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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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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 Oldest Up Sort by Ascending
  11:11:43  18 April 2021
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1941__1941
(Novice)
 
On forum: 02/21/2021
 

Message edited by:
1941__1941
04/18/2021 11:21:37
Messages: 6
SHOC shadowsofchernobyl

We are approaching the next anniversary of the 1986 disaster. Sad as that is to say, I've decided that will be the day the final version of this mod will be made public. As a matter of fact it is eight days away. Good news on my end. Successfully restored EAX and it is now implemented in my project. Actually that is a lie. EAX is in the game by default, you just have to crank it up in the system.ltx file and user.ltx to enjoy different soundscaping. However the implementation is limited and not as intense as the preset it was replaced with. Having the option for either and understanding how it is working is good knowledge. It really is such a facelift in the contrast of what hundreds if not thousands of projects have tried to do and what Complete mod for example was supposed to be. Actually enjoy Complete, minus the difficulty tweaking. Speaking of terrifying NatVac if you and other people here ever get the chance should really give this project a playthrough. Brought me a wave of nostalgia from when I first had played the game. It was very unsettling the amount of horror that was genuinely in it. Made my heart pound rapidly exploring the laboratory and in Yantar I didn't even want to leave the bunker, but I had to, to beat the game. Wasn't just going to be stuck there wondering what was supposed to happen. Unsettling is a good word for how Yantar is now. It is going to be a challenge. Not quite as hard as the dream about a month and a half ago about it. Made sure it will be difficult, but realistic to accomplish, because it can very easily BECOME a nightmare. Recommend two fully automatic assault rifles, one of which being a 7.62x39 with HOLLOWPOINT and or INCENDIARY, and a high powered shotgun. Going to need that no question. All I'm going to say is I was in the Labaoratory and had an AR-15 with the trigger held down nearly the entire time. Not even joking about ////////////////////////////////////////// the entire magazine repeatedly to drop what is in store for you down there. Bring alot of ammunition. Definately required

https://steamcommunity.com/sharedfiles/filedetails/?id=2455746897
  09:03:35  12 April 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/12/2021 9:04:57
Messages: 4297
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12&lang=en

Crashes still in the patched game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file. Please post the last ten lines of your log file here.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

---QUOTATION---
Changing the logic is the straight fix, but I still believe you should leave a workaround in the dialog tree, just in case.
---END QUOTATION---


In that case, you'd have a race condition between two Murk's initial dialog branches, 400 ("Why are you wandering around like a ghost?") and the now-valid 700 branch you quoted ("So? How did it go?" "I slaughtered those beasts." "Wow, you showed them! Know what... go see Skinflint at our base. He pays for good work." "I will"). You can prove this to yourself in your game with the commented-out or removed <dont_has_info>mil_go_to_miser</dont_has_info> line in dialogs_military.xml, or you can use a normal game after the completion of Murk's village bloodsucker task by resetting the mil_go_to_miser info_portion via ZSU's "Info_portion Reset" script.

While I grant that it is only a mild immersion-breaker, the fix is a real fix, because Murk's death makes the dialog crash impossible. And the odds of anyone installing a fixed ZRP with a vanilla save made during that brief, unlikely scenario (Murk's companion dead, so mil_ugrumy_dead is set as you complete the bloodsucker task) is extremely low, and it can be fixed with the workaround. So I'll include that workaround as a Modifier option and notes in the Known_Issues.txt and Vanilla_AllSpawn_with_ZRP.txt files.
  09:56:54  5 April 2021
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
I suspected that the death of Murk's companion was the root cause, but I wasn't sure where to look to see if they gave an info portion on death (I supposed that it was something related to mil_go_see_miser rather than Murk's status as alive or dead, so nothing came up in my searches).

Changing the logic is the straight fix, but I still believe you should leave a workaround in the dialog tree, just in case.
  05:33:14  4 April 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/04/2021 5:35:22
Messages: 4297

---QUOTATION---
My interpretation of that sequence is that by "task to talk to Murk" anon meant the update to finish the active quest.
---END QUOTATION---


Ah. Thanks for pointing that out. Yes, if you have the task, the update upon killing all four of the bloodsuckers (not including the tower bloodsucker that is Hunter's task) is "Report to Murk about the mission".

The problem was that he received the task to talk to Skinflint without being in the dialog to talk to Murk, the normal way to get the "talk to Skinflint" task. He got it because the "mil_kill_controller" task failed, and I was able to make that happen by killing both of Murk's buddies (just to be sure I got the one that died) before killing all the bloodsuckers. (Side note: Murk's companion's death is the only important part of anon's unusual sequence of events.)

