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Npulse
Npulse - - 51 comments @ STCoP Weapon Pack 2.8.0.7 (v.5)

One more question:
Underbarrel grenade launchers?... - I mean, it can't be found, except the ones you can buy from traders. Why?
Every NPC with a specific type of weapon have a few underbarrel grenades in the inventory, BUT . . . no grenade launchers added to their weapon and no grenade launchers in the stashes.
Is that o.k. and so was intended, or that is shortcoming?

P.S.
Gameplay becoming little more dynamic, when NPCs have grenade launchers and use it.

P.S.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ lootmoney for CoC [1.5]

Why monolithians has no money at all? - They are beggars? :D

And one more question:
Why money are not "relootable"? - I mean, does it possible to make somehow, that the money from dead bodies began to summing with money of NPCs, that looting them?
* It's really annoying, when you make a few excellent long range kills or giving hell to group of enemies in close contact and, "without having time to blink your eye", watch as some neutral/friendly a**holes already looting your trophies... and moneys. - Of course... you can shoot them too and take "your" loot back (and even a little more), but without money from the corpses that they managed already looted.
By the way, the same d*mn thing happening with stashes coordinates.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ [Patch] Call of Chernobyl 1.4.22

About "invisible" artefacts.
I'm not sure, but looks like I found a way to pick them up.
When I searched artefacts in "Bitum" anomaly near Jupiter plant, I faced again with "invisible" artefact. Moving around that place, where artefact should be, I accidently touched one of anomalies, after that artefact momentarly showed up...

* So, I guess, if touch exactly those anomaly that spawned "invisible" artefact, than the artefact will become visible.
** If I'm right about touching the anomalies, there's another problem: throwing bolts or grenades to anomalies is useless - player must touch anomaly directly by himself. It could happen that sum of equipment repair cost and cost of medicines, which will have to use after geted damage, would be greater than cost of those artefact you get.
*** Of course, this is not counting the fact, that you need to have time to notice or to detect somehow exactly those anomaly in a cluster that spawned "invisible" artefact, at the first place.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ [Patch] Call of Chernobyl 1.4.22

One more problem detected.
Sometimes artefacts are... well, "untouchable" or "invisible", let's call it that.

I mean:
Detector show on display an artefact, but that artefact doesn't show up on the ground. I use a scientific detector and of course I know concrete place where artefact should show up, but it doesn't show up, even when I standing on this place.
By the way, in half of this cases there is no those specific quiet hissing, as in moment of artefact appearance, when you found it.

* Hiding and repeated pulling of detector doesn't helps - already tested.
* As I remember, before I have never had such problems, from realise 1.4 to patch 1.4.10 including. Whats wrong with 1.4.12/1.4.22 ?!!...

P.S.
If someone already face with it and can give me some useful tip, how to pick up this "invisible" artefacts, I would be grateful. Advance thanks!

P.S.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ [Patch] Call of Chernobyl 1.4.22

During all gameplay time from version 1.4 to 1.4.22 I noticed one nasty weird crap.
Sometimes, when on Bar happening blowout with zombies wave in end, then after this game start "catch" random crashes.

For example:
Some random location(s) can start buggy or/and became unplayable, because any trying to get to this location will crash a game, no matter what entrance to location you will use.
Once I had this problem with Yantar, when I played version 1.4.10 - now this sh*t happened again with a Wild Territory in version 1.4.22.

More interesting things:
I always checking logs if something going wrong, logs of those crashes i telling about was weird - everything telling me about problem called "out of memory", with no words "out of memory" on a desktop, how it happens sometimes, but all measures of fixing it what I know, was ineffection.

How to fix:
I found only one way to fix broken location or another strange bug in this situation is a reloading earlier saves. So, make your saves more often.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ STCoP Weapon Pack 2.8.0.7 (v.5)

I have a question, a few actually:

1) Why some guns (with fitted flame suppressors) make such large muzzle flashes?
SVD, SVU, PKP and so on... - Flame suppressors of this guns is very effective.

2) Why targeting marks of some collimators don`t glow in the dark?
"Kobra" + any gun, C-More + UMP45 and so on...

3) SVU is a one of very first models of rifle. Rifles from 1995 is SVU-AS. Difference between SVU and SVU-AS is availability of a full auto fire mode (for emergencys).
*Maybe, will be better if full auto mode will be added?
By the way, there is 20/30 rounds magazines are existing for this rifle.
**Maybe, will be better if mag size will be increased to 20 rounds?

4) PKP and later PKM's has a "dovetail" mount, so collimator and optic sights can be equiped.
7.62mm RPK's with a "dovetail" mount are existing too (RPKN where "N" mean "night" (night/optic sight)). Err... some reason RPK-74 has "dovetail" mount, when RPK doesn't... The main difference between RPK and RPK-74 is a caliber thats all - no other too significant differences...
*Why these machineguns can't use optic sights (d*mn, even AKSU can)? - It's definitely need to correct.
**By the way, AK rifles and machineguns with magazine feeding also can use 75 rounds drums... is something to think about ;)

5) SV-98 has equippable silencer in complect included by default. Also, rifles after the 2013 release has aluminum alloy stocks instead wooden + anti-mirage tapes above the barrel and Picatinny rails on the foregrip included by default too.

