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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

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  03:27:34  1 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
 

Message edited by:
Skaraks
10/01/2019 3:36:26
Messages: 49
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

From that first introduction mission in Call of Pripyat. When navigating the sleeping Bloodsucker lair in the middle of the night. Seeing them there snoring away, not knowing how dangerous they truly are. That understanding would come all to soon. Seemed like a toy as it upended me, wrapped those damnable appendages around my throat and...well. We know what happened then.

Have particular dislike for bloodsuckers. Don't like being thought of as a mobile drinking fountain. They don't play fair, they don't play nice...so neither do I.

Here's information about two blinds to use when removing about half of the Bloodsuckers in the Zombie Village. Good luck with the rest.

LADC v1.4007 - Old Road: Bloodsucker Blind #1 Eliminating with impunity using the storage shed on the north east corner of the Zombie village.

Searching for random artifacts when encountered three Bloodsuckers at the eastern end of the village. Relocated to the shed as it had a partially closed door and was thought they might not be able to enter the shed through the narrowed opening.

Though they weren't able to enter the shed, fighting from the doorway proved costly in ammo and the narrow opening reduced targeting time as well as being dangerous. From the doorway position they were able to effect successful attack both directly at the open doorway, the wall to the left and the door itself.

Discovered they were attracted to me when standing at the window looking west but were not able to attack through the window. The open terrain beyond gave a contrasting backdrop made it easier to detect their stealth running. As they crossed back and forth in front of the window, each was taken down.

Attempting to knife them is not recommended as they don't stay in one position long enough for that to be an effective method of attack.


LADC v1.4007 - Old Road: Bloodsucker Blind #2 Eliminate with a good degree of impunity from the comfort of the dilapidated crapper at the northwest corner of the zombie village.

Short on ammo? Gotta Snickers Bars? Middle of the night and NVG's suck as bad or worse than the things that wanna drain your spleen?

A one-banger with good ventilation is located in the far northwest corner of the Zombie village. Ventilation is important when eating zone food. The crapper has a fence to the west and north. The player can enter the gap between the crapper and fence easily if going in on the left side of the crapper but Bloodsuckers can not.

With patience the Bloodsuckers can be knifed to death across the fence to the north. Less so across the fence to the west. Preferred place is in the crapper itself as those guys just can't seem to keep away. In all three of these locations the Bloodsuckers can effect attacks.

Triggering the armed zombies will bring them in about the same time the Bloodsucker find you so having a plan to remove them swiftly is needed. Suggest going behind the crapper as the wooden structure offers a modicum of protection while the ventilation hole affords a good shooting position. Once they have been dealt with, it's easy to slip into the crapper. In testing, the bloodsucker didn't stray far from there. When they did, stepping forward one pace brought them back to my blade.
  04:38:13  1 October 2019
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TM5000
The Zone is my campground.
(Resident)

 

 
On forum: 02/11/2012
Messages: 354
Pheromones

This made me think about those Bloodsucker pheromones in my backpack.

I did not receive the vial from guy-whose-name-I-don't-recall until after I had been through the Yantar underground and wasted the Illithid looking bastards, and returned his rifle.

Can the pheromones be used in other Bloodsucker encounters? I may try it the next time I hear heavy breathing.
  05:38:23  1 October 2019
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Skaraks
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On forum: 07/11/2017
Messages: 49

---QUOTATION---
Pheromones

I may try it the next time I hear heavy breathing.
---END QUOTATION---



+1 for heavy breathing.

-1 for wrap around hickies.

Still a Zero Sum game

Heard the pheromones came from an unaccredited laboratory.
  14:17:03  1 October 2019
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Byte Me
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On forum: 10/08/2014
 

Message edited by:
Byte Me
10/01/2019 14:17:54
Messages: 455
Pheromones and scripts


---QUOTATION---
Pheromones

This made me think about those Bloodsucker pheromones in my backpack.

I did not receive the vial from guy-whose-name-I-don't-recall until after I had been through the Yantar underground and wasted the Illithid looking bastards, and returned his rifle.

Can the pheromones be used in other Bloodsucker encounters? I may try it the next time I hear heavy breathing.
---END QUOTATION---




No they can't.
The spawn (from Oleg Rugov) is very unique.
It may only be used for the nest in the Yantar Underground.
You used to be able to test this in the Sarcophagus.
So basically, the only nest you can use it on is one that is
scripted to stay somnolent while you grab "Vesik's rifle".

