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Added to the main game since 1.3 patch 2. Download this only if you want to use an alternate FOV or for the scope fix. Read the description below:

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STCoM Tweaks and Fixes for Last Day 1.3
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v1ld
v1ld - - 852 comments

Cool. Would this work as is with CoM?

Would be good to have it there as well since folks are still playing it. If it works, you can just tag this to both mods.

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LeadBoot Author
LeadBoot - - 70 comments

I tried it on CoM and it works for the most part, but I'd have to make a separate weapons.ltx file due to missing icons.
I'll upload a version for CoM later, didn't know people were still playing it.

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Stalker-44
Stalker-44 - - 252 comments

misery 2.2

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LeadBoot Author
LeadBoot - - 70 comments

I screwed up and forgot to include one of the sounds for the Hi-Power. Should fix any crashes related to that now.

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emze
emze - - 104 comments

After installing this and reloading a save, I got a lot of crashes due to missing sound files (e.g. abakan_fire_0.ogg), deleting weapon_sounds.ltx seems to fix it. Did I forget something?

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LeadBoot Author
LeadBoot - - 70 comments

My bad, seems like I forgot about something, I'll release a fix soon.

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LeadBoot Author
LeadBoot - - 70 comments

Updated now, hopefully that fixes all sound related crashes. Sorry for the inconvenience.

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emze
emze - - 104 comments

Great, thanks! I'll try out after work!
Cheers!

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thorbits
thorbits - - 21 comments

Tried it out but still had a problem with wpn_axe2 not found, when 75 FOV addon installed, the w_knife.ltx in the addon is updated to 1.2, also is the previously missing abakan_fire_0.ogg really needed, it was used in CoM and LD 1.0 but since repacking of 1.1 it uses a different filename, could the .ltx be modified to point to the new sound instead of adding a missing file.

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LeadBoot Author
LeadBoot - - 70 comments

Alright, I'll need to check all of that out along with some other issues and release a proper patch, the abakan_fire_0.ogg was just a leftover change I made and forgot to remove, give me a few hours. I either forgot or completely overlooked the fact that 1.2 added new axes.

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LeadBoot Author
LeadBoot - - 70 comments

Also, could you give me more details one the wpn_axe2 thing?

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thorbits
thorbits - - 21 comments

the w_knife.ltx present in the addon is still 1.1 and not updated to 1.2,which add section for new axes.

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LeadBoot Author
LeadBoot - - 70 comments

Figured that was the case.
Anyways, sorry for the delay, everyone, this time I spent a good 2 hours testing this so the mod should be 100% playable now.

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hirvi666
hirvi666 - - 8 comments

The game crashes with this mod when I equip my cz-75 auto.

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LeadBoot Author
LeadBoot - - 70 comments

It's working for me. Can you post the crash message?

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Lemonificent
Lemonificent - - 37 comments

Expression : pm->m_animations.size()
Function : player_hud_motion_container::load
File : player_hud.cpp
Line : 92
Description : motion not found [lancew_cz75_holster=cz75a_holster]

stack trace:

0023:005637E1 xrCore.dll, xrDebug::fail()
0023:06379A88 xrGame.dll, CDialogHolder::UseIndicators()
0023:6F74BD67 MSVCR120.dll, Concurrency::details::_SpinWait<1>::_NumberOfSpins()
0023:6F74BD7E MSVCR120.dll, atoflt_l()
0023:6F74BD8C MSVCR120.dll, atoflt_l()
0023:6F73BCAD MSVCR120.dll, finite()
0023:6F73AD30 MSVCR120.dll, _ValidateRead()
0023:6F73B727 MSVCR120.dll, sscanf()
0023:005672F0 xrCore.dll, CInifile::line_exist()
0023:005672DB xrCore.dll, CInifile::line_exist()
0023:05A7D359 xrRender_R4.dll
0023:05A7D359 xrRender_R4.dll
0023:6F74E65D MSVCR120.dll, strtol()
0023:6F74E671 MSVCR120.dll, atol()
0023:0055ED62 xrCore.dll, CInifile::r_s32()
0023:06378CD4 xrGame.dll, CDialogHolder::UseIndicators()
0023:0637897D xrGame.dll, CDialogHolder::UseIndicators()
0023:06379BE0 xrGame.dll, CDialogHolder::UseIndicators()

I'll assume his is the same

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LeadBoot Author
LeadBoot - - 70 comments

Strange, thought I had fixed that.
I uploaded a new version, let me know if that fixed it.

