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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2 |
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« Previous 10 events | 1 2 3 | Next 10 events »| All Messages |
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23:08:54 4 October 2019 |
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Skaraks
(Novice) On forum: 07/11/2017
Messages: 49
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---QUOTATION--- LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2
Even worse:
Old Road is so well thought out that there are absolutely no stash locations, no inventory boxes and no non-volatile corpses.
I never tried slotting the bandit or freedom groups to see if any of them 'stuck to the board'.
Looks like you either travel very light or bring a car. ---END QUOTATION---
no stash locations: Check
no inventory boxes: Check
no non-volatile corpses: If you mean corpses that can be used as mobile storage devices. Nope. The Monolith squad, one of the Mercs at ville closest the Forest gateway), and the Bandits spawning at that location afterwards.
Picked up te Zaz first time through Dark Valley. Swapped it for a VAZ in Darkscape and am swapping back to the Zaz asap. |
13:15:24 5 October 2019 |
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Byte Me
Senior Resident
On forum: 10/08/2014
Messages: 455
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---QUOTATION--- LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2
Byte Me:
Even worse:
Old Road is so well thought out that there are absolutely no stash locations, no inventory boxes and no non-volatile corpses.
I never tried slotting the bandit or freedom groups to see if any of them 'stuck to the board'.
Looks like you either travel very light or bring a car.
Byte Me
That's good to know. Otherwise it would be only a matter of time before I would be asking for help and whining about the lack of stashes. There seems to be a pattern with Modders ready to use existing stashes in levels they didn't create, and not bother to create ones for levels never used in the retail versions but brought back or newly created ones.
Of course all this could be solved with Team Epic's Call of Chernobyl ( unsure if they originated the idea or not ) use of knapsacks the Player could buy, find or loot and be able to place anywhere as needed. Absolutely one of my favorite features that solves endless problems including getting overloaded with too much loot while searching bodies, the Player simply plops down a knapsack to come back to later. The best part is the NPCs leave it alone unlike using a fresh dead body or a perma-corpse ( body that never goes away ) as a temporary stash.
TS ---END QUOTATION---
I think I came across that feature in the "Tourists Delight" mod of v1.3003.
I thought: "Why is Sid offering a backpack for sale??"
(But I was having too much fun with the Katana and Svarog detector at the time. And this was what, five years ago?)
Sound similar to you? Now I understand what the BP was for..
Instead - the DC dev crew take a different path and we end up with no recourse other than to bring a crappy car with limited bootspace.
+++++
Related:
All of the "Phantom" stash locations in Pripyat Underground (Damned) now have no codes as descriptors BUT they are still present on the board.
Related #2:
Similar to the "LA:tools kit" that Skaraks wrote up donkey's days ago, there's also the well explored (but undocumented) "Spawn menu" with which the player can spawn various NPCs...
Probably a blind alley, but I'll give it a whirl.

Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
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02:16:46 6 October 2019 |
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Tejas Stalker
Official Stalker on Facebook (Resident)
 On forum: 05/12/2007
Messages: 28124
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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2
I can't believe they had knapsacks then took them away. The katana however nice it was, doesn't really fit. I gotta admit despite having a flamethrower and other high-kill weapons, in Postal 2 nothing beat the efficiency of the machete. You could go through crowds of people like butter.
What's a Donkey Day?
I just remembered one of the best things I ever did with the Spawn Menu. I had a Ghost Scientist and two Loners sitting around a Campfire across from the Hangar in Garbage. I had one Game that would randomly spawn on it's own, the wrong NPCs. Like the Garbage Hangar filled with a couple of Scientists. Another Scientist called "Crop" at the Pig Farm in the Dark Valley. However the funniest were the random spawning of the Ghost Scientists.
Anyway, the Ghost Scientist and two Loners were at the fire outside the Vehicle Junkyard. I jumped up on top of the UAZ next to them and then spawned a couple of Bloodsuckers. Sure enough all the NPCs took off running at warp speed but the funny part was somehow the Ghost Scientist had panicked and run so far and so fast, they were up on the bluff overlooking the Vehicle Junkyard where no other NPCs, mutants or myself could go. It was pretty hilarious.
One of the most awesome things I spawned was in the Construction level. At the upper northern part, where the dead end road goes from west to east from the main road, I spawned 50 Freedom. To the south, across the great pit and past the Zombie graveyard was the plateau that had the drainpipe tunnel running through it. On the ground in front of the plateau I spawned 50 Duty. Then I sat back and watched them slowly migrate around until the two groups discovered each other. It was epic.
TS 
https://www.facebook.com/officialstalker/ ❖ https://www.facebook.com/tejas.stalker
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06:11:29 6 October 2019 |
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Byte Me
Senior Resident
On forum: 10/08/2014
Messages: 455
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---QUOTATION--- LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2
I can't believe they had knapsacks then took them away. The katana however nice it was, doesn't really fit. I gotta admit despite having a flamethrower and other high-kill weapons, in Postal 2 nothing beat the efficiency of the machete. You could go through crowds of people like butter.
