ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
ZRP - A joint effort in fixing S.T.A.L.K.E.R.

« Previous 10 events | 1 ... 23 24 25 26 27 28 29 30 31 ... 369 | Next 10 events »
Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  02:08:27  5 December 2007
profilee-mailreply Message URLTo the Top
brazuca
(Senior)
 
On forum: 12/01/2007
 

Message edited by:
brazuca
12/05/2007 2:09:51
Messages: 50
Fatrap's mod bug fixes from this mod

Hi, I want to know if there is anyway to combine the current version of this bug fixes mod to this mod by FatRaps it's called FatRaps FPS NOFun Pack DOWN AND DIRTY, and if you guys will release a newer version of this mod and if Fatrap will release a new version of his mod.
http://stalker.filefront.com/file/FatRaps_FPS_NOFun_Pack_DOWN_AND_DIRTY;83305

Is there anyway to combine these two mods without causing certain errors?

Also, can you guys put the latest version of this mod in the first page of this thread and info on the last time it was updated.


---------===***Everything after this is just extra info***===---------

I am currently having problems with my pc because most things I download turn up corrupted and stalker crashes when I run it, so I am unable to play the game until this is fixed in less then a month I hope...

It is my first time playing stalker, and the reason I want to put this mod is because when I played Bioshock I noticed the game was unbelievably easy so I want to make sure this game will be a VERY good challenge.


*This is just some info on what I edited for my self.*
I did do some changes to FatRap's mod, but they were easy, the changes I made were by allowing you to carry 60kg, human bodies now last 48 hours, mutants bodies last 24 hours, you can only equip 3 artifacts at a time because ones that increase your health could overpower you, and the knife is 1/3 as strong because I was able to wipe out 8 military guys with it easier then using my Ak74, and I added the gulag_escape.ltx from the mod on this thread to stop the npcs from staying alert at enemies far away.
  02:19:45  5 December 2007
profilee-mailreply Message URLTo the Top
Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11609
Installing both with the Smart Mod Manager, giving priority to FatRap's mod, might work.
  23:56:12  6 December 2007
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Yes, the Mod Manager should do the trick. Just use the ZRP all.spawn to fix the Pripyat stadium cutscene bug that transports you to the NPP after showing the stadium fun that would otherwise await you, as well as the Yantar helicopter noise.

If you are not starting a new game, the all.spawn change is moot. Go in the holes in the fences on either side of the Pripyat stadium entrance instead.

BobBQ, yes, there is a lot of stuff left in the game relating to cut-out content. Thanks for posting the list of mods. The waypoint bug is in vanilla, but it does sound a mod made it more likely that an NPC would attempt to move to the bad waypoint. Maybe the monster mod causes the NPCs to react in the merc base...
  00:32:05  7 December 2007
profilee-mailreply Message URLTo the Top
omero
(Novice)
 
On forum: 10/21/2007
Messages: 47
Could also not be a real bug but looks like the inventory box in the Cordon trader's bunker doesn't have a story_id (all.spawn)...
  00:34:30  7 December 2007
profilee-mailreply Message URLTo the Top
BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
The waypoint bug is in vanilla, but it does sound a mod made it more likely that an NPC would attempt to move to the bad waypoint. Maybe the monster mod causes the NPCs to react in the merc base...
---END QUOTATION---


I don't think it was Jeppa's mod, as my present mod configuration is an upgrade of the one I've been playing with since the end of summer. The only changes are the replacement of Bardak's BFA with ZRP and SANB 0.95 with 0.99.

I did notice that the crash appeared to be associated with one merc in particular, and I'm pretty sure it only happened after I killed one of the others and he went into alert mode. I got past the problem after a few tries by capping him first, since the bad waypoint didn't seem to register for any of the others.

I'll start a new game and see if I can replicate the behavior.
  01:37:30  7 December 2007
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
Ah, BobBQ, it's not the mods at all, then. No need to start a new game; it's a rare bug because that NPC doesn't seem to move unless certain things happen.

I still think that any mod that introduces some threats to the mercs will increase the likelihood of the crash, because it will make the NPCs attempt to move to deal with the threat. In your case, you were the threat! Clever workaround; kill the merc before he kills the game...

