Huge fan of the S.T.A.L.K.E.R. games, since 2010. I've played the originals, and many subsequent standalone mods. I have once participated in an online test for my knowledge of the whole franchise, and I was therefor awarded with the highest rank of "Legend".

Comment History
markedone_95
markedone_95 - - 17 comments @ Over the Shoulder Camera

Hello, here's what you need to do.

HOWEVER! THERE'S A CATCH FOR THIS TO WORK! - the only way for the effects to take place is ONLY THROUGH AN ACTUAL LEVEL CHANGE! (simply loading a saved file [any file] won't do it.)

The best way to do this is, remove the "globalconfig.txt", then load a previous save where you are near the end point of a mission, and when the level changes, that's when the camera effect will reset to default.

Good karma+2 votes
markedone_95
markedone_95 - - 17 comments @ Max Payne 1 collection

Hello. Everything works nicely, except the Camera mods (far/near)... I tried both, and I legitimately don't see any difference. My guess is, it is either not working or is it that I'm doing something wrong? As I understand it, the camera mod is under the "globalconfig.txt", but I see no effect while in game?

P.S. Yes, I simply copied and pasted it just as it was from the .zip file. (C:\[main MP1 folder]\data\...)

Why I am not seeing any difference? :(

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Reenvisioned HUD (CoC)

Hello! Actually, I was thinking the same thing when I was in the process of modding, but unfortunately I (at least to my knowledge) don't know how to do that. Frankly speaking, I think it's not possible, (I may be wrong - but...) because the map that is rendered is pre-made with a set transparency already done. It's basically an actual image that moves about (the mini-map), but with the excess borders cut out of view.

Good karma+2 votes
markedone_95
markedone_95 - - 17 comments @ Reenvisioned HUD (CoC)

Thanks for the tip. That's a good idea indeed. ;)

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Reenvisioned HUD (CoC)

Thanks for the feedback. :) Foremost, I would want to say that my customization was made whilst using a 1920x1080 (16:9) configuration [on a proper potato laptop :D]. Since you're running it on 21:9, I've noticed some oddities when viewing the screenshot, like: the compass is unaligned within the white spot and the counters aren't displaying the new Arial 21 font whilst also being misaligned... Hmm, as I am new to modding and what not, I have not thought about the bigger screen ratios unfortunately (I mean, it's a given since I don't even have such a screen nor one to test it that way.) :\ Hmm... Unless if you perform a manual fix to the said files regarding the given screen ratio?...

P.S. - By the way, have you placed the "font.ltx" file? (from version 1.1) -- I can't tell since the misalignment and scaling issues from the 21:9 ratio... Just to clarify - "maingame_16.xml" & "zone_map.xml" from version 1.1 are incompatible with version 1.0, because of the additional "font.ltx" file. I've changed some fonts in those files (that are awesome - and prefect - looking) and for all that to work, all the files from version 1.1 need to be moved as one. :)

But as you said, I will make the folder with file structure method - it'll be more convenient that way indeed.

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Reenvisioned HUD (CoC)

Thanks for the kind comment. :) I also like it when a HUD is functional; I find it more useful that way indeed.

P.S. - I just uploaded an update; (1.1). Just to be on the safe side, copy and paste ALL THE FILES again (that is, if you haven't yet started with 1.0) - just for safe measure.

Good karma+2 votes
markedone_95
markedone_95 - - 17 comments @ STCoP Weapon Pack 2.8.0.7 (v.5)

Using this STCoPWP mod, when using any of the 9x39 weapons, the silenced sound is rather dull and monotonous. So I looked in the files and figured out that the sound layering for the Vintorez is incomplete for some reason.

So when I opened [w_vintorez_snd.ltx] file:

"[wpn_vintorez_snd_shoot]
snd_1_layer = weapons\vintorez\vintorez_shoot
snd_1_layer1 = weapons\vintorez\vintorez_shoot1
[wpn_vintorez_snd_silncer_shot]
snd_1_layer = weapons\vintorez\vintorez_shoot"

I CHANGED TO:

"[wpn_vintorez_snd_shoot]
snd_1_layer = weapons\vintorez\vintorez_shoot
snd_1_layer1 = weapons\vintorez\vintorez_shoot1
[wpn_vintorez_snd_silncer_shot]
snd_1_layer = weapons\vintorez\vintorez_shoot
snd_1_layer1 = weapons\vintorez\vintorez_shoot1
snd_1_layer2 = weapons\vintorez\vintorez_shoot2
snd_1_layer3 = weapons\vintorez\vintorez_shoot3"

Obviously, I did this after I checked that the sound files were there to begin with (so I could match them up).

Another thing I wanted to add is, in the weapon configuration files, the coding for silenced shots is (if I may say so myself) written "incorrectly", as I figured out. You see, the thing is, the shoot/shot nomenclature is different from anything else (bore, reload, grenade etc.), and I always wondered why that is. Then I understood why; the different nomenclature is present because that is what links the sound path in the weapon configuration file to the file that contains the layered sounds! (regular and silenced sounds/shots).

As in, the shot sounds in file "w_vihr.ltx" are linked to the layers file in/from "w_vihr_snd.ltx" file, displayed as a "[wpn_vihr_snd_silncer_shot]", AND NOT as a file path, as it was originally written! i.e. "weapons\val\val_shoot1". It could probably work that way too, but it is redundant, since with one line you could direct the weapon to use the layered sounds (if any). This also means that dissecting the shots as... (example):

"snd_silncer_shot1 = weapons\val\val_shoot1
snd_silncer_shot2 = weapons\val\val_shoot2
snd_silncer_shot3 = weapons\val\val_shoot3"

...is completely redundant and unnecessary (heck, it didn't work to begin with - that's why I'm writing this whole post :D.)