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Lemonificent
Lemonificent - - 37 comments

Yup that fixed it, good work.
While we're on the topic, figure you could do a fix for this? Puu.sh (lack of a magazine well for the FNX)
I remember i did the retex myself back when i was still playing CoM, but lost it after deleting the whole thing. Would do it again but iirc i'd need to unpack the Last Day files which is a hassle, and it'd make a nice addition to this tweakfix pack.
Gramercy!

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LeadBoot Author
LeadBoot - - 70 comments

Sure, I'll see what I can do about that.
There's also a few other tweaks I've been working on, which I'll probably release tomorrow.

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LeadBoot Author
LeadBoot - - 70 comments

Updated. I wanted to do a few more things, like removing the permanent scopes on some of Nimble's weapons, but that would require me to go into model territory, so that's off limits for now.

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emze
emze - - 104 comments

The last part of the realod sound of AK-74M (if I remember correctly, currently I cannot check) seems to be missing, could you check? Cheers!

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LeadBoot Author
LeadBoot - - 70 comments

Yeah, I forgot about that.
It should be good now.

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LeadBoot Author
LeadBoot - - 70 comments

Small update to fix some more incorrect reload sounds, oops.
Also, the Kiparis should be usable now.

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emze
emze - - 104 comments

The HK416 partial and empty reload animations are the same, yet the sounds are different (chambering sound is missing for partial reload.) Could you check? Cheers!

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LeadBoot Author
LeadBoot - - 70 comments

Glad you pointed that out because apparently I uploaded the wrong file yesterday, so none of the changes were taking effect lol.
ModDB is acting funny and not letting me upload though, so give me a moment.

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Lemonificent
Lemonificent - - 37 comments

Compatible with 1.3?
Did a test run of 1.3 once i got it, ran fine but after dropping a bunch of stuff ontop (including this) i'm getting the following on launch:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_ak74m:sounds'. Please attach [*.ini_log] file to your bug report

stack trace:

0023:02B8399C xrCore.dll, xrDebug::fatal()
0023:02B86531 xrCore.dll, CInifile::Load()
0023:02B86531 xrCore.dll, CInifile::Load()
0023:02B85EB8 xrCore.dll, CInifile::CInifile()
0023:00461025 xrEngine.exe, CApplication::load_draw_internal()
0023:0045E71A xrEngine.exe, InitSettings()
0023:0045F143 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:76A38654 KERNEL32.DLL, BaseThreadInitThunk()
0023:778A4A47 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:778A4A17 ntdll.dll, RtlGetAppContainerNamedObjectPath()

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LeadBoot Author
LeadBoot - - 70 comments

Probably not, been a bit busy as of late and haven't downloaded 1.3 yet, but I'll check it out tomorrow.

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Guest
Guest - - 690,546 comments

That would be fantastic! Thanks in advance.

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LeadBoot Author
LeadBoot - - 70 comments

Updated to 1.3:
The reason this got delayed was because my internet has been ****** these last few days and my download kept getting interrupted. I managed to finish downloading today but it looks like some of my database files got corrupted, so I can't really test this right now.
So yeah, if someone could try this and tell me if it works, that'd be cool.

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Lemonificent
Lemonificent - - 37 comments

Will get on it in approx. 5 mins, cheers for the update man!

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LeadBoot Author
LeadBoot - - 70 comments

Check again because I think the new file didn't go through the first time.

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Lemonificent
Lemonificent - - 37 comments

Using the 75 FOV w/ no zoom option

EH: 7C8194B1D3B7FC27EF8AB759C034CAC7

-----loading c:\users\user\desktop\maine\s.t.a.l.k.e.r. last day 1.3\gamedata\configs\system.ltx

FATAL ERROR

[error]Expression : xr_strlen(value_raw) + xr_strlen(str_add_raw) < sizeof(value_raw)
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 350
[error]Description : Incorrect inifile format: section[ammo_magnum_300_ap_verybad], variable[tracer_color_ID]. Odd number of quotes (") found, but should be even.

stack trace:

0023:02B96BF2 xrCore.dll, CInifile::Load()
0023:02B96531 xrCore.dll, CInifile::Load()
0023:02B95EB8 xrCore.dll, CInifile::CInifile()
0023:00461025 xrEngine.exe, CApplication::load_draw_internal()
0023:0045E71A xrEngine.exe, InitSettings()
0023:0045F143 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:769E8654 KERNEL32.DLL, BaseThreadInitThunk()
0023:76FE4A77 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:76FE4A47 ntdll.dll, RtlGetAppContainerNamedObjectPath()

Have you got Steam?