6) RPG-7 shooting by splinter rockets in game, but they looks like cumulative...

7) Small personal request - can you make high quality model of Vepr-12, please?
Cool shotgun, but it looks ugly from 1st person, because a low quality :(
*By the way, 20 rounds drums for Vepr-12 and Saiga-12 (like for USAS-12) are existing too... ;)
Second "by the way", Vepr-12 has a Picatinny rail at the bottom of the foregrip, so using of tactical grips is very popular for this shotgun, because holding a weapon without it is uncomfortable for many people.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ Outfit Addon 1.4.7 [CoC 1.4.22]

Nice addon.
I like it, but I have a small request: can you make an optional zip-file woodland camo for Clear Sky outfits and replacers of models or additional variants of outfits for PS5-M Universal Duty Suit, CS-2, CS-3a with hardhat+balaclava instead of respirator/antigas masks?

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ [Patch] Call of Chernobyl 1.4.22

If I correctly understood your problem, than you need to add " -dbg" (without quotes) to your CoC-shortcut.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ [Patch] Call of Chernobyl 1.4.22

Hi people!
Somebody tell me please: what need to do with fractions stripes picked up from dead bodies? Who takes that stripes? With what quests they are connected to?

I once saw a video on YouTube, there gamer plays for mercenaries, he is talking with a mercenary character named Aslan in the "Dead City" on the main mercenary base and exchange the stripes for artifacts.
Sometime I played the Call of Chernobyl before (approximately from 1.4 release to patch 1.4.10) for the DUTY and, as I remember, Nimble had a quest for 20 bandits stripes - now he has this quest disappeared . . .

1) This time I played for "Clear Sky" - when I arrived at the mercenary base in the "Dead City", I'm not found this character Aslan (what I saw in the video) . . .
2) I started a new game for mercenaries - this character is not appeared, too . . .

What's wrong? - These quests with stripes is not vanilla and added by some addons (some packs of quests or something) or nothing is wrong, this quests just are cuted in patch 1.4.22, and stripes purpose just a looting/sale (no quests)?

P.S.
I chose v1.4.22, because Alun says it's stable (not a beta version) at the first place, and at second because more addons is available for 1.4.22 than for 1.5.
So . . . somthing like "just install 1.5" is not advice what I asking for, if that.

P.S.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ More Fast Travel Locations v15 [1.4.22 & 1.5]

It's very useful feature and it's make playing more comfortable + russian localization.
So, double thanks ))

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+2 votes
Npulse
Npulse - - 51 comments @ Better nightvisions for COC

Shiver me timbers ! ))
Hell yeah ! ))
I finally CAN see in the pitch darkness ! ! ! - Without f***ing flashlight, just with NV ! ! ! )))
I like it )
This is definitely a GREAT JOB ! ! !
I impressed: just simple replacing effects, but SO USEFUL !
I give 1000% of respect from 100 !

P.S.
And now, excuse me . . . but it`s time to kick some a**es )
AC_DC and machine gun - a great combination . . . It`s time to fire up! ))

P.S.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

I have a question about anomalies, about "spatial bubbles" if be more particular:

"Spatial bubbles" in Limansk, Red Forest and Cordon were a teleports in Clear Sky. Now this anomalies just ... err... static. They don`t port to anywhere.

They are static, because it was conceived so or it is some shortcoming?

Main feature of Limansk was precisely this anomaly, as for me. And in the Red Forest it was really handy.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

I just shoot the bandit from the sniper rifle in Cordon.

FATAL ERROR

[error]Expression : object->ID_Parent == 0xffff
[error]Function : xrServer::Perform_destroy
[error]File : xrServer_sls_clear.cpp
[error]Line : 12
[error]Description : assertion failed

stack trace:

0023:006F7193 xrCore.dll, xrDebug::fail()
0023:056EEC10 xrGame.dll, xrFactory_Destroy()
0023:003F029F xrCDB.dll, ISpatial_DB::_insert()
0023:05379F06 xrGame.dll, CDialogHolder::IgnorePause()

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ Arsenal Overhaul 3.1 (v.4)

Better way to don`t miss any one, I think, is download AO3 for CoP and reassess what files inside. As I remember, AO3 for CoP contain only AO3 guns.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

I`m not sure, but try to reduce spawning.
This locations have many NPCs inside.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

You need unpacker, it called "AXRToolset-master".
With this thing you can unpack all files, then you can edit them.

Or ... another option: if you have some addons, then you probably have files responsible for ammo and traders. So, you can: increase rounds count in ammo boxes, increase count of ammo boxes in traders and reduce cost of ammo boxes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ Arsenal Overhaul 3.1 (v.4)

Perhaps, if authors will not forget or will not decide that it is troublesome ... By the way, I want to see a fixed barrel for SVD Lynx )

What to glow, there the idea is not difficult. I sometimes make some mods for Fallout NV for my personal use and I can say with confidence, that editing models a lot easier than creation.