This sequence gives you the Murk task update and it gives you the "go see Skinflint" reward task -- before you talk to Murk the second time.

I made a save before Murk when that happened. The task is then stuck in the "active" task list with the "Report to Murk about the mission" marked red. This is because the info_portion "mil_ugrumy_dead" was given (i.e., has_alife_info("mil_ugrumy_dead") is true).

According to gamedata\config\misc\gulag_mil_village.ltx, if even one of Murk's buddies dies, [death@mil_village_ugrumy] is invoked, which sets that info_portion. Check [logic@mil_village_soldier1] and [logic@mil_village_soldier2]; they have an on_death assignment with the same setting as that of Murk, which translates to "if either of his companions is dead, Murk is dead the way the game sees it".

These guys are not important other than being members of that mil_village gulag (Voronin's task target), so the solution is to remove that on_death assignment from each of Murk's two companions. This means that only if Murk is dead will that message happen, and the game won't crash since you can't talk to him.

I still need to configure the "mil_kill_controller" task to fail the objective but complete the task, since the new task to see Skinflint is automatically given. But this is one more regression path covered, and I guess I should be thankful for that. (Ouch!)
  05:07:38  28 March 2021
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
>kill bloodsuckers
>one of the guys near Murk got killed by one
>kill last bloodsucker
>get tasks to talk to murk, and to talk to skinflint (even though murk hasn't told me about skinflint yet)

But this says he didn't get the tasks before he killed the bloodsuckers. It's as if he had to reload a save made prior to talking to Murk, then he killed the bloodsuckers.
---END QUOTATION---



My interpretation of that sequence is that by "task to talk to Murk" anon meant the update to finish the active quest.

I wish he had uploaded the saves, we could see more easily what was going on in the game.

Looking at the dialog tree while trying to troubleshoot, I'm inclined to believe that no other branch should cause conflict with by commenting out that info portion. Only two branches check for those sets of info portions. You killed the bloodsuckers but didn't have the quest (which is 600 IIRC) and you killed the bloodsuckers and had the quest (which is 700, the one that caused the crash in Anon's game).

You are better at this, so I deffer to your judgement on what the more apporpiate fix is.

The safest way may be to just duplicate a branch with a check for the infoportion to the talk to skinflint quest included should this particular happen.
  08:22:36  27 March 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
03/27/2021 8:29:38
Messages: 4297
MrSeyker, that's good research and a relatively-good solution to dealing with the symptom. There might be a consequence of repeating a conversation with Murk if the info_portion is commented out. This needs to be checked.

As you'll see below, something is broken in the game that makes it different from the general experience. How did that guy get the task or even just the info_portion mil_go_to_miser out of the blue without directly talking to Murk in the first place? (P.S. He actually read the readme and followed its suggestions! I'm impressed.)

That info_portion is in three config\gameplay\ files. It is defined in info_l10military.xml and the same string is used as the name of the task in tasks_military.xml in vanilla. It is only set in dialogs_military.xml in vanilla (which means you have to talk to Murk to set them), but in ZRP it is also used as an info_portion in tasks_military.xml.

I think I (or Mr. Fusion; need to find the original conversation) set that info_portion as a precaution against the possibility of killing all the bloodsuckers before talking to Murk. This was done in 2009 for the ZRP 1.05 R11 demo. If something goes wrong with the bloodsucker task without talking to Murk after completing it, the misnamed (probably an anachronism) "mil_kill_controller" task from Murk is automatically failed and the mil_go_to_miser info_portion is given to go see Skinflint. But it is likely you would need the task first.

This is the crash sequence you relayed to us earlier, with my comments interleaved:

>enter warehouses
>talked to duty guy, talked to skull
>did not accept sniper quest
>killed master stalker, some other exo skeleton loners started firing at me

This doesn't matter, other than you have to be in the Army Warehouses.

>found murk
>tells me about the village

He should have the task to kill the bloodsuckers here.

>kill bloodsuckers
>one of the guys near Murk got killed by one
>kill last bloodsucker
>get tasks to talk to murk, and to talk to skinflint (even though murk hasn't told me about skinflint yet)

But this says he didn't get the tasks before he killed the bloodsuckers. It's as if he had to reload a save made prior to talking to Murk, then he killed the bloodsuckers.

