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Post by davoz28 on Feb 23, 2010 6:57:25 GMT -5
Well after CoP im having another run at SoC. I have to say this STALKER real 2009 mod is absolutely awesome. I am however having trouble raising my max carry weight. Ive changed carry weight and ruck weight but im still overencumbered at 70. This replay id like to be able to carry different guns and have fun, since i enjoyed it as the game it was in '07. system.ltx and actor.ltx files were modded where i saw anything to do with carry weight. Its showing 71.2/200, but anything over 70 is too much. I cant find '70' anywhere. Any help would be appriciated
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Post by jeniskunk on Feb 23, 2010 7:17:16 GMT -5
Well after CoP im having another run at SoC. I have to say this STALKER real 2009 mod is absolutely awesome. I am however having trouble raising my max carry weight. Ive changed carry weight and ruck weight but im still overencumbered at 70. This replay id like to be able to carry different guns and have fun, since i enjoyed it as the game it was in '07. system.ltx and actor.ltx files were modded where i saw anything to do with carry weight. Its showing 71.2/200, but anything over 70 is too much. I cant find '70' anywhere. Any help would be appriciated easy fix: THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config\creatures\actor.ltx max_walk_weight = 70 edit: missed the other line that has to be modded. max_item_mass = 60 Jenifur Charne
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Post by davoz28 on Feb 23, 2010 10:15:01 GMT -5
Absolutely wonderful. Thank you very much I seemed to adjust everything but the max walk weight i missed. I guess its time for the next problem I went past the bar to freedom base. Talked to duty and Skull wanted me to kill the tower sniper. I accepted, but didnt kill him. I then went to freedom base and warned Lukash, who set me up with a Freedom squad to kill the Duty squad. I went with them, but didnt shoot anyone to see how the battle would go. All the sudden, it said mission failed, and Freedom turned against me :0 This has to do with the stalker complete 09 mod, since i stayed neutral in the original game and didnt have this problem. Anyone know why? PS I also tried paying the trader to set the factions to neutral. Freedom was still hostile.
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Post by jeniskunk on Feb 23, 2010 16:32:50 GMT -5
Absolutely wonderful. Thank you very much I seemed to adjust everything but the max walk weight i missed. Glad to help. Though a trainer that lets you ignore weight limits is far more effective, as Stalker will reset the contents of non-permanent stashes and containers when you exit a map, which means that dragging a bunch of corpses as stashes to a map border to get all the useful stuff you've loaded them with across the map border; is a waste of time I'd post that bug on the Stalker Complete 2009 page on ModDB. With SC2009, it's easy to inhume the tower sniper; and the traitor guard on the entrance to Freedom, without turning Freedom hostile. Use explosive barrels to do the inhumations. SC2009 lets you carry explosive barrels and place them where you want. So you just carry a couple of barrels up to the target and do the inhumation job by detonating the barrels on the target. Jenifur Charne
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Post by davoz28 on Feb 24, 2010 7:43:02 GMT -5
Bleh. Yea theres a cpl things ill have to post. Mod makes it unplayable for me in x18lab. Happens when I try to access the second code door I get this:
XR_3DA.exe caused ACCESS_VIOLATION in module "c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\bin\xrParticles.dll" at 0023:02E7C479, PAPI::ParticleManager()+1577 byte(s)
Really a shame because I love this mod.
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Post by jeniskunk on Feb 24, 2010 16:09:51 GMT -5
Bleh. Yea theres a cpl things ill have to post. Mod makes it unplayable for me in x18lab. Happens when I try to access the second code door I get this: XR_3DA.exe caused ACCESS_VIOLATION in module "c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\bin\xrParticles.dll" at 0023:02E7C479, PAPI::ParticleManager()+1577 byte(s) Really a shame because I love this mod. I'd check on the mod's page on ModDB to see if the bug is a known for Steam users. I'm running SoC retail with SC2009 v1.4.3.2 and no such errors. Jenifur Charne
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Stojespal
Boar
4%
I'm not who you think I am.
