LL
IDAV0LL

Also there's a fix for that?

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wmate
wmate

Hi. Where i can upgrade the kimber 1911? In the config files i see the upgrade scheme and the upgrades. Its a bug?

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PYP Author
PYP

This is more of a stupid error on my part, I swear I added all of these, must have swapped a file somewhere along the line.
They are supposed to be unique weapons with installed upgrades.

Anyways, here is a fix for that. New game shouldn't be required.
copy and paste over gamedata.
Mega.nz

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wmate
wmate

Thank you :)

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IDAV0LL
IDAV0LL

I noticed that my current problem comes from the bin files, because I played the game with the default bin and started without any problems

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IDAV0LL
IDAV0LL

I found the reason of this crash, it's because of the "DX10 Patch" from the SRP optionals.

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PYP Author
PYP

Nice, glad you figured it out. I could have sworn I removed that from the SRP optionals folder as I was pretty sure it is a placebo. Or as you see in your case, causes crashes. I will probably remove it in the next update, soon.

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IDAV0LL
IDAV0LL

It's weird because in the other versions of the mod I used that DX10 patch and everything was fine, until now.

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Guest
Guest

Disculpen no hablo inglés bueno tengordar un problema en limansk justo cuando cuando me encuentro con el mercenario antes de acabar con las ametralladora de los bandidos se sale del juego por breaker paint

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PYP Author
PYP

From what I got from translation, you are having a crash when meeting with a mercenary in Limansk. I can't help without a crashlog. If you can link a pastebin of the crashlog when that crash happens I can look into it. No promises though, some crashlogs are pretty much useless.

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IDAV0LL
IDAV0LL

Hello tt's me again

I just have two visual issues for now.

>Aspect ratio of the LYNX/SVD-M scope is ¨f*cked¨ up. (Doesn't fill all the screen)
>The light effects from lamps and the custom green eotech sight has a black glitch around them. (Only using static lightning) And I'm not sure if the other custom sights has this glitch too..

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IDAV0LL
IDAV0LL

Sounds weird but.. when you select the bolt and go to the third person camera the player model has the ¨T-Pose¨ when holding the bolt only.

This happens with all the armors, or it's just the player model idk. you can check it by yourself.

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PYP Author
PYP

Yeah that is a weird one, haven't noticed it before. Not sure what causes that but I can try to find out. Maybe a missing animation?
Well, least it's not game breaking. But I'll try to see if I can figure that one out.

Edit: Turns out it was just the wrong number in animation_slot in the bolt's config file.(change 6 to 7) I will add that to the update list as well.

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PYP Author
PYP

I've tried the svd lynx in every aspect ratio available in fullscreen and windowed and it shows fine for me. What renderer and resolution were you using? fullscreen or windowed?

>The light effects from lamps and the custom green eotech sight has a black glitch around them.

Yeah that is another error on my part, I was messing around and testing some stuff in static lighting, and ended up editing the models_lightplanes.s file, and forgot to change it back. I never noticed because I don't regularly use static lighting.

I will included the fixed file when I update the main mod, soon.
for now if you want you can just open \gamedata\shaders\r1\models_lightplanes.s
in notepad++ and change
: blend (true,blend.srcalpha,blend.zero)
to
: blend (true,blend.srcalpha,blend.one)

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IDAV0LL
IDAV0LL

I use fullscreen and my resolution is 1366x768.
Thank you

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IDAV0LL
IDAV0LL

I noticed the lynx has that scope bug because it uses a ¨open¨ one.
Since I use custom ¨closed¨ scopes for STCS this causes that weird looking scope only for that gun.

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PYP Author
PYP

Well, that explains why it looks screwy on your end and not when using the regular mod files.(what I'm using)
You have to add the scopes in the scope configs in a certain order for the open transparent border ones and the closed black border ones to play nice together.

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JNT
JNT

Nice mod, but for me NPCs wielding the PP-19 Bizon (friendly or foe) are only shooting it on semi-auto, 1 bullet every second, making them defenseless against everything.

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PYP Author
PYP

Interesting, I haven't noticed that. Might be as simple as switching fire_modes, I will look into it, thank you. :)

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JNT
JNT

I got further into the game and noticed that NPCs with AKs are doing the same thing. I don't know if this could be the reason, but I changed the scope_zoom_factor value to my current FOV for every gun at gamedata\config\weapons (to remove the zoom in ADS/ironsights), I don't think it is because some of them are spraying with other guns.

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PYP Author
PYP

Could possibly be something else you did, I loaded up a saved game in the marshes and spawned in a bunch of bandits and renegades. Everyone I encountered using the bizon or pp-2000, mp5 (scoped or non scoped) was firing in full auto.
I looked over the config files and nothing seems wrong either. I'll keep an eye out though. Thanks

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JNT
JNT

Yeah, maybe I changed something that I didn't notice, I'm gonna change the files back to the mod's originals and see if it still happen.

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PYP Author
PYP

After further messing around in game, it seems a bunch of weapons were setup so AI shoot them more like sniper rifles. So I changed all of those to what they should be, now they fire weapons with auto capability how they should. The Bizon wasn't one of them, but thank you for pointing that out, this might end up making the game a little bit more challenging, but I personally don't mind.
Just put up new update with a bunch of fixes, most of which were talked about in the chat here.

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