But that's too easy, and far too little fun!
So most players seem to use some strategy that involves grenades and pump action shotguns or door slamming and boltholes.


---QUOTATION---

LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

---END QUOTATION---




---QUOTATION---

Have particular dislike for bloodsuckers. Don't like being thought of as a mobile drinking fountain. They don't play fair, they don't play nice...so neither do I.

@Skaraks

Bloodsuckers are easy!
Just keep your "rupture" up or above 100% and ignore the 'bloodsucker kiss' (they love you and are sending a message)

Faceknife the zombifieds in batches by running in from a flank. Get rid of all of them, then let the bloods come in for a chat with your boomstick. Easy peasy.

Natch, if you're REALLY hot - and can carry "rupture" and "bulletproof" at 100+% at the same time - then it's all a bit academic.


(There I remembered to turn the bolding off..)
  17:30:08  1 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---QUOTATION---
Pheromones and scripts

Just keep your "rupture" up or above 100%

(There I remembered to turn the bolding off..)
---END QUOTATION---



Do you think everyone's strolling around with a plethora of artifacts to use when ever needed. IMO that ain't the way it works until deep into the game.

Was just pointing out bolding, when used judiciously it can add emphasis on specific parts of information being conveyed, but please feel free to do as you see fit, after all, it's lol all about you lol. /jk
  09:09:03  2 October 2019
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Tejas Stalker
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On forum: 05/12/2007
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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Last time I was in Old Road it was called Countryside and Dez0wave just added the hideous scripted car-ride-into-unconsciousness that somehow the Player survived and so did the Scientists who find them.

There was a time in early testing where there were no car rides. There were no anomalies except a tiny few. There were some mutants, including all the Bloodsuckers that I just happen to have come up behind in my usual habit of never entering a village through the front door. Always flank around and enter in the rear.

Countryside was an enormous level, free for me to walk every foot...and I did. I went everywhere, on every hill, in every valley, in every corner. I was convinced that surely Dez0wave took the incentive to place something really cool, hidden in the vast hills like a small bunker or a small house. Sadly there was nothing. A huge wasted opportunity to put some really cool Easter Egg in the huge area of the second half after the road tunnel.

TS
  02:47:23  3 October 2019
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Skaraks
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On forum: 07/11/2017
 

Message edited by:
Skaraks
10/03/2019 8:09:43
Messages: 49

---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

...enormous level, free for me to walk every foot...and I did. I went everywhere, on every hill, in every valley, in every corner.

TS
---END QUOTATION---



Spent 90+ game hours going through the map. First hitting the major points, then back through the open areas to conduct a grid search for artifacts. Conclusion arrived at is; For its plain appearance its gotta lot to offer if willing to put in the time. It yielded one or more of the following: Ball of Twine, Bouquet, Bubble, Crescent, Crystal Flower, Cuttlefish, Glass Ball, Jellyfish, Knot, Liver, Mica, Night Star, Pupil (no longer found high atop the structure btw), Shell, Slug, Soother, Snowflake, Stone Flower, Thorn & Wrenched. Twenty-five or so in all. The ponded water areas were far easier to search than the open terrain. Using the Zaz as a corner marker made it simpler but next time will use depleted flashlights as once beyond the thick grass population range, their reflective quality make them great markers.

Died a few times over the four days and it afforded an unexpected lesson.

After finding a few artifacts, but failing to do a save, then falling prey to an anomaly field. Restarted to the last 'save' point and proceeded to reclaim them. Found different artifacts had spawned. Takeaway is, if looking for a specific artifact, doing a save when first identifying the location of an artifact, will allow you to restart to the save point if not getting the wanted artifact. Something that may become more viable later on when needing specific artifacts for use in the artifact generator.

If it hadn't been for having maxed out the Ocher's range to allow 50+ yard sweeps, doubt I would've taken on the task. While endeavoring to be through, may have missed a few. When doing sweeps like that in the future, will use Ocher to first identify the presence of Artifacts, then use, the yet to be acquired, Veles to zero in on them quickly. Side note on Kruglov, once acquiring the sheet music for the good Professor, his prices on upgrading the Ocher drop to a competitive level.

