I'm a gamer, though I do enjoy fiddling around with files in mods to enhance my own personal use. I'm into S.T.A.L.K.E.R. Call of Pripyat right now, and am a great fan of the CoP: Redux mod.
Field dressing mutants is a bit frustrating with the animation, especially since many of them have a high chance of giving nothing at all.
Would be nice to either have quicker animations for smaller mutants or guaranteed part drops.
Interesting but quite unwieldy. The inconsistent background makes the process of recognising items and reading their quantities slower and more eye-straining.
It's especially distracting when you're trading and can still see the full dialogue interface through the trade screen.
The change is quite subtle. All it does is make the inventory grid cells slightly smaller so more items fit on-screen at once.
The vanilla inventory has 14 rows and 7 columns (98 cells) while the NanoCell inventory has 20 rows and 10 columns (200 cells).
The change is most obvious when dealing with traders, reducing how much you have to scroll through their stock.
I think it's actually just that zombie_mode doesn't work properly. It depopulates the zone so that 95% of the capture points begin empty but it doesn't spawn any zombies.
Edit: It seems only some bandit squads are affected. I took out ~10 without getting any money, but after starting a new game the first bandit squad I killed payed out normally. Not sure what the conditions are for no-bounty enemies.
A couple of glitches I've noticed:
-Mutants seem to only actually spawn on level loading. Monster squads created during playtime are invisible and intangible, but can be seen wandering through your position on the map if you have non-friendly markers enabled. Loading a save will sometimes cause multiple groups of mutants to spawn on top of you.
-Bandits aren't awarding the actor_support_reward_money bounty upon being killed.
The random Hostage Rescue missions are quite buggy.
The Loner Hostage Rescue missions work if you go do them immediately, but if you leave them too long the hostage will free themselves then indefinitely wander the Zone as a free stalker with no unique dialogue and no way to complete/fail the mission save for waiting for the target or quest-giver to die.
The Duty Hostage Rescue missions are literally impossible. Even if you sprint to the destination (Freedom base) immediately after accepting the mission it will always fail as soon as you get halfway there.
There's also the issue that many assassination / hunting missions simply complete themselves by being killed by a third party during a-life simulation, at which point you are given a reward despite having nothing to do with the death.
Not exactly fair to call people bipolars/dopeheads for biting off more than they can chew in modding.
All but the tiniest of mods take an incredible amount of work.
Delete these folders after installing the mod:
\Vampire - Bloodlines\Vampire\models\character\pc
\Vampire - Bloodlines\Vampire\materials\models\character\pc
The installation isn't exactly set up properly like the Jeanette skin mod is...
The "materials" folder you can drop straight into Vampire - Bloodlines\Vampire
But the contents of the "models" folder (the folders named after clans, not the "models" folder itself) need to be dropped into Vampire - Bloodlines\Vampire\models\character\pc\female
so it's no wonder people are having trouble installing the mod.
By the way, the semicolons (;) pretty much mean "ignore everything in this line after ;"
so I could write:
rpm = 600;I like pie
and the game would only read:
since it ignores spaces, semicolons and anything to the right of a semicolon.
*looks at the comments above*
I feel I have to post a comment; the coincidence in user pictures is too much to pass on ;)
PS: Nice work. I hope the work on the mod is going well for you.
To uninstall any mod just delete your " Gamedata " folder.
Uncle Yar's mission: You can bypass being attacked in 2 possible ways, 1. Make sure you take it so it's at night, then use stealth so they don't detect you, or 2. Run around the village to the back of the house so you avoid the zombies all together - Uncle Yar is still invisible to them, and you don't need to stick next to him.
Post the crashes on the Redux forum Z4.invisionfree.com (ctrl-v into notepad directly after the crash to get the crash log, then paste it on the forums)
Have you installed patch v1.05a? It fixes a number of crashes.
But yes, Redux is quite crash-prone, though I found switching to Base helped to reduce crash rates significantly.
Edit: He's not called Spartacus because Spartacus was killed at some point during your previous missions, either due to you not defending the Stalkers or due to unfortunate mutant attacks, so one of the randomly named stalkers fills in as leader.
Looks brilliant :)
Are there gonna be more patches before v2.0? It's been a month since v1.05a, which feels more like an eternity :P. New patches are exciting and give a good sense of things moving along, I hope you won't keep us in suspense too much longer :)
Why would you suspect repairs were removed? Upgrades are only removed now because the system is being improved and will be back in v2.0. Mechanics still repair for you and handing them Toolkits still gives you cash rewards and discounts.
In Redux, every gun has a number of rare upgraded variants (i.e. lightweight, enhanced, rifled, extended, balanced, silenced, storming) that you may be lucky enough to find on an enemy or at a vendor, also you can ask Nimble for unique guns that are entirely different to those you get from Nimble in vanilla.
So don't think that mechanics not giving out upgrades means there's no way to improve your gun.
I agree with your gun sounds idea. Sound Supreme gunshots sound epic, and much more realistic.
