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NS Joint Pak PLO K MA (English) by achillesdave

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  18:30:00  23 September 2015
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Hotpot
Senior Resident
 

 
On forum: 03/31/2007
Messages: 279

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You only need the Iglomet to trigger the events in that task. I've always found that using a scoped weapon you're used to is better. Don't forget to take the RPG with you.

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That's just it. I have not GOT the Iglomet to trigger the events.

I did a job for the Clear Sky trader to tag a pseudogiant and he gave me an altered Iglomet for the purpose. But this Iglomet did not tick the box for 'Get the Iglomet' and it was removed by the trader after I had done the job anyway.

Raven is still alive but has not got one for sale either.
  02:41:13  24 September 2015
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
I wouldn't worry too much. It isn't anything essential to the main storyline. You can go back and do that job any time you like. Wait until you've been to Reconnoitered Earth and you get sent to the Labyrinth. Watch out for a sack on the ground - its a stash and has an Iglomet in it.

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  09:48:55  24 September 2015
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Hotpot
Senior Resident
 

 
On forum: 03/31/2007
Messages: 279

---QUOTATION---
I wouldn't worry too much. It isn't anything essential to the main storyline. You can go back and do that job any time you like. Wait until you've been to Reconnoitered Earth and you get sent to the Labyrinth. Watch out for a sack on the ground - its a stash and has an Iglomet in it.

.
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Thanks for your patience m8.
  04:30:11  26 September 2015
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
09/26/2015 4:38:35
Messages: 5171
Petrenko will probably have one for sale before you go to Reconnoitered Earth (or Undiscovered Land, depending on your translation), but you'd be throwing away 50,000 Ru if you bought it.

The one in the Labyrinth is, as I said, in a sack. It looks like a big pillow and can be found in a tunnel near a 'dust devil' anomoly. There's a very similar sack in another area where there's a desk with a typewriter on it. This isn't a stash, though there is a good stash in that area containing an item (suit) that will be very useful in a task in Reconnoitered Earth/Undiscovered Land.

One tip for the 'extended' part of the Labyrinth (the part through the tunnel where your character exclaims about how much it stinks, and you meet a lot of overgrown creepy-crawlies and squeaking, biting little furballs) is to advance through the initial tunnel and turn left at every opportunity, even though you might be doubling back on yourself, until you reach the cavern with the table and typewriter. Doing this will take you through several areas where there are artifacts to collect - sticking to one wall all the way is useful for another reason. There are also anomolies along the way (including unmissable and blinding 'fog' ones - stick to the left wall!), so watch out and carry at least an 'Elite' detector (50,000 Ru from Sakharov, I think), and the Bioradar is very useful, too - you're not alone down there.

In the table/typewriter room you'll have to scale a wall. This takes practice. The climb needs to be diagonally up from the highest point you can reach easily. A lot of mashing of the 'jump' key happens here, but sometimes you just hit lucky and it lets you get up there quickly. Your route forward lies in a tunnel above that wall.

When you've gone through the next bits and found the teleporter out of there, go on past that spot to the next such 'room'. You'll find something you need in there. Then go back to the teleport - this is sometimes a bit too high, so walking into it doesn't trigger it. Try jumping.

Most people dislike the Cave and Labyrinth to various degrees. The Cave's mutant inhabitants become easier to deal with as you acquire better weaponry. Judicious use of the 'stealth' exo and suppressed weapons make the large chamber in the Labyrinth a fun exercise in bloodthirsty sneakiness. And just the exploratory 'spelunking' in the 'extended' part of the Labyrinth - not to mention the large numbers of valuable artifacts and other loot (oh, I did mention them) - is true, classic Stalker territory.

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  00:43:54  27 October 2015
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r4b
(Senior)
 
On forum: 07/04/2008
Messages: 86
Wow I just started this mod and it is brutally difficult. I even tried setting the game to Novice and I am still getting one-shotted by bandits. Have I messed up somewhere?
  09:28:22  27 October 2015
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stalker-of-fortune
Senior Resident
 

 
On forum: 07/13/2008
Messages: 220

---QUOTATION---
Wow I just started this mod and it is brutally difficult. I even tried setting the game to Novice and I am still getting one-shotted by bandits. Have I messed up somewhere?
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It will seem like that as you first get started. Later on as you progress, you end up being a walking tank. The mod (it's more like a new game!) becomes difficult in other ways than just combat.
  11:52:42  29 December 2015
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v1ld
(Senior)
 
On forum: 07/30/2015
 

Message edited by:
v1ld
12/29/2015 11:53:29
Messages: 86
Sid door fix

Steelyglint, DMX 1.3.2 dkz-02 comes with a Sid_door_fix patch that contains just the one file. Its contents are below if you want to compare to your OP-1 version.

gamedata/config/scripts/esc_trader_door.ltx

[logic]
active = ph_door@locked
;active = ph_door@closed

[ph_door@locked]
locked = true
snd_open_start = trader_door_unlock
on_info = {+arhara_shaxter_start} ph_door@closed %=play_snd(device\door_servomotor)%

[ph_door@closed]
closed = false
locked = false
on_use = ph_door@open %-esc_close_door%
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop

[ph_door@open]
closed = false
locked = false
on_use = ph_door@closed
on_info = {+esc_close_door} ph_door@closed
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop

  13:02:42  29 December 2015
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
Thanks. That's similar to what I used. It just changes one of the 'true' to 'false'. That unlocks it, then a bolt or two thrown at it knocks it open enough to swing wide.

.
  19:08:49  31 December 2015
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mpm414
Senior Resident
 

 
On forum: 11/05/2010
Messages: 188
Start up Crash

I downloaded the link by AchillesDave for this mod.

https://mega.nz/#!dZ1QmajD!WsN4j9mAiov27VLpGUtOoxryrb6c5iZxRwyvIJhDamg

I inserted the mod into a clean Steam Download for SoC.
I changed the FSgame file file to reflect true,true
I tried to start the game but the Xray engine crashed. I could not find a log of the problem.

Anyone have any ideas as to what needs to be done to play this mod?
  05:21:00  1 January 2016
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achillesdave
Senior Resident
 

 
On forum: 08/22/2007
Messages: 324
@mpm414 The mod is for patch ver 1.0004

The Steam version of SOC auto updates to 1.0005 so its not compatible.
 
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