Plan to continue doing sweeps like this in various open areas. Once clearing out the NPC's there's a scoch of time before they repopulate. A good time to hunt for things is when not being hunted by other things.
  06:44:51  3 October 2019
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TM5000
The Zone is my campground.
(Resident)

 

 
On forum: 02/11/2012
Messages: 354
Sneaky Pete


---QUOTATION---
There were some mutants, including all the Bloodsuckers that I just happen to have come up behind in my usual habit of never entering a village through the front door. Always flank around and enter in the rear.

---END QUOTATION---



This recently happened to me for the first time. It was in Dead City walking down a side street. I decided to peek around one of those metal storage sheds and there was a blur at the next corner. It was a Bloodsucker just standing there, invisible.

I watched for several seconds with my Vepr-12 aimed, then gave it 3 shells too fast to move out of the way. As it appeared and fell, it was facing the other direction.
  09:22:04  3 October 2019
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Tejas Stalker
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On forum: 05/12/2007
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LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Skaraks

While it's good to know Old Road has a plentiful bounty of artifacts, including many rare ones, one has to wonder about the big picture placement of such things. It's a level that is near the end of the Game. It's a dead end level, meaning once you pass through it and the level beyond, you have to go back the way you came in.

My first thought is being so overloaded with so many artifacts and the pain in the ass journey to get them anywhere. Likewise by this time in the Game, most all the major upgrades had been taken and the money is not really needed. All of this is better summed up with the statement "Too little too late". I think Darkscape should be a similar type of level with lots of artifacts. Is it? I don't know. Last time I was in Darkscape, it didn't have a seaport.

What the hell is an Ocher?

* * * * *

TM5000

I found a single Vepr-12 early in my Game but it was too damaged for anyone to repair it. That sucks. Why do Devs allow rare weapons to be unusable? Beats me.

TS
  10:52:58  3 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

It's a dead end level, meaning once you pass through it and the level beyond, you have to go back the way you came in.

.....

What the hell is an Ocher?

TS
---END QUOTATION---



Old Road lies between Forest and Radar. Planning to use it as a short-cut to the North Road and Concrete Factory. It's positioning at the north end of the Forest makes it sorta like a [i[roadside attraction and stopping there is as 'meh' as it gets if you don't know what's there.

The Ocher is a detector that has all nine of the anomaly databases installed. The only elements missing are the three range extenders. It's a challenge to use at times, as when it goes off, (a pulsing light and repeating audible tone that speeds up as you get closer) you know you're 24m from the Artifact. Tracking down unlit artifacts during the day or when they're in water takes more time then with the Veles. For me it increases the immersion factor.

Get the impression when reading through forum comments that all of the games being played by each of us have strong differences and every experience is unique. What a marvelous adventure Dez bestowed on us.
  11:14:38  4 October 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455

---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

My first thought is being so overloaded with so many artifacts and the pain in the ass journey to get them anywhere. Likewise by this time in the Game, most all the major upgrades had been taken and the money is not really needed. All of this is better summed up with the statement "Too little too late". I think Darkscape should be a similar type of level with lots of artifacts. Is it? I don't know. Last time I was in Darkscape, it didn't have a seaport.


TS
---END QUOTATION---



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.
  23:08:54  4 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---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.
  07:47:07  5 October 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Old Road storage locations


---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.

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.
---END QUOTATION---



Yeah, I was meaning non-volatile like the Bandit Sniper or the Bandit Trader.

Unlimited storage capacity. Draggable at a push.
By my reckoning the closest stash location would be the safe next to Shulga on Forest, with a couple in Music Village about the same distance away. Nowhere on Radar looks practical unless you park a car somewhere handy.

Let everyone know if you stumble across even a cupboard, backpack...
  08:09:42  5 October 2019
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Tejas Stalker
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On forum: 05/12/2007
Messages: 28124
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Byte Me:

---QUOTATION---

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---



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
  13:15:24  5 October 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455

---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.
  02:16:46  6 October 2019
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
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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
  05:55:56  6 October 2019
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Byte Me
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What's a Donkey Day?

It's a British English figure of speak but is always used in the 'double plural' sense. Hence:.

"Donkey's days ago".