All what is needed is a single line (with the correct nomenclature) that directs the sound to the layers file (example):

snd_silncer_shot = wpn_vintorez_snd_silncer_shot

...and that's it. :)

-------

P.S. - Furthermore, since Vintorez sounds folder contains a lot of silenced shot samples, I swapped the other 9x39 guns to sound like the Vintorez silenced shots (example):

"snd_silncer_shot = wpn_vihr_snd_silncer_shot"

I CHANGED TO:

"snd_silncer_shot = wpn_vintorez_snd_silncer_shot"

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Addendum: Never mind; I fixed it. Turns out the coding needed a simple [stretch="1"] line added - unbelievable! Took me 2 days to figure it out.

Good karma+3 votes
markedone_95
markedone_95 - - 17 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Just to have to some fun doing some rookie DYI modding and what not... My question is, does anyone know how to customize/edit those light blue icons that display the artifact boosters (I am specifically talking about the artifact boosters - not the drug/medicine boosters!)

The reason being is that 4 booster icons (wound, armour, explosion and strike) are all stretched (duh) - and to add insult to injury - the armour and explosion labels are swapped! (i.e. Explosion icon says it's Armour and vice versa.)

I've messed around with some files (obviously this should be a file in "configs", in the "ui" folder; but I still haven't had any luck.)

I've played around with the "af_params_16.xml" file, since it's fairly obvious it has to be it, but still to no avail. Furthermore, I've managed to (funny enough) flip the mismatched labels, alas what good is that since doing it this way is kind of ridiculous because doing so means I replaced the explosion stat with the texture of armour (and vice versa.) but this doesn't justify that maybe the icon placing is wrong and not the labeling...

Idk... any thoughts?

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ DoctorX Questlines 1.25 [CoC 1.4.22]

What...? I don't understand. :| Did something happen?

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ STALKER LA DC Redux

So, as I understand, this means I would have to play without the PRM weapon pack?

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Spatial Anomaly

[MASSIVE SPOILER BELOW - PLEASE REFRAIN FROM READING MY COMMENT IF YOU HAVEN'T PLAYED YET!!!]
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I don't know where to write this or if this is the right place but, I just now finished the mod. AMAZING MOD!!! 10/10... I just have a question though... I am legitimately confused, as in, the ending with me committing suicide, is it the actual ending? It felt so abrupt and unexpected - hence, I didn't feel like I had a choice. Also, I heard NPCs talking, so I used "demo_record 1" and I saw a whole map below me with NPCs in a bar; they're called "Diggers".

I'm so confused right now :( ... Is this ending legit (as in the only one), or is it possible I could've prevented myself from committing suicide in the end?

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ ZoneExpanded - Road To The North

Hello, I would like to have some answers please. :)

I've been playing for 2 weeks now, and I've already passed the CNPP once (I won’t give out spoilers, obviously) ... Anyway, I have already attained the Deep Pockets achievement (for better and rarer items to be sold to me) ... But thing is - it's not there! I still get the same loadout from vendors and sellers, the same way when I started the game. There's so much new ammo and attachments - whereas the guns for them are not seen anywhere. What gives? :\ I keep seeing exotic ammo (Remington ammo, 12.7 mm ammo, Revolver ammo etc.) But where are the new guns (new loadout)? :\ This is also regarding armor sets as well - no new armor sets at all! - I keep getting crappy leather jackets from vendors. What gives?! It feels a little underappreciated.

Also, another weird thing is – Mechanized Warfare. I got it, but judging by the description, once I give the 3 tool sets to one mechanic, all other mechanics will now be “unlocked” per se. (Obviously, otherwise the grind to find dozens of tool sets would be unbelievable). But that didn’t happen unfortunately…

Moreover – why aren’t enemies using grenades? Feels kind of tame of them not tossing an olive here and there (if you know what I mean, heh).

P.S. – Is there a Svarog detector in this game? Don’t tell me there isn’t one – or is this related with me not having the newer weapon/item loadout after getting Deep Pockets achievement?

Thanks.

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Narodnaya Solyanka

Thank you for the suggestions! I'm indeed headed to the Swamps right now.

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Narodnaya Solyanka

Thank you for the reply and suggestions. I'll go and chat with Guide and Dan, respectively, so that I can figure out what to do next.

Regarding Pripyat (newer), I meant to say East Pripyat; my bad! :)

Regarding Leharve, ummmm, I honestly can't say anything about that, as I am hearing this now for the first time. i.e. I haven't done it yet.

Thanks again for the tips and suggestions!

Good karma+1 vote
markedone_95
markedone_95 - - 17 comments @ Narodnaya Solyanka

Hello, I'm legitimately stuck at this point. I have some problems... :(

1st. - I have the marker {active quest} for finding Arhara in Agroprom, but he is not there (albeit I can see a few guns and vodka scattered near the campfire). What gives? ... I have heard that you need to complete all missions and what not in the Swamps first, for him to "spawn?" - I don't get it? Why execute the mission if it's not all there. (P.S. I have already reached to the Monolith control center, and he has still not spawned, even though his marker is still active).

2cd. - I need to talk to Sakharov for the find the Scientists quest, where I ask him a question, and he simply responds something in the lines of, "This matter is confidential - sorry I can't help you." Whaaattttt?

3rd. - As I mentioned before, I reached the Monolith control center and to open the door I need a password for the control panel beside the door to open it - thing is, I don't know it (I even tried combining the two codes from the two USB drives that I found - one from X-10 and the other from ATP).

4th. - [this is more of a question] How is it that I reached the Monolith control center, whilst I still haven't been to Zaton, Pripyat (newer), Dead city, Forgotten forest, Old village... What gives?

I'm so confused with the progression of this game mod. I have literally hit a dead end at this point. :'''(

Good karma+1 vote