What's a Donkey Day?
I just remembered one of the best things I ever did with the Spawn Menu. I had a Ghost Scientist and two Loners sitting around a Campfire across from the Hangar in Garbage. I had one Game that would randomly spawn on it's own, the wrong NPCs. Like the Garbage Hangar filled with a couple of Scientists. Another Scientist called "Crop" at the Pig Farm in the Dark Valley. However the funniest were the random spawning of the Ghost Scientists.
Anyway, the Ghost Scientist and two Loners were at the fire outside the Vehicle Junkyard. I jumped up on top of the UAZ next to them and then spawned a couple of Bloodsuckers. Sure enough all the NPCs took off running at warp speed but the funny part was somehow the Ghost Scientist had panicked and run so far and so fast, they were up on the bluff overlooking the Vehicle Junkyard where no other NPCs, mutants or myself could go. It was pretty hilarious.
One of the most awesome things I spawned was in the Construction level. At the upper northern part, where the dead end road goes from west to east from the main road, I spawned 50 Freedom. To the south, across the great pit and past the Zombie graveyard was the plateau that had the drainpipe tunnel running through it. On the ground in front of the plateau I spawned 50 Duty. Then I sat back and watched them slowly migrate around until the two groups discovered each other. It was epic.
TS ---END QUOTATION---
Some of those spawns sound really amusing.
I was using the menu to decode the non-translated vehicle descriptions in Outskirts. All are still available even though Barkeep only sells about six.
There's this Dutyer who patrols the main road by some garages.
The vehicles spawn in mid-air for some unknown reason and drop 5 meters to the ground. This poor grunt got squished by a BTR 70.
Bounced well.
+++++++++
As you note, the katana wasn't really a good fit for STALKER but it sure evened things up with bloodsuckers..
I heard there was some kind of modpack containing edged weapons that you could dial up from the configurator.
Unfortunately, playing in XPSP3 the damn configurator won't play nice for me. With my style of play I would almost have sold my soul for a Machete (or a meat cleaver, bayonet, chainsaw...)
(sigh)
Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
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18:21:29 7 October 2019 |
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Skaraks
(Novice) On forum: 07/11/2017
Messages: 49
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---QUOTATION--- Old Road storage locations
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2
Even worse:
Old Road is so well thought out that there are absolutely no stash locations, no inventory boxes and no non-volatile corpses.
Let everyone know if you stumble across even a cupboard, backpack... ---END QUOTATION---
There is a Trader in the Bandit village but he's hostile. Not what you want when looking for best prices buying or selling.
Alternative way of approaching the problem of excess gear is using Small Tweaks Collection byplayer 456 the ToolKit Mods.
---QUOTATION---
STC:Repair Kit 10 Usages v1.00
STC:RepairAll Gunsmith v1.00
STC:RepairAll - Kit v1.00
STC:Sell damaged stuff v1.00
---END QUOTATION---
Source of the following: https://www.moddb.com/mods/lost-alpha/addons/small-tweaks-collection-la-14007-dc
---QUOTATION---
Content:
1) Repair and Upgrade - Gunsmiths
Have you ever been annoyed by incapable Gunsmiths in the Zone? Wear will no longer prevent them from doing their job on weapons and suits.
2) Repair - Repair-kit
If you plan to use a repair-kit to repair a gun or darn a suit, less other arms or outfits are needed to obtain the necessary spare parts.
3) Repair kit usages:
You are more careful, when using the tools a repair-kit provides. Now they last for 10 Repairs.
---END QUOTATION---
They provide a 10 usage repair kit that can be used to repair like gear. 'Like gear', means weapons and armor of the same class...sorta. Vehicles can be repaired from the vehicle menu.
There are some special features associated with using the toolkits, but telling about them imo would be venturing into spoiler territory and I've said enough already. |
17:33:33 8 October 2019 |
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Skaraks
(Novice) On forum: 07/11/2017
 Message edited by: Skaraks 10/08/2019 17:35:22
Messages: 49
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Ademdum
---QUOTATION--- LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2 ---END QUOTATION---
Second pass through Old Road, actually heading for Radar this time, found a couple of points worth mentioning.
The Bus between the Bandit compound and the Forest gateway is a good place to layup and prepare for the next leg. Whether it be north to the Bandits of east to the Zombie village. The Bus itself holds no treasures but is a safe harbor against roaming bloodsuckers.
If going to the Zombie village, the house adjacent to the crapper has the ability to become a challenging battle ground. Between the gun toting Zombies triggered to come visit and the bloodsuckers in the vicinity, a 'save' is recommended. For being as roomy as the house is, it can become awful crowded when partying. When it gets overly so, finding a corner may provide respite.
Took time to check out the first large pond for artifacts as some supplies that aren't typically renewed in area, had been. While food and ammo were found, artifacts were not.
Aside: On the way through the Forest decided to visit the Chimera's. Engaged them from above and at one point became sandwiched between the barbed wire fence and a tree. The pair of natural barriers served to protect from the gut ripping swipes one of the territorial twosome repeatedly took at my tender bits. |
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