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Hey man, I played quite a bit with your mod and I think is really cool. It is nice to be able to fetch a nice gun from a corpse, and to actually have to worry about consumables and ammunition (boxes and crates become very, very important). I would like to make a few suggestions:
* Since the stalkers carry no consumables, they do not have anything to trade. Bartering with other stalkers is a fun part of the game for me. Is it possible to make them have something in their inventories more frenquently?
* In general the dropping raters are too low. It's nice that it is harder, but not so nice that you can kill the whole Rostok and do not find a single medikit. Could you make files with different ratios of dropping, so everybody can choose what they prefer? Or maybe explain a bit more the script, so anyone can modify it, as you you explained for gun condition?
Just to leave a warning if somebody try to edit the script with Notepad in Windows 10, the script crashed every time for me. Then I edite in Wordpad and it worked (yeah, no idea why).
Otherwise, nice addon, makes life quite harder! ;)
Ok, thanks! I'll give it a try
I use r__detail_radius 250 to see grasses from far away. Would this work with your addon or melt my laptop? Do these grasses demand much more resources?
The odds to get a detector are truly random. I had the same issue as you in my first game (in fact, finished story mode after 40+ hours with just a bear), but in the second one I found a Veles pretty early and a Svarog afterwards. If you want a more guaranteed detector, I reccomend the "Expensive detectors" addon. It does not make detectors only expensives, but makes the trades sell them more consistently.
And stashes, if you have not noticed, are random, too. Even without coordinates, sometimes stashes are empty, sometimes not. And they also are refilled with time, a empty stash can have something in the future. Besides the irritating stashes with a pair of patches, this system is quite nice and represents a dynamic world.
I suggest you to use the addons that enable fast travelling. There is the "official fast travel", but I did not test this onoe. I use the "more fast travel points" and it works perfectly. One important point is that it opens all the fast travel points right from the beginning, so you must have a bit of discipline to not abuse it and feel like cheating, like travelling to the far reaches of the map but jump back all the time to fix stuff and get ammo. But well, every one is free to play as he/she wants, so it is not really a "problem" or something...
I had the same issue with 1.4.22 (not with 1.4.21, should be a bug of the new version). For some reason, when the game asks if you want to keep the new settings, it does not recognize the answer "yes" and after ca.15 seconds goes back to the previous settings. My trick was to change settings and quit the game before the 15 seconds, then it keeps the changes when you start again (but you should do it every time you change something that triggers the confirmation message).
So do you think this kind of crash is due to memory demand? I play always with 0.25 for mutants and stalkers, I thought the laptop could run like this.
I tried to us this addon in three different games and it constantly crashes with a "Unhandled exception occured" message. Every time I used a different addon setup and the crashes stopped when I deactivated this one. Anyone has similar problems? Maybe it's a memory overload? I'm playing in a new laptop with i7-6700HQ, 8 RAM and Nvidia GTX 960M, with all graphic settings maximized.
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Definitely nobody sells them in my game. I've been to scientist and CS merchants many times, with heavy pockets, legendary rank and excellent reputation. But since in other games people find them, this seems to be something random that happens among games. I'd start a new game to test it, but now I'm too busy hunting cool new artifacts with my cheated detector. :p
Well, I just smuggled one with the spawn menu. After so long, I guess this absolute lack of detectors (even after killing all ecologists in Yantar) was kind of a bug in my game. But it is good to see that it is possible to get it in the "normal" way!
So, how to get a Veles detector in CoC? Nobody seems to sell them, even with Heavy Pockets achievement and after a bunch of missions for the Ecologists. In 40+ hours of game I did not find any in stashes and bodies. Then I killed a bunch of Ecologists, but no one had it. I know Vasylev and Kruglov used to drop Svarogs, but now they are immortal (I'm playing 1.4.21).
Is there actually a real way of getting the better detectors, besides little random chance? Sure, there are some addons that allow you to get things easier, but I think even in the core mod should not be so difficult to get a Veles.
