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Comment History  (0 - 30 of 57)
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Not sure if this was addressed, but I think there's a bug with the Merc suit where looking at your inventory to see your overall resistances, the armor protection bar was not filled despite it has armor value. I equipped all other suits and it did not have this issue.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

What you could do is to use a DB extractor to find a file called game_relations.ltx and look for the line:

[communities_relations]

And once you do, you should see a table looking like this screenshot here:

Ibb.co

Just change the value of the bandit value to -5000 whenever it's aligned with the actor row and column, highlighted in yellow. Then that should make all the bandits hostile to you. Done this a lot in Call of Chernobyl.

Then you should create a gamedata folder, configs folder, and creatures folder for Gunslinger mod. The game_relations.ltx file goes inside the creatures folder and the directory path below looks like this:

GUNSLINGER Mod/gamedata/configs/creatures

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

I used Alundaio's AXRToolset, which was provided for Call of Chernobyl, to unpack Gunslinger's DB files. Use the DB Tool option to unpack the DB files and then create a new folder called gamedata in your installation directory where your Gunslinger mod files are.

Good karma+2 votes
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Owl will sell it once you reach Pripyat the first time iirc. Sometimes high ranking bandits and Monolith stalkers will carry one.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Got the 10/1/2020 update and lovin' the SIG 550 and the changes for Nimble's SIG P220. I think there's a bug with the SIG 550 where reloading the weapon when you exhaust the entire mag and the round inside the chamber, it refills 33 rounds instead of 32. By default, the SIG 550 has 30 rounds (31 if you include 1 round in the chamber). If you maximize the ammo capacity to 32, then it should hold 32 rounds for a full reload and 33 rounds for tactical reload.

**Edit**
A quick fix I did was just to add the line of code called:

ammo_in_chamber = true

since it was missing in the sig550's base.ltx file.

Good karma+3 votes
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

It does kill them, but you have to be at a relatively far distance and be stealthy. At anytime you ADS on them, when they see you, they'll put up a barrier preventing them to take any damage from your guns.

Good karma+2 votes
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Concerning the burers, you could try to kill them with the RGO/RGN grenades. It's a risky manuver as you can kill yourself. At this point, I wouldn't do that quest yet until you get your hands on the Gauss rifle since all enemies and npcs will nearly die in 1 hit regardless if you score a headshot/critical shot or not. If you can't deal with the two burers at the eastern tunnel, wait till you get to Lab-X8 to the area where you fight three of them in a small room just to pickup one of the documents there. It helped me greatly because my usual approach on those mofos, which was the underbarrel GL method, doesn't work as well since their AI is enhanced a bit.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Wow, I have a weird bug after talking to Zulu to find people to go through underground Jupiter. The gunsl_eatable_vodka has this glitched 5x5 inventory icon and it gives me infinite uses.

Click the link below to see the bug:

Imgur.com

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

One other thing about this mod is that it doesn't work with the recent update of the unofficial Arsenal Overhaul 3.1 mod, even if you use the 1.4.22 support version. I've asked the guy who made the update about it and stated that the play_hud_motion seems broken in terms of the engine's limitations. The workaround that he stated was to tweak around the camera_effects from Smurth's DHM, but I have no expertise in animation.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

For the quick knife mod, apply that last after you install A0 3.1, Outfit Addon (not necessary I think), and Smurth's DHM, Of course make backups for the weapons folder and animations folder just in case if it goes wrong.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Well, I hope it will be addressed in the next update notes along with the PP-19 Bizon soon.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Awwww yeah, can't wait for the next update for the PP-19 Bizon. I also hope they make some updates i.e. having the SIG P220 to have extended mag and tactical light/laser. I bet that the next weapon they'll showcase would be a 5.56 assault rifle or a shotgun.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Predictions for the newest update (hopefully):
- Maybe an animation teaser for the currently worked weapons like the PKM, Armsel Striker, etc...
- More eating animations for the diet sausage, bread, and the tourist's
breakfast.
- Another animation when you wear gasmasks/helmets.
- Added weapons & with its upgrade trees that were seen in demonstration videos (i.e. Walther P99 with a green laser sight).

Some things they should fix:
- Leaving the rakurs scope on rifle crash
- Svarog/Veles Detector should have bigger artifact dots (and maybe color code them?) and bigger anomaly dots.
- Random "Can't open section wpn_pmm" crashes (Not sure if anyone here experienced this besides me at least...)

Good karma+3 votes
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

I get a weird crash when I attached the Rakurs scope onto the AS VAL and left it attached on my test save file. When I reload that same file, the game will CTD and gives me this error below:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_string
[error]File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 513
[error]Description : <no expression>
[error]Arguments : Can't find variable scope_name in [up_val_rail1]

stack trace:

Interestingly, if I remove the Rakurs scope and make a save file from that and reloading that save doesn't crash the game...

Did you guys ever got this weird bug?

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Arsenal Overhaul 3.1 for CoC 1.5 R6/R7 - Unofficial

One thing I forgot to mention, is the recent update of this mod compatible with Smurth's Dynamic HUD mod?

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Arsenal Overhaul 3.1 for CoC 1.5 R6/R7 - Unofficial

With this recent update, are you able to make a quick knife melee function to the knife at a later update?

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Gunslinger Beta+AtmosFear 3 compatibility patch

Yes. It might've been that I flubbed the process somewhere when I was watching your tutorial video about how to install Atmosphere 3, with the compatibility patch, into Gunslinger mod.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Gunslinger Beta+AtmosFear 3 compatibility patch

I've downloaded your patch about a couple of days ago. But, don't worry about it since I got it working.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Gunslinger Beta+AtmosFear 3 compatibility patch

Got a crash related to Atmosphere 3.