>attempt to talk to murk
>crash

This was easy to test by killing the bloodsuckers before first talking to Murk, then talking with him. So I did that. As you found with your check, it didn't crash. Yet I'm fairly certain something here triggered the situation that doesn't normally happen, something on the order of "Talked with Murk, finished the task, but Murk bled to death just as I attempted to talk to him => crash".

The problem has to be related to the task in tasks_military.xml. More research is needed.

Wow. If there is a twelve-year-old bug that managed to stay hidden until now, it shows how difficult regression testing can be.
__________

Lowpro18, only the last two lines of the log file are relevant, "Stack trace:" followed by an xrRender_R*.dll mention. This is number 2 in the list of vanilla crashes at the "Crashes still in the (patched) game" page I linked above. It should just be a rare engine crash that doesn't corrupt the saves.

Your suggestion is a very good one. It will make some tasks harder like the Army Warehouses task to defend the border from mutants, because the battle is waging from the moment you enter the level, but it was already on my list for a Modifier option. I see multiple possibilities, since once you complete the storyline up to Pripyat it might be useful for tasks in general, and make the game very smooth and lag-free after a slightly-longer session loading time. In the past, a high switch_distance did not play well with older PCs, but modern PCs shouldn't have a problem and we can provide the ability to disable it for freeplay if desired.

Something a bit relevant to our conversation with 1941__1941: The defense of the Duty camp at the west end of Dark Valley actually worked in the 1.0 release, and worked until patch 1.0004. The patches are not as good for single-player as many pure-vanilla aficionados claim.
__________

Public service request: If you have a crash, please save us (and yourself) time and trouble by just posting the last ten lines of your log file here unless requested otherwise. External links to log files aren't usually needed, the linked pages either expire too soon or hang around needlessly forever, they are on sites that have ads that might have malware, and it's extra work for both you guys and the ones trying to help.
  08:42:19  23 March 2021
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Lowpro18
(Novice)
 
On forum: 04/28/2014
 

Message edited by:
Lowpro18
03/23/2021 10:32:44
Messages: 18
TZIO crash

Finished the story with true ending, was in cordon walking through the buildings at mill before the bridge checkpoint, and crash.

https://pastebin.com/g2s2AA2c


Theres an issue i have with the duty defense at dark valley, when you receive the task (auto assigned task) you assume you have to stay put and help the duty guys fight off the bandits but they never come. you have to walk towards the bandit base for them to be active at switch distance range where they assemble and begin to walk out towards the duty guys, but if you run back to the defense area they switch back out of range and reset inside the bandit base and never leave so you would never complete the task how its meant to be. which leads me to ask the question, would it be possible to enable the map you are on to be fully active by default when you are on freeplay mode?
  01:05:41  23 March 2021
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
03/23/2021 1:08:59
Messages: 438
Ok, I just checked dialogs_miltiary.xml

This is the branch that's causing trouble in this unique state.


            <phrase id="700">
                <text />
                <dont_has_info>mil_go_to_miser</dont_has_info>
                <has_info>mil_hunt_ready</has_info>
                <has_info>mil_controller_ready</has_info>
                <has_info>mil_controller_dead</has_info>
                <next>701</next>
            </phrase>



This is the dialog sequence (mil_hunter_dialog_701 to mil_hunter_dialog_704):

Murk: So? How did it go?
Marked One: I slaughtered those beasts.
Murk: Wow, you showed them! Know what... go see Skinflint at our base. He pays for good work.
Marked One: I will (here you recieve mil_after_hunt_talked which ends Murk's quest dialog branch, and mil_go_to_miser which initiates the quest to talk to Skinflint).

Commenting out <dont_has_info>mil_go_to_miser</dont_has_info> at the start of the dialog branch fixes fixes the issue.

The dialog plays out as expected and only Murk's quest is updated at the end if for whatever reason you already recieved Skinflint's quest before finishing talking to Murk.
  10:34:49  22 March 2021
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
03/23/2021 0:47:20
Messages: 438

---QUOTATION---
MrSeyker, re Murk dialog bug: I may have been dreaming when I thought I fixed one more such branch, possibly for 1.07. It is normally helpful to let everyone know that those log file lines at the end can really help us isolate the problem, but the typical resolution here would be to the dialog tree for a specific individual, and here we know it is Murk. Okay, I'll prioritize this one. The quirky task updates suggest a mod merge problem, though.
---END QUOTATION---



He did post the last lines of the log, I just forgot to save them while trying to troubleshoot before I decided to inform you. I'll check the archives and dig it up later. I have a rough idea of where the missing dialog is, I believe its id 600 for Murk the one that causes trouble (the dialog branch I think has an info potion that you commented out, but that shouldn't be the source of the issue as far as I understand the sequence of info portions).

