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J3ph_42
J3ph_42 - - 76 comments @ O.G.S.E. 0.6.9.3 Final 2.0 Patch 2.02 reuploaded 2

Yeah I have the exact same problem!

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ SGM 2.0 Geonezis English All-in-one

During the mission to defend Skadovsk from the Bandit invasion, I have an issue with Bandits unrelated to the mission going hostile, followed by Loners going hostile to me, one at a time. No matter how much care I take to avoid killing NPCs that aren't the Bandits scripted to attack as part of the mission, this always seems to happen. Anyone know what I can do to resolve this?

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Arsenal Overhaul 3.1 with Pripyat Reborn

Does this include the AN3 hotfix you posted earlier?

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

Spectrum question that I'm cross-posting here since I'm using this repack of the mod:

I can't figure out the helicopter evacuation mission in Pripyat. I manage to destroy the helicopter on the roof, but no matter what I do, the second helicopter kills me a few seconds later. If I stay on the roof and fight it, it kills me with it's first rocket. If I go back down into the building, it kills me with it's first rocket, if I jump off the back or side of the roof, I just die for no apparent reason after a few secionds, even if I just mash the quick medkit button. In short: how do I not get insta-killed by the attack helicopter that spawns after destroying the heli on the roof?

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Spectrum Project

I don't know if anyone is still watching this, but I can't figure out the helicopter evacuation mission in Pripyat. I manage to destroy the helicopter on the roof, but no matter what I do, the second helicopter kills me a few seconds later. If I stay on the roof and fight it, it kills me with it's first rocket. If I go back down into the building, it kills me with it's first rocket, if I jump off the back or side of the roof, I just die for no apparent reason after a few secionds, even if I just mash the quick medkit button. In short: how do I not get insta-killed by the attack helicopter that spawns after destroying the heli on the roof?

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

n/m I guess it will just work for ONE MORE save. Does COP have an issue with rapid, repeated reloading of a save without hitting "quit game" each time? I'm just trying to figure out some something I might have done wrong.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

Okay, if I go back to the last manual save before entering the Oasis, (it's linked below), I can load it, avoid the oasis, and keep playing normally, and new saves made after this work. idgi
Mediafire.com

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

I should also mention I have Absolute Structures installed.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

I made some changes to some config files, but nothing that seems like it would be an issue, and I tested the saves with a fresh setup of the mod (with fix) and the ones that loaded before still do, and the ones that didn't still don't. The autosave from finding the oasis that I mentioned is attached.
Mediafire.com

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

Yes. I've started new games a few times, but eventually I run into this, usually on map transition or loading a save. Sometimes it's just the last save, other times it's all the way back to the last autosave that is corrupt. Right now I can load the last autosave (finding the oasis), but any new save or level transition I make after that point is corrupt. By corrupt I mean the game CTD's with the above error when trying to load those saves.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ D.M.E

Really want to play that SGM 2.0 + Geonezis AIO thing, but eventually I always run into this:
FATAL ERROR

[error]Expression : !m_error_code
[error]Function : raii_guard::~raii_guard
[error]File : D:\prog_repository\sources\trunk\ xrServerEntities\script_storage.cpp
[error]Line : 748
[error]Description : ...stalker call of pripyat\gamedata\scripts\news.script:879: attempt to index field 'actor' (a nil value)

stack trace:

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ The way to Pripyat, English All-in-one.

Okay, apparently if I use a combination of basic Full HDR (NOT DX10 or DX11) setting, the experimental LUAJIT, and the basic prefetch only mod, I can get through that area.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ The way to Pripyat, English All-in-one.

In X16, after climbing the ladder to the second floor, when I approach the door to the circular room, the game crashes. Can reproduce this with 100% reliability. End of error log is this:

! Unknown command: dump_infos
intro_start game_loaded
* MEMORY USAGE: 345875 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
stack trace:

0023:094D0875 xrRender_R4.dll
0023:094FB5F3 xrRender_R4.dll

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ SWM v2.1 + VoW[CE] (story mod)

Is there no English localised installer? I had to just guess at the install options.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Arsenal Overhaul - Clear Sky 2.0

Looks like you're right: I can have Atmosfear and Absolute Structures installed and it's okay. I don't know enough about STALKER modding to merge shader files so I'll go without AN. Thanks for making this mod BTW, I get bored to tears with Clear Sky if I have to go through it using the same 2 guns the whole game.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Arsenal Overhaul - Clear Sky 2.0

How did you get Absolute Nature/Structures installed? When I tried the game crashes immediately because "Shader 'models\model_pn' not found in library.", but loads okay if I only have AO + Atmosphear.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Paranautical Activity

Yeah same here, the main menu is at a resolution much higher than my desktop resolution, I thought that was fixed a few patches ago?

Is there a config file where I can manually set the starting resolution?

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Cloudbuilt

Are there plans for a post-release Linux port? Voted this on greenlight immediately because the trailer looked great. Also, is that line-shading style in the game or just the trailer?

Good karma+3 votes
J3ph_42
J3ph_42 - - 76 comments @ Sins of a Galactic Empire

Glad to help.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Sins of a Galactic Empire

Crazy. Good to know it's expected behavior tho.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ Sins of a Galactic Empire

Oh yeah, my mods.txt has:
enabledModNameCount 4
enabledModName "SoGE R1073 Reb - Alliance"
enabledModName "SoGE R1073 Reb - CIS"
enabledModName "SoGE R1073 Reb - Republic"
enabledModName "SoGE R1073 Reb - CORE"

I also get a SuperCap death + "We have lost a titan!" message when the Executor was done building, right before it actually spawns. The ship name in the death notification is different from the name of the titan that spawns. Not a big deal since I still get my ship in the end, but it's a little weird the first time you hear it.

Good karma+2 votes
J3ph_42
J3ph_42 - - 76 comments @ Sins of a Galactic Empire

It occurred occurred even if my fleet was already there. They could hyperspace in, land in range, and hyperspace out unhindered. Likewise I could move the Interdictors in in the middle of a fight and the stragglers would escape as if I hadn't. I didn't test the stationary gravity generators. I noticed that the effect seemed to work early game, but at some point just stopped working. I haven't loaded enough autosaves to pinpoint exactly when it stopped working. Thanks for fixing the Executor though! It was really frustrating waiting out the time it took to afford and then build one only to see it spin in place whenever I tried to get it to move anywhere.

Mediafire of my autosaves: Mediafire.com

Good karma+2 votes
J3ph_42
J3ph_42 - - 76 comments @ Sins of a Galactic Empire

Do one or more of the factions have abilities that negate hyperspace jump suppression? I mouseover my interdictor ability icon in the command menu to see it's range, and move the Interdictor in range for the ability to have coverage, but the enemy ships don't show the debuff in their abilities list, and and can still jump away.

Good karma+2 votes
J3ph_42
J3ph_42 - - 76 comments @ Looking for an opinion on this subject

If it means less work for you then go for it.

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ OGSE 0.6.9.3 progress report

Thanks for the update, I was wondering how Dead City was going

Good karma+2 votes
J3ph_42
J3ph_42 - - 76 comments @ Mod Restart

Hope things keep looking up!

Good karma+1 vote
J3ph_42
J3ph_42 - - 76 comments @ COP-inspired inventory for OGSE 0.6.9.2 English

Also hoping for widescreen version

Good karma+4 votes
J3ph_42
J3ph_42 - - 76 comments @ J3ph_42

I've been playing though OGSE actually.

Good karma+1 vote