FATAL ERROR

[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : D:\prog_repository\sources\trunk\Layers\xrRenderPC_R4\r4.cpp
[error]Line : 552
[error]Description : Particle effect or group doesn't exist
[error]Arguments : crommcruac\blowout_wave_blend

stack trace:

EDIT: Lmao nvm, I fixed it by copying the particles.xr file from Atmosphere 3 into my Gunslinger gamedata folder.... for now.

I recommend just copying the particles.xr file from Atmosphere 3 into your Gunslinger gamedata folder, but DO NOT COPY over the original particles.xr from what you extracted from the DB files from the gunslinger mod when you use the database extractor or the DB Tool from Alundaio's AXR toolset.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Another bug I found is the hand textures for the SEVA suit still has the Sunrise suit gloves and fingernails mesh, like as if I was wearing transparent gloves.

Good karma+5 votes
British_SWAG
British_SWAG - - 57 comments @ GUNSLINGER mod

Love the mod. Can't wait to see the other weapon models and their unique upgrade trees. However, did anyone get rare random crashes with this crash log below?

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 502
[error]Description : <no expression>
[error]Arguments : Can't open section 'wpn_pmm'. Please attach [*.ini_log] file to your bug report

stack trace:

I get this randomly and very rarely and difficult to replicate sometimes.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ A few 1.5 small fixes for 1.4.22

- Weak weapons healing wounded people fixed.

A HUGE MUST to have for CoC 1.4.22 because I hate my SVD dealing damage and healing them after every few shots.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

Hmmm... good question. I haven't thought about that yet. I do know that the creator of the quick knife mod was planning to update it where you can change the binding using the options menu. If it's already out, I might think about fiddling around with it. No guarantees though....

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ T.H.A.P STCOC 1.4.22 Pack

This mod makes the arms look more alive with substance than vanilla.

Any plans on making a patch update for those using the Outfit Addon mod?

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ T.H.A.P STCOC 1.4.22 Pack

FATAL ERROR

[error]Expression : pm->m_animations.size()
[error]Function : player_hud_motion_container::load
[error]File : player_hud.cpp
[error]Line : 92
[error]Description : motion not found [lancew_mp7_sprint_v2]

stack trace:

0023:006E37E1 xrCore.dll, xrDebug::fail()
0023:05480D28 xrGame.dll, CDialogHolder::IgnorePause()
0023:742EBD67 MSVCR120.dll, Concurrency::details::_SpinWait<1>::_NumberOfSpins()
0023:742EBD7E MSVCR120.dll, atoflt_l()
0023:742EBD8C MSVCR120.dll, atoflt_l()
0023:742DBCAD MSVCR120.dll, finite()
0023:742DAD30 MSVCR120.dll, _ValidateRead()
0023:006E89C9 xrCore.dll, CInifile::remove_line()
0023:006E72F0 xrCore.dll, CInifile::line_exist()
0023:006E72DB xrCore.dll, CInifile::line_exist()
0023:742EE65D MSVCR120.dll, strtol()
0023:742EE671 MSVCR120.dll, atol()
0023:006DED62 xrCore.dll, CInifile::r_s32()
0023:0547FF74 xrGame.dll, CDialogHolder::IgnorePause()
0023:0547FC1D xrGame.dll, CDialogHolder::IgnorePause()
0023:05480E80 xrGame.dll, CDialogHolder::IgnorePause()

I'm not sure if this mod is compatible with Arsenal Overhaul 3.1 and I'm using CoC 1.4.22.

(Also using the "Arsenal Overhaul 3.1 for CoC 1.5 R6/R7 - Unofficial" with
1.4.22 support)

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

Forgot to specify that this mod is mainly for CoC 1.4.22 with AO 3.1 or STCoP, Smurth's Dynamic Hud mod.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

Could you list all the mods you used? Could it be that you've installed it out of order that it gave you the crash?

Obviously, this addon is mainly for AO3.1 and STCoP for CoC 1.4.22 and or if you have Smurth's Dynamic HUD mod already installed.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

I wouldn't mind showing you or the community to do this. My only concern is that are you comfortable with troubleshooting?

If not, then don't. If you want to, then I'm already making a guide for those who want to try it themselves. Just stay tuned for the updates.

Good karma+2 votes
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

Hmm... Could you list all the mods from the "TZR modpack"? Just curious to see what's in it.

Another thing though is that the knife combat was imported from STCoP and I tweaked it so AO 3.1 can use it.

Good karma+1 vote
British_SWAG
British_SWAG - - 57 comments @ Quick Knife Mod - for CoC 1.4.22 (For AO 3.1 and STCoP 2.8)

Tested it, and unfortunately doesn't work since the file structure of 1.4.22 and 1.5r6 seems too different.

To those who use for 1.5r6, do not use since it causes a crash like this below when I pressed the "Y" key:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 523
[error]Description : fatal error
[error]Arguments : Can't open section 'animation_hit_wpn_knife'. Please attach [*.ini_log] file to your bug report

stack trace:

0023:0075244C xrCore.dll, xrDebug::fatal()
0023:0536573A xrGame.dll, CDialogHolder::operator=()
0023:0536B5EF xrGame.dll, CDialogHolder::operator=()
0023:0536C35A xrGame.dll, CDialogHolder::operator=()

Good karma+1 vote