Anon claimed that he had no mods, only ZRP and I asked him to compare the dialogs_military.xml in his gamedata to those of a fresh ZRP, he claims they were identical for both 1.07 and 1.09.

Like I said, the dialog worked when I tested, but he had that weird state with getting the skinflint task before completing Murk's.

Anon's problem was fixed in the same thread, he just reloaded an older save and did the quests in opposite order (kill bloodsuckers for Murk first, kill Master Stalker second).

I really don't understand why the error happened in the first place, the murk dialog tree doesn't call for any info portion of the master stalker quest.

I didn't get to test it before he fixed the issue, I was planning on giving myself the info portion for the talk to Skinflint quest after killing the last bloodsucker to make sure that was the issue. I'll see if I can later today, and if maybe just making a duplicate of the start of the branch with the right info portion check fixes it if that was the cause.

EDIT:

Here's the log he posted


---QUOTATION---
ruh, the fuck
>[error]Expression : !phrase_dialog->m_PhraseVector.empty()
>[error]Function : CPhraseDialog::SayPhrase
>[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\PhraseDialog.cpp
>[error]Line : 140
>[error]Description : No available phrase to say, dialog[mil_hunter_dialog]

Killed the blood suckers in the village for Skinflint, and I can't talk to him to complete the quest. Is there some kind of console command to force complete it?

I got ZRP installed. Only things I've done to it are some vanilla things re enabled that the Read Me recommended doing for first playthroughs
---END QUOTATION---



This was in response to me inquiring about checking dialogs_military.xml in his gamedata.


---QUOTATION---
They're exactly the same. Even compared with DiffMerge. No differences whatsoever between the one installed, and the one inside ZRP I just redownloaded (1.07 R5 RC). Wonder if I should try the 1.09 .xml if it's there

Yeah 1.09's didn't fix anything, you're probably right.

The only other task I've done in the warehouse area is kill the Master Stalker. I still need to go tell the snitch I did so. Other than that, I haven't started, completed, or failed any other quests in this area with Duty or Freedom
---END QUOTATION---



And here he fixed it by reloading an older save:


---QUOTATION---
I just reloaded my auto save from when I first entered the military warehouses, and did the quest before killing the master stalker, and I was able to talk to Murk without crashing. Didn't know order of quests could do something like this. Thanks anon

Yeah I'm not sure if it was because the bloodsucker got near those two guys near Murk, and killed one--or if it was because I killed the Master Stalker. That's the only other task I had active that had anything to do with the warehouses. The sniper task for Skull was not active at the time
---END QUOTATION---



I loaded my save from the test, killed the bloodsuckers, got the update to talk to Murk, and before doing such I gave myself the mil_go_to_miser to start the skinflint quest before talking to Murk as it happened in his description.

The game CTD the moment I attempted to finish Murk's quest with this log.


---QUOTATION---
FATAL ERROR

[error]Expression : !phrase_dialog->m_PhraseVector.empty()
[error]Function : CPhraseDialog::SayPhrase
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\PhraseDialog.cpp
[error]Line : 140
[error]Description : No available phrase to say, dialog[mil_hunter_dialog]


stack trace: (nothing here)
---END QUOTATION---

  08:38:21  21 March 2021
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4297
Current Zone Reclamation Project (ZRP) download site:
http://www.metacognix.com/stlkrsoc/
ZRP FAQ: http://www.metacognix.com/stlkrsoc/ZRP_FAQ.html

Please read the documentation in the mod's archive before posting here. And your question might already be answered elsewhere; you can try Google with the search parameter site:gsc-game.com to check this site.

Have a crash? A freeze or lockup? A BSOD? A shutdown? Go here, first:

---QUOTATION---
"Crash To Desktop (CTD): Causes and Treatment":
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11715&sec_id=12

Crashes still in the game:
http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
---END QUOTATION---


Read the "Find your log file" section. Most "crashes" are fixable, but we need the info from the end of the log file.

Bugs in STALKER-SoC: http://www.metacognix.com/stlkrsoc/BugsInSTALKER.html
Troubleshooting FAQ: http://www.metacognix.com/stlkrsoc/TroubleshootingFAQ.html

Feel free to mention any bugs or crashes you know that are missing from the list.

