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If it's making a corrupt save file, how do I prevent that? Is there a way to turn off autosaves or something?
I'm getting an XRay engine crash when attempting to enter the dark valley from garbage. I just received the mission from barkeep to get into x18, ran through the radioactive part of the map and into the entrance of dark valley. The game crashes on the Synchronizing part of the loading process. Is there any way to get around this?
Does this version work with Stalker SHoC 1.0006? The installer pointed out in red that I do not have the required version of 1.0005, but the mod file on the moddb page says RadioPhobia 2a (1.0005/6).
I ignored it and installed anyway and, unsurprisingly, the game crashes on prefetch/startup.
Actually, let me clarify a bit.
The error I'm getting is a CInifile::Load on the File Xr_ini.cpp. Description is can't find include file. Argument is w_mp7.ltx.
After installing CoC and using auto updater to update it to 1.22.24, I installed the gamedata folder for AO3, followed by the gamedata folder for aococfix1.2. When I run CoC, I get the error described above.
1) Installed CoC
2) Ran the auto-updater to update CoC to 1.22.24
3) Test ran the game and the game started with no crash to desktop
4) Copied gamedata folder from aococfix1.2 file to the stalker cop game directory
5) Test ran the game and game crashes before even starting. Gave me an error saying that a weapon file (think it was w_mp7) could not be referenced from u_sys.ltx
To anyone who got AO to work with CoC, would you kindly walk us through with how you did it?
Is there a way to edit stashes in CoP or in this mod particular? I know in SoC there is a treasure_manager.ltx file in gamedata/config/misc, but I don't see a similar file in CoP.
In my attempt to add a bit more challenge to my playthrough, I'd like to see if I can remove the free, pristine-condition guns in stashes.
I am currently using AO2.5 w/ MSO.
That's also good to know. I know there are still a couple of vanilla and new weapons with incorrect ejection ports. The AN-94, Sig 550, L85, Galil and FAL come to mind. Looking forward to the next update then!
Any chance that in the next update, we can get non-scoped versions of certain weapons that only come with scopes? I would love to have a Galatz or a Sako M95 without a scope.
I was looking at the latest image you posted of the new EoTech site added to the FAR-15 and I gotta say; I love it. I especially love how bright it is. I also like the original misery-added AKS-74 w/ Kobra site for the exact same reason (beautiful, bright green chevron).
Is there any way the Kobra sight on the AEK 971 w/ Kobra get the same treatment? As it currently stands, the Kobra sight on that gun is really dim in comparison to the other guns with Kobra optics.
Is that something that can be changed? I'm currently not at my computer right now, but I remember in modding Stalker: SoC, I learned that you can modify the loadouts of all npc's in the game by messing with each npc config file in the /creatures/ directory or something. You can make them carry certain weapons based on rank or modify how much ammo they carry, etc.
I'm currently playing TAZ 1.7 full version with the quick fix patch. I'm noticing that a lot of npc's are indeed carrying many of the new weapons introduced in this mod (which is cool), but none of them are ever carrying ammo for them.
Before TAZ, it used to be that every npc would carry a main weapon at crap condition, but at least they would also carry like 15-30 rounds of ammo for that crap gun either separately or inside the gun itself. It was fun to leave camp with 60-90 rounds of ammo for my main weapon and just scavenge additional ammo whenever I could.
But with TAZ, npc's aren't even carrying ammo in the magazines of the guns they drop! Which makes me wonder what the hell they are shooting me with.
Anyone else notice this?
I'm sure this might have been brought up before, but was it an intentional design choice to make all body armor out of paper?
This is most noticeable towards the end of the game when you're facing Monolith in the Red Forest, but it feels like no matter how high-end armor you are wearing, two shots can degrade that armor by almost one half.
I can understand that maybe it could be explained away that all monolith are using AP rounds or something. Or maybe this is designed to instill the idea of "don't get shot, ever" into the mind of the player. But when I'm wearing an exosuit in CNPP and a monolith completely wears down my armor with 5 shots from a sig p220 pistol, seems kinda silly no?
This is just my opinion, but there are way too many zombies spawning in Zaton after emission. Hundreds of them, they wipe out all friendly stalker NPCs, and they all fire with almost pin-point accuracy. Any way to lower the amount of zombies?
Any future plans on putting 7.62x39 ammunition into the game? The w_ammo.ltx file appears to have entries for both 7.62x39_fmj and 7.62x39_ap. But when I tried to spawn my character with 4 boxes of that ammo in the beginning for testing purposes, the game crashes. Similarly, trying to modify any guns to use 7.62x39 ammunition, or trying to add it into the Zaton trader lists also results in crashes.
Hi, I just downloaded the mod for the first time and I think it is absolutely wonderful. Good work on everything so far.
Problem I have right now is that I cannot move to Yantar from Zaton without the game crashing. I read in the comments section of a different mod that this KillerModPack was still a small beta and that locations have not yet been implemented. Is this still true?
Nevermind, I got it to work.
Is this thing complete? The file is just an executable the extracts an "uninstal.exe" file and nothing else.