Thanks for this mod. I was worried also with respawn rates, even with population at minimum. I like the idea of clearing a map and not having more enemies popping out from nowhere.
Is this mod still in development/is the patch safe? I ask because for some reason Chrome blocked the download, saying that it was a malicious software (same thing when I tried to download from the official site).
Nevertheless, amazing project. I love the setting of the first AoE, but I end up playing more the second because gameplay is much better. Hopefully with this patch I can stay in Antiquity!
I guess this port includes Pripyat Reborn, right? The AI is behaving really strange in my games, they often do not account for my presence even when I'm at their side, or just walk pass me even in alert state. And when I shoot them in the back and they just scream and keep peacefully walking.
Life becomes too easy then, even in master, and is not so rewarding when I eliminate a full squad of military dummies...
I removed all mods that could maybe affect AI (basically the DoctorX ones) besides AO3 and started a new game, but the behavior is the same. Probably something went wrong with my installation, because in other mods for CoP I played with Pripyat Reborn (and even in vanilla STALKER games) the AI was much better.
Sure the detector makes a difference, like in regular STALKER, but the lack of emissions should be the main cause. In Garbage a stalker found a Fireball in front of me. Probably the other fellas cleaned the anomalies before the dumb rookie and no artifact respawned thereafter...
If in CoC the artifact just spawn after emissions, that could be the problem. I selected "every 2-4 days" option and still no one happened. I'll change the frequency to get one and then see if this is the problem.
Playing two games for some hours and I never found an artifact in an anomaly (visited all in Cordon, Swamps and many in Yantar and Agroprom). Is this normal? I'm still using the echo detector and playing 1.4.19
Is there a way to check if the mod is working? In both games I started and played for some time, there was a lot of stalkers around, and apparently a very high respawn rate. In the second one, I played for three hours only in Cordon (one in-game day) and killed 30 stalkers and 5 mutants. Basically the military are respawning like crazy. In the north checkpoint (the entrance to garbage) I killed 8 soldiers and five minutes later another squad of six arrived, it is like if they have respawned just after the others died.
In both games I changed the population sliders to 0.5 at the beginning, so I guess I should have had a very sparse zone. Or is just the Cordon that is supposed to be intentionally like this?
Ok, thanks for the explanation. Currently it seems that there is no point in upgrading gear (at least with Arsenal Overhaul). I mean, a Sunrise bodysuit fully upgraded can have +3% of chemical or radiation protection, that doesn't worth the price of second and third tiers upgrades...
Hey guys, awesome mod. All the Zone to roam free with the improvements of CoP, that's great.
I have one doubt, however. In the upgrades tree for guns and suits, there are many upgrades that have very low values, like "armor +3%" or "reliability +1". Maybe there was a problem when I installed add-ons? I'm using Arsenal Overhaul 3. Or are these values normal in CoC? (is it even worth to make an +1% upgrade??).
Thank you for the add-on! It's so nice to understand Sidorovich when I sell some crappy stuff to him...
Also Yanov is bugged, zombies are able to shoot through the doors when I'm inside.
Hi! Thanks for the nice mod. I'm having a problem with stashes though. I don't receive any coordinates when searching bodies and finishing missions. The stashes are there if I look, I just don't receive the locations.
I installed the mod with several optional features (nimble trading, FOV 75, Re-animation and texture pack, less mutants, no aim sway - doesn't work by the way, astill have it - vanilla artifact weights and limping state), and also some extra (Atmosfear, Absolute nature, Absolute structure - before seeing that is already included in the mod). But I don't think any of these mess up with stashes (and I have not installed the random stashes option).
Any idea how this could be fixed? Maybe it's a conflict with the cleared stash symbols, because these show up after I get the items.
When I tried to install in my GOG version (choosing the correct UK language), the installer halts after the "applying preset" message, around 85% of the installation. I waited for one hour or so and nothing. Tried to install again (always running everything as adminitrator) and it always stops there.
Running the game it gives the message of "texture pack installed", but the installation seems incomplete anyway (for example, there is no "uninstaller"). Any suggestion?