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S.T.A.L.K.E.R. Priboi Story discussion

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  23:12:39  10 September 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
09/10/2019 23:13:52
Messages: 1709
Soooo, still working on Priboi Story Overhaul Ver. 3.3.

There a handful of tasks still on the list, progress is steady, and the game is still stable (as Stable as Stalker can be I have not had any CTD's yet)

During my testing, the "Get out of here stalker" got killed by some Mutants/Zombified that overran the Bar area.

I kind of like him up on the catwalk with his grouchy demeanor.
Is there a way to make him immune to damage/immortal?
  09:24:44  11 September 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/11/2019 9:26:06
Messages: 27304
S.T.A.L.K.E.R. Priboi Story discussion

100RadsBar

Hard to believe the previous page is covering 4 years from 2015 to 2019.

Glad to see you are still working on this.

I too had my "Get out of here Stalker" Dutyer killed by mutants or variable enemy Factions that attacked every time the Player returned to Rostok. I think I had the secondary guard killed too that just stood instead the last building you had to pass through, before you finally got to the doorway leading to the stairs going inside the 100 Rads Bar.

I found reloading the Rostok area to be very profitable to have one different Faction after another attack the level which gave me lots of loot, mainly used weapons and ammo. The biggest advantage was all the dead activated a lot of valuable stash activations. I think I had high end armor and weapons before I ever went to the Agroprom.

I've seen other Mods with immune important NPCs. Certainly there is some way for you to do the same.

Good Luck.

TS
  17:40:43  11 September 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709

---QUOTATION---
S.T.A.L.K.E.R. Priboi Story discussion

100RadsBar

Hard to believe the previous page is covering 4 years from 2015 to 2019.

Glad to see you are still working on this.

I too had my "Get out of here Stalker" Dutyer killed by mutants or variable enemy Factions that attacked every time the Player returned to Rostok. I think I had the secondary guard killed too that just stood instead the last building you had to pass through, before you finally got to the doorway leading to the stairs going inside the 100 Rads Bar.

I found reloading the Rostok area to be very profitable to have one different Faction after another attack the level which gave me lots of loot, mainly used weapons and ammo. The biggest advantage was all the dead activated a lot of valuable stash activations. I think I had high end armor and weapons before I ever went to the Agroprom.

I've seen other Mods with immune important NPCs. Certainly there is some way for you to do the same.

Good Luck.

TS
---END QUOTATION---



Yeah quite impressive. How time flies.

Fallout3, Fallout New Vegas, & Fallout 4, took some time out of the schedule, as did work & private life

I got the spark back to start modding after getting involved in testing some stuff in ZRP, for NatVac, also my daughter was interested in playing the game, So in my opinion SOC & ZRP was the best way to experience it for he.

I have 3 or 4 items still on the list, then I can do what EA does release it for people to test. I might as well get people find the bugs straight away.
  11:58:54  10 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709
Little help here

I have hit a snag.
I want to remove the background (ambient battle noise) from the CNPP level.
But I can't seem to remove it.
I tried to remove it from the all.spawn, and edit the sound script files, but they still seem to play when entering the level.

I am contemplating to remove the choppers from the Pripyat level, since they should not fly overhead as they did in the original game (since it is a year later).
  08:29:15  11 October 2019
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
10/11/2019 11:18:55
Messages: 433

---QUOTATION---
Little help here

I have hit a snag.
I want to remove the background (ambient battle noise) from the CNPP level.
But I can't seem to remove it.
I tried to remove it from the all.spawn, and edit the sound script files, but they still seem to play when entering the level.

I am contemplating to remove the choppers from the Pripyat level, since they should not fly overhead as they did in the original game (since it is a year later).
---END QUOTATION---



You need to edit the Stancia 1 level.snd_static file in order to remove that sound. IIRC, ZRP has that file already edited for freeplay support.
  13:05:17  12 October 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709

---QUOTATION---
Little help here

I have hit a snag.
I want to remove the background (ambient battle noise) from the CNPP level.
But I can't seem to remove it.
I tried to remove it from the all.spawn, and edit the sound script files, but they still seem to play when entering the level.

I am contemplating to remove the choppers from the Pripyat level, since they should not fly overhead as they did in the original game (since it is a year later).

You need to edit the Stancia 1 level.snd_static file in order to remove that sound. IIRC, ZRP has that file already edited for freeplay support.
---END QUOTATION---



Worked like charm, thank you very much
  15:08:34  16 November 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
11/16/2019 15:08:50
Messages: 1709
Thanks to NatVac things are back on track.

I have decided to replace some of the dated gun models with some newer ones. I forgot what a hassle that was, some of the guns will removed, a couple of the SMG's.

Once a couple of loose ends are tied up, it should be ready for testing
With all the other greats mods out there, perhaps only the nostalgic people will care
  06:27:34  17 November 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
11/17/2019 6:28:35
Messages: 27304
S.T.A.L.K.E.R. Priboi Story discussion

Priboi Story was a lot of fun for me and one of my first major mods. A lot of people don't know I was modding Stalker before I ever showed up here.

The only thing bad I remember about Priboi Story ( that may be fixed by now ) were the stash chests that would eventually float to the ceiling and some buildings ( like houses ) would become detached from the ground and roll around or flip.

TS
  13:40:17  25 November 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709

---QUOTATION---
S.T.A.L.K.E.R. Priboi Story discussion

Priboi Story was a lot of fun for me and one of my first major mods. A lot of people don't know I was modding Stalker before I ever showed up here.

The only thing bad I remember about Priboi Story ( that may be fixed by now ) were the stash chests that would eventually float to the ceiling and some buildings ( like houses ) would become detached from the ground and roll around or flip.

TS
---END QUOTATION---



That still happens sometimes.

The stash boxes tend to remain in place. The one in the house in the Cordon village can sometimes float. It was added to the game by Dezowave, the boxes from the original game tend to stay in place.

The houses added by the mod can still get detached. Securing them would require editing the levels and the models, which is beyond me. .

If someone has the time, and talent, they are welcome to give it a shot.
  00:12:32  31 December 2019
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1709
Long time no update.
But I decided I would not bother with replacing the weapons models at the moment. That could be released as a patch later on.

Got caught up in playing Anomaly mod, that delayed work on this

I am wrapping up some things before letting it out in the wild

A few things have changed in the 3.3 version compared to 3.2.5

I have an odd bug, when using the binoculars and releasing the mouse button to lower the binoculars the overlay stays in place for about ½ to 1 second. A little annoying, Not sure what is causing though
 
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