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LeadBoot Author
LeadBoot - - 70 comments

Ok, looks like I made a really dumb typo; check under [ammo_magnum_300_ap_verybad] and change
tracer_color_ID = "
to
tracer_color_ID = 2
if you can.
I tried replying earlier, but it looks like ModDB was down?
Anyways, I'll upload a fixed version when I can.
I don't have a Steam account but you can PM me if you need something.

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Lemonificent
Lemonificent - - 37 comments

Fixed the typo and it's working like a charm, very nice.
As for the Steam part, you seem like a swell guy in general and i always wanted to have someone to talk to, that has some insight into how Stalker works.

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LeadBoot Author
LeadBoot - - 70 comments

Good to know it's working, and thanks a lot man. Just contact me if you want to talk

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Ki11aM00n
Ki11aM00n - - 55 comments

Holy, the box_size you have set for ammo_9x18_fmj is 578 lol. Noticed it while I was merging the 1.5x lowered ammo values with the weapons.ltx

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LeadBoot Author
LeadBoot - - 70 comments

Sorry for the delay dudes. Maybe it's on my end but ModDB has been unbearably slow lately.
Fixed the 9x18 box size (I swear I fixed that before), and some minor details I completely forgot about (like mag capacities.)
If everything works as intended now then this'll be the last update in a while.

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Guest
Guest - - 690,546 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_string
[error]File : Xr_ini.cpp
[error]Line : 531
[error]Description : fatal error
[error]Arguments : Can't find variable scope_zoom_factor in [wpn_abakan]

It happens with several weapons. Most of them is a typo "sscope_zoom_factor".

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LeadBoot Author
LeadBoot - - 70 comments

Yeah, I've noticed. It should be fixed now, along with a few other things.

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dreamco
dreamco - - 11 comments

I stumbled upon a weird animation bug with the Fn-SCAR rifle. When you equip it without any attachments the walk-sprint animation registers instantly the moment you start walking-sprinting. But when you attach a grenade launcher the animation freezes and only registers after 10-13 steps. In other words the rifle it is frozen in space without ANY animation and after 10 or so steps the animation starts "playing". I'm using this gun and it really breaks immersion. Is there any possible fix?

PS. I dunno if this happens with other weapons too, but so far i've found it only with SCAR.

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LeadBoot Author
LeadBoot - - 70 comments

That's definitely an issue with the SCAR's grenade launcher idle/sprint animations. The USP had the same problem and I fixed it by replacing through the .ltx its anims with the FNP, which uses the same animations and has similar dimensions. I don't think the SCAR has an equivalent, so fixing it would require messing with the actual animations, which I don't know how to right now.
You're just gonna have to live with it or get another rifle.

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LeadBoot Author
LeadBoot - - 70 comments

Hey, actually, I found a workaround:
Since its the idle_w_gl animation that's bugged, replacing it with idle_aim_w_gl will work just fine.
You should go to the scar.ltx file and into the line :
anm_idle_w_gl = lancew_scar_idle_w_gl
and replace it with:
anm_idle_w_gl = lancew_scar_idle_aim_w_gl
Which should give you working walking and sprinting animations. On the downside, the gun will look a bit stiffer unless you're moving, but it's better that nothing.
I'll probably include this in the next update.

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dreamco
dreamco - - 11 comments

Thank you LeadBoot. It looks like a workaround. The sad part is that the default grenade animation is working just fine but plays after some time. Maybe its an internal engine issue with that animation clip, or, there is a way to define at witch point in time the animation starts playing.

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emze
emze - - 104 comments

Hi, the ak74m(alternate) reload is missing the chambering sound...
Cheers!

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LeadBoot Author
LeadBoot - - 70 comments

Sorry for the delay, I'll check that out later and maybe upload a new version soon.

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emze
emze - - 104 comments

No prob! Take your time! ;-)

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KaskyNightblade
KaskyNightblade - - 18 comments

is this compatible with the open scopes mods that come in the official addon patch?

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LeadBoot Author
LeadBoot - - 70 comments

It is.

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KaskyNightblade
KaskyNightblade - - 18 comments

nice thanks. pd: 21/01 update gives me an error when unzip in the folder optional\16:9 scope fix.
3 archives: before&after;.jpg - scopes_16.xml - readme.txt

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LeadBoot Author
LeadBoot - - 70 comments

Could be something to do with the filenames. I renamed those files to not use special characters, let me know if that fixes it.

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KaskyNightblade
KaskyNightblade - - 18 comments

u fast! yes its working now thx

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