I would expect so, the HUD mod is merely cosmetic and pretty sure it doesn't touch these files. To be safe though, just back up the files edited from this mod so you can easily swap them back in after if there is a problem.
I would expect so, the HUD mod is merely cosmetic and pretty sure it doesn't touch these files. To be safe though, just back up the files edited from this mod so you can easily swap them back in after if there is a problem.
Laughably stupid comment. You say it's like a Bethesda game and then describe how it would have been better had it been more like a Bethesda game.
Narrative does not provide depth of gameplay. Even those games with branching storylines or different endings, not providing depth of gameplay.
He is saying that you just happened to cross from map A-B as some AI were about to cross from map B-A. It's effectively the same thing for you of course.
You could turn on god mode at map crossings.
Thx I added it and will try it later.
Sometimes I notice this in regular CoC. I thought it was just when I remained in the same couple of maps for a few days. Perhaps they get cleaned when you are no longer in a bordering map.
You should have a shortcut on your desktop, if not make one. Then right click, properties, and you'll find
"C:\S.T.A.L.K.E.R. - Call of Chernobyl\Stalker-CoC.exe"
in the target box. Add 1 space and then -dbg after the end speech/quotation marks.
Does this also happen if they leave the map? I had one in southern Rostock and the entire area was clear down to Garbage but couldn't complete it.
-dbg command line must be added to the end of the CoC shortcut
Yuo can do what I do, add the -dbg command to the shortcut, start a game, hit escape and S for the spawner. Take whatever you need.
Thx, I don't have that file present unfortunately. I might try the extract thing or try to find it from another mod as Toothless says below.
Nimble also does not act as a store for me, despite doing so in previous A03 versions. What is the file that disables nimble orders? Perhaps another mod has overwritten it.
You can and probably should adjust the NPC and mutant spawners in the options menu. It defaults to .50 for both but .25 is best for me. There are a staggering amount of mutants spawned at the Jupiter/Zaton border for example, and because the brain scorcher prevents stalkers travelling that far north to kill them, they thrive.
Also try the inaccurate zombies mod, it's near requirement in zaton with all the monolith and zombies that spawn there. Zombies spawning in the barge was a surprise for me also, I don't know if Noah is important in the mod or not, if not then no problem.
Messing around in the CoP maps for a couple of hours (especially with brainscorcher enabled) will give an inaccurate impression of the mod.
Yes dx11 no sunshafts. Dx10 works fine tho and all you rly lose is tesellation which I dont miss.
gamedata/configs/creatures/game_relations.ltx.
I think the difference to the player is minimal except when trying to survive one while being outside in it. Both will kill you unprotected, but you can survive an emission by taking anabiotics. I think a psi-storm is always lethal unless a Psi-helmet makes you immune.
Thx man I will give the expensive addon a try.
Is there any good mod that improves the hand mesh and textures for the exoskeleton? In all addons I've tried it seems to be largely ignored compared to the nice models and textures of other suits. Running AO3+OA atm.
Edit: To be specific I mean 1st person view when holding the gun.
Any chance you could just list the addons you installed? I probably already have 70% of them and am just deciding which addons to use to make economy and other things a little tougher.
Play an ironman style and try to last as long as you can while completing missions to improve your reputation. I don't recommend actual ironman mode since the game still has it's impossibly unfair moments.
That's interesting, I'll try that as well.
Yes a few pages back I talked about this bug. Everytime there is an emission, subsequent savegames will be hosed, spawning dead everytime. One solution is to turn off emissions, but artifacts will not respawn after this. So go back to your last save before an emission, and type g_god on into the dev console (tab key). You will need the -dbg command in the shortcut target box to enable debug mode to do it.
Load the save you keep spawning dead in and make a new save, then turn god mode off.
Hah never new that. I just altered the .ltx after a second look, guess I was mistaken then. I'll change it back. Thx
I am in Zaton and Monolith and zombies are walking right past each other and not engaging. I looked into the game relations ltx but it's gobbledy **** to me, I don't know exactly what I should change since the format is all over the place for the relations part.
Edit: I quickly checked and your mod is the only one I'm using that alters faction relations, so I assume it's this causing it unless CoC has it as a known bug. All else is cosmetic pretty much.
A lot of opinions, ty all. I'm aware of the misery port but would really like to just get things a bit more desolate. I have no real problem with the economy as it is, though I don't see Chernobyl as a conflict zone quite like some do, so to me the desolate Metro like feel of not quite enough ammo feel right. Misery is good but goes a little farther than needed sometimes.
Thx Roadkill, I think I will just drop my stalker value lower than the mutant one, I think that will naturally scale things to be a bit tougher. As you point out, the great thing about the mod are the options and addons which can change the zone down to a barren wasteland or upto a warzone and anything in between.
I'm not sure what you mean by false final, but I don't think that ctd is a bug.
Do you mean destroy the wish granter?
Well, I said solve, not so much. I get around it by enabling god mode in a save pre-emission where I am alive and then immediately load the save I keep dying in. Turn off god mode and make new save.
Loving this mod now I got emission bug sorted.
I'm curious though, what spawn setting people are using for stalkers and mutants together? Places like Zaton feel quite crowded with default settings. Mutants are good but I think weapons and ammo are too easy to come by because of so many enemies. Any recommendations?
For recoil I'd try this "fire_dispersion_base". I'm afraid I couldnt find anything that might help with the other.
Unfortunately, .16 for me is gimped pretty bad from this bug. 2 out of 2 emissions have rendered subsequent saves unplayable through spawning dead. Im now effing around with this god command that doesnt work to try and get around it. I dont even understand how to properly employ it. I bring up the spawner from the menu and type in "god on" and it says invincibility = on and i then get slotted by some zombie when testing it. Let alone how im supposed to do it as i spawn already dead.
Edit: I am not given the task when emissions come, so I tried switching it to dont give task in case it was that messing it up but didnt help.
Edit 2: Got the god thing working finally and it all seems fine now.
.16 hasn't fixed the problem, I had it within the first 2 hours of playing. The problem with switching emissions off is that artifacts can never respawn if I understand it correctly.
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