It's just an idiomatic description of anecdotal time.
  06:11:29  6 October 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455

---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)
  18:21:29  7 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---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
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On forum: 07/11/2017
 

Message edited by:
Skaraks
10/08/2019 17:35:22
Messages: 49
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.
  21:34:47  8 October 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Exploits, mods and hacks..


---QUOTATION---

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.

---END QUOTATION---



No need to be coy about a hackpack!
Discuss it.
If it has useful features, or "new" ones, let us know.

In no way am I 'having a go at you' about this but I don't see how it affects "Old Road storage locations". It might use up salvaged weaponry from the Village or Pool but what's the point?

The repair kit was a curiosity to 1.4002. It only became marginally useful in 1.4005 - just because the devs decided that shagged out weaponry was a 'thing'.

It gained more utility in 1.4007, but just because the CARS are mostly shagged out by order, or not made out of 2mm thick steel like a good soviet Fiat / Lada was in 1.3003.

But basically, it's all of a dynamic cross-version fiddle.


Help us all out here. Why wouldn't we all just:

1) Travel with a Repair Kit to Old Road anyway.
2) Just buy another one at great expense from the rip-off bandit trader?

OR:
3) If hacking the RK to pony up 10 fixes instead of 3....

4) How is this better than just SpawnObj [repair kit]?
5) Does it differ from Spawn menu --> (some tab) --> Repair Kit?
6) Does it differ from "SpawnObj (to player) [rubles_5000] followed by (2) above?

Just asking for a friend with ethical issues.
  04:09:02  9 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
 

Message edited by:
Skaraks
10/09/2019 10:42:04
Messages: 49

---QUOTATION---
Exploits, mods and hacks..
No need to be coy about a hackpack!

---END QUOTATION---



"Hackpak", what a novel term from one claiming briar patch class innocence in signature form /s/jk

What is openly classified as a Mod is no more or no less than just that, a Mod. What each thinks about them is subjective opinion.
  08:50:25  15 October 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/15/2019 8:50:38
Messages: 28124
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Skaraks

Is that a Briar Rabbit quote?

TS
  06:32:23  16 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

Skaraks

Is that a Briar Rabbit quote?

TS
---END QUOTATION---



It may, in some literary quarters, be characterized thusly.

Sub-tonal note may reference a line from a catchy La Fayette inspired tune, in part, though unintentional.
  08:29:54  16 October 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28124
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

https://www.youtube.com/watch?v=v9oWq9zIXTY

TS
  23:09:42  18 October 2019
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Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49
more & less


---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

https://www.youtube.com/watch?v=v9oWq9zIXTY

TS
---END QUOTATION---



Ya, pretty much but less Homie and more Britie.
  11:33:57  23 November 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Old Road and Knapsacks and Fake inventory boxes

Going back to TS's point that knapsacks have been edited from the game.

I did some digging and this is what I have found so far.
The code still partially exists and is seemingly useable with suitable precautions. It just has no physical texture form in LA as far as I can see.

How to get one:

Enter the LA:Tools kit => SpawnObj => fake_inv_box

The "item" falls on the ground as a shadow that you can access just like a regular storage location.

Obviously you can't pick it up. So you can't move it. Might be worth adding a map marker to its location.

NB It's a bad idea to spawn the thing to inventory. IME - game exits there and then.

Pretty certain you can't drop one of these from the "spawn menu" but if that was ever a possibility then it would look to be under Vehicles since they are spawned outside of inventory (obviously)

HTH
  06:59:13  1 April 2020
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DarkMinds
(Senior)
 
On forum: 03/26/2008
Messages: 69

---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

https://www.youtube.com/watch?v=v9oWq9zIXTY

TS
---END QUOTATION---



That chit right there will get you a 30 day facebook jail stretch in the "Freedom Loving" USA.
  11:25:09  15 April 2020
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455

---QUOTATION---
LADC v1.4007 - Old Road: Zombie Village, Bloodsucker Blinds #1 & #2

https://www.youtube.com/watch?v=v9oWq9zIXTY

TS

That chit right there will get you a 30 day facebook jail stretch in the "Freedom Loving" USA.
---END QUOTATION---



LOL
You forgot to mention the obligatory, non-constitutional, corporatocracy-led disenfranchisement classes that he will be compelled to attend for even vaguely dissing the (suddenly silent) diversity and rainbow franchises.

FORTUNATELY, our very fine TS is very well equipped...
 
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