I'm having this problem as well. I thought perhaps I had merged my mods incorrectly, but I've gone over all of the files at least 3 times and can't find any mention of "greh" in the originals either.
I'm having this problem as well. I thought perhaps I had merged my mods incorrectly, but I've gone over all of the files at least 3 times and can't find any mention of "greh" in the originals either.
I've switched over to 6test3 and tested the Nova w/beanbags all throughout the Taronne tenement - seems to work perfectly now, including in the spots that gave me trouble before. Looking good!
I have not, I'm still on v5.3. I'll do that and check. :)
Has anyone else had problems with beanbags (from either shotgun - the Nova or the 870) being glitchy? Sometimes they work fine, but other times it seems like there's no projectile - I fire away at close range but there's no effect and then I generally get killed by the perp.
The first few times I thought maybe it was a fluke, or that my shooting really was that bad, but it happened again just now (only I survived for a change) and I decided to test by firing some more at a non-compliant hostage and again in an empty hallway. Sure enough, no effect on the hostage, and no projectiles whatsoever in the hallway. It's intermittent, but there's definitely some kind of problem here.
EDIT: It gets even stranger - it works in some parts of the map, but not others. I'm testing the beanbag 870 shotgun on the Children of Taronne map right now - the beanbags don't work in the hallway down to the basement, but in some of the ground floor rooms they do.
EDIT 2: Tested the Nova in the same locations - same results.
I just played through the whole campaign with SEF 5.3. Great mod! I love the changes to the equipment selection, the new weapons, the tweaked AI, and the quality of life improvements. For instance, I particularly appreciate the way the team members report the suspects/hostages themselves once they've tied them up. Having to go back to do that myself kind of defeated the purpose of splitting the workload, before. Any chance of getting the AI to pick up dropped weapons that they see, as well? :P
I encountered a few fairly minor bugs:
1. Sometimes while they're running around, the suspects point their weapon straight ahead (often at me), but that apparently doesn't count as having their weapon raised because when I shoot them for doing so I get hit with the "unauthorized use of deadly force" penalty. This has happened a fair few times now in a variety of circumstances so I'm pretty confident it is actually a bug, and not that I was failing to warn or somehow hitting someone in the background.
2. The player character (Lead) doesn't use the unique dialogue lines when ordering a door breach. I'm 90% sure that in the unmodded game, Lead will say things like "Use CS on breach" when ordering the team to breach a locked door and gas it (for example), but now the breaching commands use the same dialogue as a regular open and clear command.
3. For some reason, I can't equip Reynolds with an Optiwand. I put it in his inventory, but once the mission starts, it's not visible on his back, and I can't order Red Team to mirror anything (they claim they don't have it).
I just wanted to say that this mod looks really well made, that feature list has me stoked! And I was pleasantly surprised to see that it has been updated so recently. It's always great to see people doing good work on old games like this. :D
Awesome. :D
Are you the 4Aces I knew on the Filefront forums?
I agree. Some of them really do sound out of place.
Great mod sanctuary, I love all the types of units, they allow some very varied scenarios.
Thanks again for helping me sort out my pistol animations, by the way!
This line affects accuracy:
fire_dispersion_base = #
This line affects damage:
hit_power = #
Also be advised that each ammunition type also has its own damage and dispersion values. Basically this means that the results you see in-game are the damage and dispersion values of the ammunition and weapon combined. So if you want to make all shotguns more accurate and powerful, for instance, you can change the properties of the ammo types. The properties for the ammunition types are usually defined in "weapons.ltx" but I believe each ammunition type has its own .ltx under an ammo subfolder now, it shouldn't be hard to find them.
To make the weapon fit in the sidearm slot rather than the primary slot, change this line:
slot = #
(1 is sidearm, 2 is primary weapon)
I'm fairly sure it's impossible to give the sawn-off a "fire both barrels" firemode. Theoretically it could be done by giving it a 2 round burst mode, but in SHOC weapons in the SHOTGUN class can't be given additional firemodes, they won't work and you'll break the animations a bit in the process (I think it's something to do with the "one round at a time" reloading style, which also interferes with changing ammo types).
That's just an oversight, I changed the mag capacity from 9 (.357 Magnum) to 7 (.50 AE) and forgot to adjust the total ammunition capacity accordingly.
I really like your vision for this mod, Beac. I eagerly anticipate a release. :)
Dear god, what kind of damage do you get yourself into? I play on Veteran and have been through some major scrapes, and my Sunrise suit has never been that badly damaged.
Sounds good, but please don't overdo the power increases. I believe GSC got the performance of the weapons to feel right in many ways in CoP, the only flaws being that they're a little weak, a little inaccurate (to make upgrades more worth it, probably), and have way too much impulse (I hate the "blown across the room" trope, targets should just drop and, indeed, the game's combination of death animation and ragdolls looks better when the bullet impacts don't impart so much force).
Some other factors to consider:
* There should be a world of difference between different calibers. 3 hits to the torso equaling a kill is fine if we're talking about 5.45/5.56 piercing a Sunrise suit, but 9x18mm should be about as **** weak as it is now (who carries a 9x18mm pistol as anything but a backup anyway?) and buckshot should be extremely ineffective against armor, but very powerful against soft, unarmored targets.
* I've always wondered about the *quality* of the ammunition in the Zone. Good quality ammunition is a big factor in the accuracy and reliability of a weapon, to say nothing of stopping power as well. Since the chances are most of the ammo in the Zone is cheap crap, that would go a long way towards explaining why the guns foul up and start jamming relatively quickly, why their stopping power is often lax, and why many of the guns are a bit inaccurate.
* Finally, stopping power is a strange thing, there have been times in real-life when people have been shot several times and kept going (at least for a while), so it's not that far-fetched that it happens in this game (at least, not if it only happens occasionally). It's also not at all uncommon for gunshot victims to simply be incapacitated rather than be killed outright, and indeed this happens fairly frequently in CoP, I hope it stays that way.
So, is this a zombie apocalypse kind of scenario, or am I reading it wrong?
Look at the link in my comment below.
I'm very hard to please, and this pleases me, muchly.
For best results, combine this mod with these maps: Developer.valvesoftware.com
And don't assume that anything you find lying around in there is in use, a lot of it isn't.
While it's true we didn't include every Arsenal weapon, you're mistaken about the SG-550, it *is* in the mod, we just excluded its second skin (sg550_sk2).
I agree with exxxed, it's not a good idea to use an overhaul mod (that changes fundamental facets of the game) on your first playthrough, because you won't be able to fully appreciate the differences if you don't know how it was to start with. I do recommend you use a mod called Zone Reclamation Project (ZRP) on your first playthrough, however, because it fixes a lot of annoying issues and bugs in the game without making any unnecessary changes to the gameplay.
Find ZRP here: Metacognix.com
Also, if the Bug Trap prompt doesn't come up, navigate to '\Documents and Settings\All Users\Documents\STALKER-SHOC\logs\' and you should find a log file, that will contain any error messages encountered in the last session.
Only a tiny bit. :P
Yes, although the NPCs don't seem to engage at any longer ranges than they did before, even if they have weapons capable of doing so. As for power, yes, those changes apply to the NPCs too, but they're pretty subtle, the only weapons that are noticeably more powerful when used against you are the Desert Eagle and the shotguns. The other weapons' damage values have only been increased a little if at all.
The sparks haven't been changed at all. The screenshot is just meant to point out that the shotguns are more effective at range than they were before. >_>
MattyDienhoff
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