If you don`t wanna wait, when autor fix sights, you can just read somewhere (modmakers forums for example), what editor you needs to work with a specific type of models and try to edit.
Tryings - mistakes ... half an hour and something will come out ;)

Good karma+2 votes
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Hell yeah )
I didn`t understand yet, how "-noprefetch" works, but it works ))
I finally got to "Truck Cemetery".
Thanks again!

Good karma+1 vote
Npulse
Npulse - - 51 comments @ Arsenal Overhaul 3.1 (v.4)

Pay attention to one point:
if the weapon from AO3, the sights work fine - if STCoP or something ported to AO3 (HK416 for example), than glowing of targeting mark in the dark is missing.
To fix this is necessary to edit the weapon MESH directly, not textures or game configs.
So, yes, it can be fixed. Is necessary to add glowing to weapon mesh, BUT this option is available, if targeting mark have standalone branch/propertys in the mesh - if targeting mark just painted on texture, this option is NOT available.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+4 votes
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Thank you, pavolpi !
I'll try this "-noprefetch". I heard once something about that "-noprefetching", but I don't understand what that mean.
What exactly this "-noprefetch" do ?

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Reduce spawn? - Hmm ... that's an idea.
It is necessary to try.
Thanks )

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

"Truck Cemetery" is unplayable location for me, from the word "absolutely" !
Any trying, doesn't matter thru what entrance, get to this location causes to FATAL ERROR. "Out of memory and blah-blah-blah..." ((
Do somebody know, how to fix this d*mn... "unpleasant thing" ?

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Go to "Truck Cemetery" is impossible - FATAL ERROR: Out of memory.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : out_of_memory_handler
[error]File : xrDebugNew.cpp
[error]Line : 430
[error]Description : fatal error
[error]Arguments : Out of memory. Memory request: 255298 K

stack trace:

0023:007171FC xrCore.dll, xrDebug::fatal()
0023:65A2DAB8 MSVCR120.dll, fcloseall()
0023:00717D26 xrCore.dll, xrMemory::mem_alloc()
0023:003F2418 xrCDB.dll, ISpatial_DB::verify()
0023:003F1901 xrCDB.dll, ISpatial_DB::verify()

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

If that room, what I think, then there are over capsules are blue glowing things - energy storages or something. It`s necessary to shoot those things, then click those switch.

P.S.
DON`T make any explosions, when poltergeists start spawn and try to burn you. Better shoot accurately, because you can have a CRASH, if you damage capsules by explosions.

P.S.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Problems with Cordon.
Making quick save cause to FATAL.

! WARNING: SV: can't find children [58785] of parent [-1372025296]
! WARNING: SV: can't find children [58166] of parent [-1371708528]
* [win32]: free[1005128 K], reserved[83264 K], committed[3105848 K]
* [ D3D ]: textures[2518454 K]
* [x-ray]: process heap[673409 K], game lua[46915 K], render[3910 K]
* [x-ray]: economy: strings[44822 K], smem[861419 K]
stack trace:

0023:054F3BE7 xrGame.dll, CxIOFile::Open()
0023:05509881 xrGame.dll, CxIOFile::Open()

[error][ 87] : the Parameter is incorrect.

P.S.
I never seen any problems with the quick saves in other places, only in the Cordon.

P.S.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Here is all patches what I have, downloaded from this site:

1.4.02 - Drive.google.com
1.4.03 - Drive.google.com
1.4.04 - Drive.google.com
1.4.05 - Drive.google.com
1.4.06 - Drive.google.com
1.4.09 - Drive.google.com

Good karma+2 votes
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

I have a old patches. All from 1.4.02 to 1.4.10. Except 1.4.07 and 1.4.08.
I can upload if necessary.

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

And again . . . in the same place.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : handler_base
[error]File : xrDebugNew.cpp
[error]Line : 935
[error]Description : pure virtual function call

stack trace:

0023:007464AA xrCore.dll, xrDebug::_initialize()
0023:00436DCF xrEngine.exe, CRenderDevice::SecondaryThreadProc()
0023:0074C60C xrCore.dll, thread_spawn()

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

D*mn, here it is! - Again!
CRASH near Jupiter plant.
This is all, what was in the log:
[error][ 87] : the Parameter is incorrect.

WTF?!!... err... what`s wrong, I mean ... with Jupiter and Zaton? :/

Good karma+1 vote
Npulse
Npulse - - 51 comments @ 1.4.10 patch for 1.4

Confirm:
Crashes and other problems on Jupiter are often.
Specifically on Yanov I had no one; but somewhere between Yanov, transition to Zaton and Jupiter plant crashes and problems happen often.

P.S.
English isn't my native language, so please excuse any mistakes.

Good karma+1 vote