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

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  20:26:29  7 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1701
Priboi Story Overhaul Version 3.3 Test Version

So without much ado. I have decided to upload the test version of Priboi Story 3.3

It is not quite finished, but more or less all is in place

The ReadMe has the info you need.

Depending if there is some feedback, if people still wish to play this old mod

The mod can be found here: https://semak.dk/
  21:27:51  7 May 2020
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AIxStream
(Novice)
 
On forum: 03/02/2020
Messages: 16
I am producing a mod too and many ideas I based on Priboi Story 3.2.5. Not only because I'm giving all my anticipation to the mod instead of games it doesn't mean that I won't be able to take 2 hours out of my day to test this beauty.

Thank 100RadsBar
  23:11:29  7 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/08/2020 10:05:49
Messages: 1701

---QUOTATION---
I am producing a mod too and many ideas I based on Priboi Story 3.2.5. Not only because I'm giving all my anticipation to the mod instead of games it doesn't mean that I won't be able to take 2 hours out of my day to test this beauty.

Thank 100RadsBar
---END QUOTATION---



I hope you like it

It has been a long journey, very long. Tinkering on & off on this mod.
The newest version is different from the older versions.

There is one thing I would like to add to the 3.3 version, and that is to add a free-play option after the final cut-scene.

But that requires some script skills that are beyond me, I could probably hack something together, stealing what I can from ZRP.

But for now I will dive into Priboi Story Overhaul 3.3 and actually see how it plays out. And if it works from start to finish

There are probably some changes that people do not like, but they are free to change them as they see fit.
But I can't offer much, if any, support if they tinker around to much
  05:55:40  11 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285
I see another download in my future! Thanks for continuing to improve your contribution to this mod.
  22:45:11  12 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1701

---QUOTATION---
I see another download in my future! Thanks for continuing to improve your contribution to this mod.
---END QUOTATION---



It is quite fun to play it again

I can see that I have to use another Shader mod. The one I am using in the uploaded test version crashes the game when you get to Agroprom. It is the Pixel Shader 1.1 error

I have found another version that seems to work better. In the meantime people should just delete the shaders folder.

The heal enemies mini mod I made, works fine. But sometimes neutrals do not get the option in the dialogue. A scientist in Yantar was wounded but I did not get the option to give him a medkit. Saving and reloading did not solve it. I had a mercenary in Cordon who I wounded in a firefight. I have him a medkit, and he changed faction to loner, and was friendly.

I may have to tweak the script for the level changers in Cordon. After completing the vodka quest, the game has to be saved, and reloaded for the LC's to become active.
  00:41:21  22 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1701
PSO 3.3

Been testing, and tweaking the last bits.

I am going to make the telepathic damage of the blowout a bit less. With the current settings it will kill you instantly.

Keep in mind that this version is very different from the Original Priboi Story, and somewhat different from PSO 3.2.5.

It is more harsher, and the Zone is more unforgiving, firefights are harder, resources are more limited.

The Cordon will not be easy, and you will not be able to leave right away.

I have not heard from anyone playing the test version. So either it is working for them, or no one is playing it

Save games from PSO3.3 Test-version will not work in the final version, since I modify the all.spawn in this final tweak/test.
  02:31:12  22 May 2020
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kdragon
(Novice)
 
On forum: 05/03/2013
Messages: 32

---QUOTATION---
PSO 3.3

Been testing, and tweaking the last bits.

I am going to make the telepathic damage of the blowout a bit less. With the current settings it will kill you instantly.

Keep in mind that this version is very different from the Original Priboi Story, and somewhat different from PSO 3.2.5.

It is more harsher, and the Zone is more unforgiving, firefights are harder, resources are more limited.


The Cordon will not be easy, and you will not be able to leave right away.

I have not heard from anyone playing the test version. So either it is working for them, or no one is playing it

Save games from PSO3.3 Test-version will not work in the final version, since I modify the all.spawn in this final tweak/test.
---END QUOTATION---




I guess you didnt see my post on the downloads page, probably should have posted here... Anyway, I edited the script file so I could at least finish the quest. Made no difference, still no open paths out of the cordon.
What now?
  11:00:44  22 May 2020
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/22/2020 11:10:17
Messages: 1701

---QUOTATION---
PSO 3.3

Been testing, and tweaking the last bits.

