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:
STCoM Tweaks and Fixes, for Last Day 1.3
by LeadBoot
Made some fixes, swapped the animations and changed a few values (like the magazine capacity) of some of the guns to be more realistic. I made these tweaks for my own pleasure, but figured someone else might appreciate it.
CHANGELOG:
- Brought back the vanilla MISERY sprinting animation for all handguns (except for the MP412 revolver)
- Added the missing partial reload (one in the chamber) sounds for most pistols. Some were impossible to do as they simply lack these animations, like the OC33, for example.
- Changed the Holster animation for most handguns.
- “Fixed” the bugged USP sprinting animation (replaced its animations for the FNP45).
- Changed the magazine capacity of some weapons: USP45 (12, formerly 8), Glock 19 (17, formerly 19), CZ-75B (16, formerly 15), CZ-75 Auto (16, formerly 12), Makarov PMM (12, formerly 8), RPK 7.62x39 (40, formerly 45), OTs-02 Kiparis (30, formerly 20).
- Fixed the useless TT-33's rate of fire upgrades.
- Balanced the RPK and RPK-74 a bit.
- Added 1 tracer every X rounds functionality. If you don't like tracers, go to weapons_knives.ltx, and set '4to1_tracer' to false, and 'tracer' to off in [ammo_base].
- Changed the amount of rounds per box of some cartridges: 9x18 (16), 7.62x25 (16), .45 ACP (14).
- Several changes to shotgun ammo, should be overall more accurate. Buckshot has a tighter spread but holds less pellets than before.
- Optional 75 and 90 FOV modes, thanks to SashaRed for the Adjusted Zoom Levels addon.
(29/11)
- Fixed any crashes related to sounds.
(30/11)
- Mayor bug fixes, sorry about that. The mod should be usable now.
- Reverted back to the old Abakan and AK-74 sounds.
- Fixed some animations.
- Added an optional 75 FOV, with (some) zooming in when aiming, which is what I personally play with.
- Fixed the MP5 "Frasier" not chambering Hydrashocks.
- Reduced the rate of fire of the 1911.
- Bumped the CZ-75 Auto mag size to 16.
(13/12)
- Fixed the CZ-75 Auto missing animation crash.
- Fixed the SKS's textures.
- Restored the unused partial reload animations for some weapons (AKS-74, AK-102, L85, M4, MP5, UMP-45, VSS Vintorez & AS VAL).
- Added a magwell texture to the FNP-45.
- The FNX-45's supressor is now detachable instead of permanent (even though its icon and description say otherwise, for now).
- Added new sounds for the H&K 416.
- Fixed some incorrect zoom values (mostly red dots) on my 75 FOV mode.
(29/12)
- Fixed some more incorrect zoom values and reload sounds.
- Fixed the Kiparis' sounds and increased its capacity (pretty sure that's a 30 round magazine, not 20).
(06/01)
- Updated to 1.3
- SKS: Fixed its reload sound and swapped the animations for the Type 63's, which should get rid of that awful muzzle rise (the reload animation looks a bit choppy, though,)
- Replaced several shoot and reload sounds (SVU, SVD, SVT-40, TOZ-34 & 66, M4A1, M16(A2), L96, Fort 17, PM & PB, Beretta 92f, SIG P220, Browning Hi-Power, 1911, Stechkin APS), some borrowed from AO3.
- Fixed the TOZ-66 not feeding darts.
- Russian cartridges use green tracers while NATO uses red.
(07/01)
(09/01)
- Fixed crashes while using one of the alternate FOVs.
- Fixed some missing or out-of-sync sounds and animations.
- Added new sounds for the PPSh-41 and Sako TRG-42.
(21/01)
- Restored some more unused partial reload animations (AN-94, G36(k), SG 550 & 551 Sniper, SVU, Groza).
- Fixed the bugged SCAR-H's movement animations when a grenade launcher is attached.
- Fixed the Fort-17's firing sounds
- Fixed some reload animations and sounds while using a grenade launcher.
INSTALLATION:
Drag and drop the gamedata folder inside “Base” onto your LD directory, then do the same for the 75 and 90 FOV modes if you wish to use them.
COMPATIBLITY:
Should be compatible with any other addon that doesn’t change its files.
For compatibility with my other addon Custom Shotgun Loads, make sure to install that one last.
FEEDBACK:
Feel free to leave any suggestions and bugs in the comment section.
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.
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.
misery 2.2
I screwed up and forgot to include one of the sounds for the Hi-Power. Should fix any crashes related to that now.
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?
My bad, seems like I forgot about something, I'll release a fix soon.
Updated now, hopefully that fixes all sound related crashes. Sorry for the inconvenience.
Great, thanks! I'll try out after work!
Cheers!
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.
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.
Also, could you give me more details one the wpn_axe2 thing?
the w_knife.ltx present in the addon is still 1.1 and not updated to 1.2,which add section for new axes.
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.
The game crashes with this mod when I equip my cz-75 auto.
It's working for me. Can you post the crash message?
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
Strange, thought I had fixed that.
I uploaded a new version, let me know if that fixed it.
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!
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.
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.
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!
Yeah, I forgot about that.
It should be good now.
Small update to fix some more incorrect reload sounds, oops.
Also, the Kiparis should be usable now.
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!
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.
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()
Probably not, been a bit busy as of late and haven't downloaded 1.3 yet, but I'll check it out tomorrow.
That would be fantastic! Thanks in advance.
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.
Will get on it in approx. 5 mins, cheers for the update man!
Check again because I think the new file didn't go through the first time.
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?
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.
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.
Good to know it's working, and thanks a lot man. Just contact me if you want to talk
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
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.
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".
Yeah, I've noticed. It should be fixed now, along with a few other things.
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.
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.
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.
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.
Hi, the ak74m(alternate) reload is missing the chambering sound...
Cheers!
Sorry for the delay, I'll check that out later and maybe upload a new version soon.
No prob! Take your time! ;-)
is this compatible with the open scopes mods that come in the official addon patch?
It is.
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
Could be something to do with the filenames. I renamed those files to not use special characters, let me know if that fixes it.
u fast! yes its working now thx