I was finally able to duplicate the bug. It might also be that increasing the switch_distance (as some mods do) increases the chance of crashing due to the switched-on activity in the merc camp.

omero, now you're getting dangerous! Storyline IDs make it easy to reference objects in the game without having to iterate over the complete list. But this might just mean that without the ID, the game won't be repeatedly spawning stuff there as it does with other boxes...
  01:44:14  7 December 2007
profilee-mailreply Message URLTo the Top
omero
(Novice)
 
On forum: 10/21/2007
Messages: 47

---QUOTATION---
Storyline IDs make it easy to reference objects in the game without having to iterate over the complete list.
---END QUOTATION---



Exactly I was looking for an alternate 'content loss workaround'... Just because I don't like the idea of having the actor be the container of things on the fly... Besides. There's an interesting use of boxes/actor inventory happening in the arena... That doesn't help with the "ammo repacking" problem though...
  08:16:26  7 December 2007
profilee-mailreply Message URLTo the Top
silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
NatVac, I have some death_manager.script questions.

First, does the 'normal' death_manager manage to take care of weapons that went 'independent' of the NPC before death? If it doesn't/can't, I can't use it, I'll just have to suck it up and take the loss of immersion.

Second, what was the intent of using a randomized baseline value of 20% for the condition, with a 72% modifier? I'm hoping to achieve a certain distribution (35-85%, hopefully biased towards the lower end of the distribution), and right now, I've got it using 50% modifiers for non-uniques, 55% for uniques, and 60% for the 'special' weapons.

(And before anyone asks, yes, I'm trying to get a new Redux version out. No ETA, I haven't even started playtesting it yet.)
  09:49:10  7 December 2007
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4263
I'm not fond of the "loss workaround" either, omero, but it does resolve the switch distance problem in the case where the player is near the stash. The blue boxes would have the same issue, although maybe you could use a box from a different level instead of the player. It is possible to use just two boxes, one from a level (e.g., Agroprom Underground) all the time except when you are on that level.

silverpower, both versions work in that they manage the NPCs weapons, including the condition. If I understand your first question, you might have it backwards; the non-default storing of weapons on the backpack is the one that complains about "independent" objects.* It is not as immersive as the normal weapon-tossing death -- although I don't consider hitching and pausing to be all that immersive, either.

That would mean you want to use death_manager.script.normal (which is the same as death_manager.script in the recent ZRP releases) as a base. That one marks all weapons at 75% baseline plus a random value up to 15% more (max 90%).

Or you can simply remove the weapon-storing code block from the other script. See below.

The "zone clean-up" version has a random value set once to a number between 0 and 20. The second number is the actual baseline, 72% for normal weapons. The predetermined random value is then added, so the range is 72 to 92 for normal weapons.

Baseline for RPGs and Gauss guns is 75, making the range 75 to 95.

Special weapons are custom, so their condition varies from 80 to 100.

So for normal weapons, there is a slightly higher variance in the quality of generic weapons found on NPCs versus the range found in the default death manager.

The code that keeps the weapon from being tossed is the conditional "if-then" block that encloses "npc:transfer_item(item, npc)", so you can remove that block if you wish to adapt the "clean-up" version to your use. Then weapons will be tossed normally, plus you already have the template to support the different weapon types.

From what you posted, generic weapons would be baselined at 35%, plus math.random(50) to give you the range from 35 to 85. Your top-of-the-line weapons use a 60% baseline plus math.random(25) if you still want a maximum of 85%.

Side notes: With either version of the death manager script, if an NPC tosses a weapon for a better one, the tossed weapon is usually in perfect condition; the NPC didn't die for the weapon to be processed. Also, if an NPC has a weapon that is not in a slot at the time of his death, the normal (tossed weapon) death manager will not change its condition.

____________
*It complains in the same "caution" yellow-error-message way as the "can't remove anomaly restriction, because it is not added". The error is of the "so what" variety; it doesn't cause game problems. If I can ever determine the weapon's true status (normal, being swapped or reloaded or moved to backpack, or already stored) when the NPC dies, I can probably eliminate the whining -- from both sources.
  10:12:37  7 December 2007
profilee-mailreply Message URLTo the Top
silverpower
short-haired anarchist hippy scum
(Resident)

 

 
On forum: 08/26/2007
Messages: 790
So, basically, I can't eliminate the "wounded NPC exploit" without using the cleanup script? I'm not worried about the "picking up after NPCs that have evaluated a new weapon exploit"; that one is probably out of my control, short of a global script that checks all loose weapons periodically to make sure they're not in perfect shape, and if they are, to run the weapon condition-processing function on them. (Which is probably the cleanest way to do it, but I can already see problems, such as inexplicable random degradation of the player's weapons after repairs are completed and happen to be dropped on the ground.)
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2019 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.