I agree. The human combat was made nice and realistic, yet mutants remain far too durable, similar to how they were in vanilla. This hurt the realism for me, so I went into the mutant stat files (gamedata/configs/creatures) and edited their health values so that a single well-aimed buckshot will down blind dogs (without a headshot) and pseudodogs going down with about 2 buckshots to the body. This still leaves them plenty durable and in close range where aiming properly is not possible it is sill struggle to kill them with hipfire while trying desperately to dodge their attacks. I also reduced snorks durability - they are scrawny, starving, irradiated, insane and open-wound covered humans who somehow take enough bullets to down 3 Stalkers? Makes your guns feel like they're shooting fragments of charcoal rather than bullets, just like in vanilla.
Mutants are already a challenge in that they are extremely deadly in close range; their damage values against you are plenty hardcore and realistic, yet your damage against them for some reason is not.
Not sure what's wrong, let's hope Beac will see this and help you.
In the meantime to continue playing you could install the Voron spawner mod Stalker.gamefront.com (it doesn't interfere with Redux in any way), so you can spawn yourself as many Anabiotics as you need (the Marked by the Zone achievement doesn't let you survive outdoors in an emission in Redux sadly, though this way you can survive emissions using drugs if the shelter system is bugging out).
I had this once a while ago but haven't seen it since. Are you using an unholstered weapon in Skadovsk? I here that makes the game treat you as being outside.
I seriously doubt any suit upgrade would help you there... unless you mean sprinting upgrades to help you run the hell away... or a target detection upgrade so you can see them through the bushes and avoid stumbling into the deathtrap in the first place. But no, I don't think they can be turned back on.
Yes, you will sometimes find yourself getting owned by enemies you didn't realise were there, but it's part of the difficulty curve of Redux. Are you seriously expecting to be able to take on 30+ dogs? This isn't godmode. Save often and always use your wits as much as possible.
Menu->Options->Game->Draw crosshair, Redux disables this box by default; simply re-enable it and you'll have your non-aiming crosshairs and centre-of-the-screen dot back (although they will be extremely small, practically invisible, so in combat you'll still mostly hipfire blind). But thankfully if you focus the centre-of-the-screen dot on a stalker for a couple seconds it will tell you their name, faction and attitude towards you, just as it did in vanilla :)
Keep up the great work Beac! I'm anxious to see what the next patch brings, and it feels like an eternity since v1.05a :P
Yeah, changing the line isn't required, the scope type can be set to anything you want for any gun.
Though if you don't change it you'll have the G36 scope reticles on your FN2000, which works perfectly fine, though the FN2000 scope has an interesting design which won't be ingame if you don't change the line :P
^What Beac said. I installed Absolute Scopes Texture Pack v1.2 ( Strategyinformer.com ) over Redux. The only file that needs to be merged is w_fn2000.ltx, where you only need to change the line reading " scope_texture = wpn_crosshair_g36 " in the Redux version of w_fn2000.ltx to read " scope_texture = wpn_crosshair_fn2000 "
Also (forgot to include this in the edit) a second bug is that crosshairs aren't hidden when you look down the sights (unless using a scoped weapon), so they appear ontop of the ironsights.
I like what you've done. The AI and damage is very good, and I like the further back FOV - you can actually see the butt of rifles and the cartidges of pistols :) RCOM is definately a mod that I will be playing when I'm bored in between Redux patches :P
Though I didn't find the upgrade system very exciting tbh and it was difficult to tell with some upgrades whether they would make my gun better or worse, since it's hard to tell how badly the drawbacks will affect you. Don't get me wrong, I very much like the give-and-take approach, I think it's a brillian way to keep realism and balance and I'm surprised I haven't seen other mods using the system, but honestly I would prefer the net stat changing of upgrades to favour positive rather than a 1:1 ratio of give and take.
I'd think it'd work well if the tier 1 upgrades were at a 1:1 ratio as they are now (i.e. +10% in one stat for -10% in another), while the tier 2 upgrades should give slightly more than they take (i.e. +20% for -15%), and the tier 3 upgrades give a significant boost with only a comparitively small drawback (i.e. +30% for -15%). Of course to compensate for increased gain from teir 2 and 3 upgrades they would be more expensive to aquire, but then you just have to work a little harder to get your dream gun, which would make it feel more well-earnt and special :)
Edit: One bug I noticed is the 120 Desert Eagle ammo you start the game with doesn't work - you can't load it into your Desert Eagle, not with the change ammo button, nor by running out of the regular ammo that is already in your Desert Eagle. Also this 120 unusable ammo pile can be sold to a trader for 16,000 rupels, which I found quite funny XP
Any time Beac :)
Also, please check out the article I posted on the Redux forum Z4.invisionfree.com lengthily explaining how you can easily edit 2 numbers in each gun to slightly improve realism and gameplay of those guns. Please read it, it took over an hour to type :P
Redux only works with the English version of CoP, so if you're German version doesn't play on Master difficulty then you're out of luck and Beac can't help you.