Posts: 66
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Post by Stojespal on Feb 24, 2010 18:55:43 GMT -5
I had some odd problems with that Freedom/Duty mission thing, but eventually found the borders to skirt in order to quickly and carefully knifestab the snipers (all of them) without alerting Freedom guys, and to keep the Duty squad from kicking off their raid too soon. On the other hand, I had to use a quicksave made right before telling Lukash about the Dutiers to make it work: After the battle ended badly (Skull died and I got a Fission Mailed for it), I reloaded the quicksave. (Duty kicked Freedom's ass, there was one random Freedom guy left who grenaded Skull and his last buddy, none of the mission people left alive or even the trader. So when I reloaded, before telling Lukash, everyone was in alert state (quicksave/quickload bug in all versions, and indeed in many games), and Duty was already on the way. Well, 2 quickloads later, Skull crushed Freedom. Almost singlehandedly, most of his guys died on the hill. No survivors, just me, Skull, and some random Dutier. 5 quickloads later, I got credit for completing the mission from Skull, and only Screw and... Max? Some Freedom guy who gives one mission I didn't care about... had died. Well, and some random Freedom dudes, but none of the important ones. So I told Lukash that I'd killed them all, and he was cool with it. Oh. I should note. That quickload and the quickload before it? The explosives at the wall failed to destroy the wall. TL;DR? That's one of the coolest set of conflicting missions I've ever done, and it's always been kinda buggy. SC2009 doesn't seem to completely fix that one.
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Post by davoz28 on Feb 28, 2010 19:06:56 GMT -5
Just an update to the crash error i was receiving in X18 lab. It was a particle rendering error, after 3 or 4 crashes at the second coded door it rendered and didnt crash. However, the problem with freedom still stands. I talked to Pavel, the creator of the mod, who said he heard reports of this problem with Freedom. I continued the game, and later on, I was able to go to Siderovich in Cordon to report my problem with freedom, paid 40k and Freedom was indeed set back to neutral.
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Post by natvac on Mar 2, 2010 3:52:41 GMT -5
I guess its time for the next problem I went past the bar to freedom base. Talked to duty and Skull wanted me to kill the tower sniper. I accepted, but didnt kill him. I then went to freedom base and warned Lukash, who set me up with a Freedom squad to kill the Duty squad. I went with them, but didnt shoot anyone to see how the battle would go. All the sudden, it said mission failed, and Freedom turned against me :0 This has to do with the stalker complete 09 mod, since i stayed neutral in the original game and didnt have this problem. Anyone know why? I think I do. There's a space restrictor (i.e., a special area) that automatically sets you as enemy of that Freedom sniper. Its northern boundary is along the south edge of the farmstead where Skull's group was hanging out, and extends to the military base. The west edge is around that farmstead, and the eastern edge is the military base wall, where the dynamite is sitting. It is a design cop-out on the part of the dev assigned to this setup. The idea is that if you approach that wall, you are up to no Freedom good, and the sniper is automatically made an enemy if you are neutral with Freedom.* He starts shouting "Svoboda!" and shoots at you if he sees you. If others hear, your name is mud with Freedom. If you have a task pending for Freedom, it is automatically marked as failed. It is possible that the sniper remains enemies with you even when you fix your relationship with Freedom via Sid's extortion fee. (There are three levels of relationships for each NPC: individual, camp or group, and faction.) So you repeat the cycle when you return. My take is that the basic premise is reasonable, but the implementation is not. I'm thinking of qualifying that situation; if you have the task to help deal with Skull's group or the group is already dead, you are exempt unless you harm a Freedomer. Another cheesy implementation: If you take the Skull task to eliminate the sniper, the sniper suddenly starts shooting Skull. Through the quite-opaque trees. And Skull's brainless; he just takes damage without seeking shelter. Cue Church Lady: "How conveeeenient!"__________ *When Freedom is friends with you, go south along the outside of the west wall of the base, while looking at the Freedom sniper's green dot in your minimap. As soon as you cross into that zone, the dot will turn yellow. Return to the north side of that boundary and the dot will return to green. Under the covers: See mil_actor_enemy_set() and mil_actor_enemy_reset() in xr_effects.script, and the mil_sniper_kill_zone space restrictor in the all.spawn's alife_l07_military.ltx.
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