I am going to make the telepathic damage of the blowout a bit less. With the current settings it will kill you instantly.

Keep in mind that this version is very different from the Original Priboi Story, and somewhat different from PSO 3.2.5.

It is more harsher, and the Zone is more unforgiving, firefights are harder, resources are more limited.


The Cordon will not be easy, and you will not be able to leave right away.

I have not heard from anyone playing the test version. So either it is working for them, or no one is playing it

Save games from PSO3.3 Test-version will not work in the final version, since I modify the all.spawn in this final tweak/test.


I guess you didnt see my post on the downloads page, probably should have posted here... Anyway, I edited the script file so I could at least finish the quest. Made no difference, still no open paths out of the cordon.
What now?
---END QUOTATION---



Thanks for the feedback, it makes the last tweaking, a bit easier when I get some feedback on how the choices I made in the mod, affects players .

Once you complete the task, and deliver the 20 bottles, you will have to save, and reload the last save, then the level changers appear.
I am looking into how to get the script executed once you deliver the 20 bottles.

Edit: I saw your question on the download page

You should be able to scrounge up 20 bottles, it will just take some time I did it in my testing. I could add some more bottles to some boxes, and stashes around Cordon. Nimble the trader always has one in stock. The traders always restock, when you get out of range (when they go offline, and online again), or if you reload a save.
  16:30:55  23 May 2020
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kdragon
(Novice)
 
On forum: 05/03/2013
Messages: 32

---QUOTATION---
PSO 3.3

Been testing, and tweaking the last bits.

I am going to make the telepathic damage of the blowout a bit less. With the current settings it will kill you instantly.

Keep in mind that this version is very different from the Original Priboi Story, and somewhat different from PSO 3.2.5.

It is more harsher, and the Zone is more unforgiving, firefights are harder, resources are more limited.


The Cordon will not be easy, and you will not be able to leave right away.

I have not heard from anyone playing the test version. So either it is working for them, or no one is playing it

Save games from PSO3.3 Test-version will not work in the final version, since I modify the all.spawn in this final tweak/test.


I guess you didnt see my post on the downloads page, probably should have posted here... Anyway, I edited the script file so I could at least finish the quest. Made no difference, still no open paths out of the cordon.
What now?

Thanks for the feedback, it makes the last tweaking, a bit easier when I get some feedback on how the choices I made in the mod, affects players .

Once you complete the task, and deliver the 20 bottles, you will have to save, and reload the last save, then the level changers appear.
I am looking into how to get the script executed once you deliver the 20 bottles.

Edit: I saw your question on the download page

You should be able to scrounge up 20 bottles, it will just take some time I did it in my testing. I could add some more bottles to some boxes, and stashes around Cordon. Nimble the trader always has one in stock. The traders always restock, when you get out of range (when they go offline, and online again), or if you reload a save.
---END QUOTATION---




2 quick things I want to throw at you:
I have a personal flash drive that will load into an artifact slot.
Does it really need to be there for my character?
You gave us so few slots, I need all I can for artifacts.
You should have it work from within my main inventory.

When I remove any armor, my inventory icon shows a picture of me in a Military Assault suit (SKAT-9 maybe)
When I first saw it I was like, wow!, when did I get this Armor!?
It should be a plain shirt or something.

Not a fan of the one-shot-one-kill, so I am pondering so manual edits.
I blew away an NPC from 40ft with a cheap shotgun...

Mod is stable so far, off to pripyat for the 4th document
  22:22:33  23 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4285

---QUOTATION---
I may have to tweak the script for the level changers in Cordon. After completing the vodka quest, the game has to be saved, and reloaded for the LC's to become active.
---END QUOTATION---


100RadsBar, that says that the level_tasks.script function add_lchanger_location() has the level.map_add_object_spot() call for that level changer, but you probably need to check the one at the place where the level changer is created.

Look in zlc.script at the add_fp_level_changers() function. Right after the call to write_levelchanger_struct(lcs, pckt, lc_obj) it has this call:

level.map_add_object_spot(lc_obj.id, "level_changer", lk)

That lk is the hint that appears (after localization, if any) on the tooltip when you hover over the level changer marker. It probably says something like "to_garbage". It is the key or index for the level changer data (story_id, progress requirement, location, destination location, etc.) in the table of level changers to be added.

Check to make sure that key in the table is the same as the hint in the level_tasks.script file that works.
 
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