If you don't start a new game, there may still be some minor problems with your saved games. The saves are modified versions of the all.spawn file present when you started your current game. Saved games based on mods might also include custom items from those mods, and support for them will need to be properly merged to avoid crashes.
__________

---QUOTATION---
Hey NatVac, i recently started a new playthrough with the ZRP 1.09XR3a Ver. and the alt spawn you provided, and noticed some files being "opened at least twice" https://youtu.be/uK4zAJcaf8Y should this be of concern? i have the -file_activity command switch active im not even sure this is relevant anymore but thought i might bring it to your attention.
---END QUOTATION---


Lowpro18, it's a mixed bag: While it would be much more efficient to open each of the files once and maintain it in memory with references for each subsequent access, this is already done at a lower level by the OS in that the files are cached and the following accesses won't touch the hard drive or SSD for the most part. It looks like you have been breaking a lot of crates; at least I think that activity is what uses the large_furniture_*.ogg sounds and the hit_front.anm animation. You can prove this by checking your console before and after doing so while the command line switch is active.
__________

---QUOTATION---
Hey NatVac, is the AI Additions mod being permanently removed or just haven't been implemented from the previous release yet? I really enjoy playing with it and xstream's ai pack and very thankful for including them in the first place. I hope it will be added back when it leaves the experimental phase or something. With it and a couple of AMK features like the blowout and the dynamic anomalies (assuming that is even possible) included as optionals this will be the ultimate, most user friendly and bloat free vanilla+ package, at least for me.
---END QUOTATION---


pr83, at least one part of the AI Additions mod does not play well with SoC, and especially not well with SoC 1.0006. I currently think it has something to do with the Rulix Weapon Manager: the game apparently crashes when it can't find an NPC associated with a weapon because the weapon was kept in a storage box for that newly-dead NPC and then transferred back to that NPC that seemingly is now no longer in the game. Apparently.

I still hope to fix it, but I have to understand it to do so, something that requires a bit of time and personal commitment. The blowout stuff is already out there as an addon for SoC (see this thread's page 253), and it causes even more issues with SoC, mainly game-save corruption. The AMK dynamic anomalies are trivial, at least the version I've seen. There are perhaps three different fixed sets, only one of which is active at a time. I probably won't waste the player's time on the practical joke of one anomaly right in front of the entrance to Sid's bunker, though.

---QUOTATION---
Also i was wondering if it is possible to have cut mutants like burers spawn in dungeons instead of just having them spawn in random wilderness or level transitions when toggling the early appearance option in monomartyr? I think burers will fit right in the x labs.
---END QUOTATION---


If you make the recommended substitution for the MonoMartyrs, I believe they will spawn in their place in those dungeons. The problem is that the spawn locations are compared with your location to prevent having the bad things pop into existence right in front of you. This applies to all levels, but there are usually multiple spawn spots for above-ground levels. The underground levels only have one default spot, generally. So with the default spawn locations, you might see some spawning in Agroprom underground, X18, X16, X19, the Sarcophagus (three spots) and Control Monolith, if you are in the right locations.

You can edit existing spawn spots and add new ones by editing _custom_ext_zrp_mm.script, found in gamedata\scripts. You can use the ZRP debug mode to see the coordinates and print coordinate values to the console (which will be flushed to the log file when you quit the game). Apply those recorded values to cloned entries enclosed in braces for the associated underground levels: l03u_agr_underground, l04u_labx18, l08u_brainlab, l10u_bunker, l12u_sarcofag and l12u_control_monolith, respectively. Use commas to separate the entries; the above-ground sets are useful examples. Change the dist value to something smaller to allow spawning closer to the player.

Maybe we can add some level-type preference to the spawns, like the underground levels for burers...
__________

MrSeyker, re Murk dialog bug: I may have been dreaming when I thought I fixed one more such branch, possibly for 1.07. It is normally helpful to let everyone know that those log file lines at the end can really help us isolate the problem, but the typical resolution here would be to the dialog tree for a specific individual, and here we know it is Murk. Okay, I'll prioritize this one. The quirky task updates suggest a mod merge problem, though.
__________

> https://youtu.be/FAFvR1KTQbI

1941__1941, that was entertaining, although I still had trouble with the dark. It's scary! The real issues included a strange reflection on the weapons from time to time, as well as a difficult time making out what you were shooting at, something that might be due to the recording. That is really an overhaul mod!

I like the idea of modular. A mod that can suit the taste of each player instead of the sole taste of the modder is an ambitious goal, and the kind of mod I'd play -- and I'd likely play it more than I'd hack it!
 
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