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Clear Sky Faction Mod (By xRatx)

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  11:58:10  15 October 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
 

Message edited by:
kyfohatl
10/15/2011 11:58:48
Messages: 36
Oh, so your not experiencing the delay then? I guess it's time to upgrade my 4 year old computer then

So, would there be a way to edit Total Faction Wars to spawn less people? So I could still have TFW but without the annoying spawn delay?

Also thanks for the quick reply
  14:07:34  15 October 2011
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
Messages: 1592
@kyfohatl I do experience the lag in game since I am always playing on my laptop (Check my sig)

Total Faction Wars Addon only edits smart_terrain_presets.ltx wich has nothing to do with respawns (only with Smart_Terrains)

The problem is the vaniila respawn crap system ... but I can't give you a good solution for it
  14:33:31  17 October 2011
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vannostrom
(Novice)
 
On forum: 10/07/2003
Messages: 9
Loving this mod, just got into x18 and see you changed Burer to something else. How do i kill it i'm stuck.
  17:44:08  17 October 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
Messages: 36
@xRatx: I removed TFW, and it's a bit better now. I guess I'll have to live with it.

Anyway, I was wondering if you could add some sort of an optional file (or tell me what to tweak) to change spawns to be more hostile? I mean have a higher chance of spawning mutants or other hostiles like military, bandits and monolith instead of friendly/neutral spawns? At the moment I feel like the zone is a little too friendly, especially the earlier sectors (cordon, garbage, etc.) where the duty patrols pretty much killed all of my enemies for me.
  22:50:01  17 October 2011
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
Messages: 1592
@vannostrom Just for the record, none of my versions of CSFM had changed the Polgeirist in the Xlab for a burer. So go kill the Polgeirist

@kyfohatl, I will see what I can do in next patch about that ... I might rise Military Respawns and mutants too
  23:19:00  17 October 2011
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vannostrom
(Novice)
 
On forum: 10/07/2003
Messages: 9

---QUOTATION---
@vannostrom Just for the record, none of my versions of CSFM had changed the Polgeirist in the Xlab for a burer. So go kill the Polgeirist

@kyfohatl, I will see what I can do in next patch about that ... I might rise Military Respawns and mutants too
---END QUOTATION---

whats in vanilla, poltergeist or burer? I think ive played too many mods i only remember a burer in xlab.
  23:36:49  17 October 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333
Hi

I am really interested in playing this mod...I don t know why I haven't yet.

So if I get it correctly the latest ver is 2.4.2? some questions if anybody can answer:

1. Can I free play from the start? if yes, can i ignore main story and still the door to Bar will be open?
2. from what I understood population travels freely between maps so you can see monoliths in Gordon?
3. does the mod changes any graphics? I know about the weapons, I mean textures or shaders, maybe weather? (so that I can merge my own favourites)
4. Do Npcs run for cover when there is a blowout?
5.can you make a faction extinct through faction wars?

Much appreciate.
  03:59:57  18 October 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
 

Message edited by:
kyfohatl
10/18/2011 4:01:37
Messages: 36
@arapisuk: I'll tell you what I know

0. Yes, latest version is 2.4.2

1. Not sure.

2. Yes. Population free travels. If you install the Total Factional Warfare optional addon (comes with the mod), you'll see monolith (or any other faction) in cordon. Population still free travels without the addon as well - for example I've seen loners/duty members in cordon and then saw them later on at garbage - but within limits (for example monolith won't come as far as cordon, and will limit itself to more northern territories I think).

3. Yes. It has SKY Graphics and Photorealistic zone creatures. It also comes with a dynamic weather addon as well. So yeah, graphics and weather look much better with this mod.

4. Yes.

5. Not sure. I don't think there is any Shadow of Chernobyl mod that lets you do that. But I'm not sure on this one.

@xRatx: Thanks a lot man
  06:46:05  18 October 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
 

Message edited by:
kyfohatl
10/18/2011 6:55:03
Messages: 36
WARNING: incoming rant

@xRatx: After playing both your mod on it's own and your mod with the faction wars addon, I have to say that faction wars, or world dynamicness in general seems much more natural without the faction wars addon. Sure, there's less faction wars, but what conflict that is present seems much more "real" and consequential than what you get with the TFW addon. Maybe it was just a coincidence, or maybe it is because of the extreme spawn delay I get when using TFW, but here are some of my experiences (they all actually happened) that will hopefully show what I'm trying to say:

EXAMPLE 1:
with TFW addon: Remember the car park at cordon right? The one where you rescue Nimble. One time I was passing it as I was coming back from dark valley. I noticed a couple of loners in there, so I stopped by to sell those suckers some of the junk I had accumulated at dark valley. While doing that, a bunch of bandits spawned RIGHT THERE IN FRONT OF US, and killed both of the loners. I ran and barely got away.

Your mod on it's own (without TFW): Similar experience to the one above. I was at the car park trying to find a goldfish artefact for a side quest. There was a couple of loners camping there. Bandits did attack this time; but they didn't spawn right in the car park. They came from dark valley.

EXAMPLE 2:
Your mod by itself: I was walking around in cordon when I noticed a dead stalker at the eastern edge of cordon. I thought, "hmmm, I don't usually see stalkers wondering here. Maybe he wondered a bit too far and then got attacked by some mutants?" Then I went ahead to loot him, and strangely I noticed that there was nothing on his body. I thought, "that's wired, mutants don't usually loot bodies. Maybe it was bandits?" But then I immediately realised from my previous experience that in cordon, bandits can only be seen at two places: either at the end of cordon just before garbage or at the car park, because that's where they can spawn. So I headed north and on my way, I noticed a pack of dead mutants. From the blood stain everywhere, it seemed like bullet wounds. I kept on heading north (near where Fox is), where I found a dead Fox with a dead group of stalkers, all of which were already looted. I was really beginning to suspect that I was following the trail of a group of bandits. So I kept heading North and THERE THEY WERE! The bastards were looting another group of stalkers they just killed. I ambushed them and... I got killed (yeah, I suck). My own grenade bounced back off a tree and blew up right under my arse!

With TFW: I'm walking around in garbage where I pass a "spawn" point. A little camp just outside the large hanger at the bus-stop. Initially as I'm passing it, there is no one there. But then all of a sudden I get a lag, after which some stalkers spawn at the camp right in front of me... except the spawn is a fail because it spawned 2 duty, 1 freedom and 1 monolith, and they immediately start shooting each other.

I hope that with these examples you can see what I'm trying to say. I feel like TFW is trying to trick me into believing that the world is dynamic by simply randomizing spawns. The way I can tell is that with TFW, I rarely see those "trails" that I saw when following the bandits in my second example. All the action I see with TFW takes place very close to spawn points (at camps). Like when I see a group of stalkers at some camp with TFW, I think they probably just spawned there as I arrived. But with your mod on it's own, when I see a group of stalkers at some camp, I think that they made their way to that camp, not just spawn there. And if I follow the path they took to get to that camp, I could probably see the trails of their travel, maybe some mutants that they killed on the way. That's why I think your mod on its own proved a much more natural experience and is more consequential.

But then again, maybe that's just because of the spawn delay I get with TFW. Your thoughts?
  17:28:11  18 October 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333
@ kyfohatl thank you so much mate. I also enjoyed your story about the bandits trail I think I will enjoy this mod. Also from what you said it seems more to my taste without the faction war add on. Maybe if you get an answer to what you say it will make things clear.

the only question I still have is if i can ignore the main story. Anyone?

thanks in advance.
 
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