ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
New Level Changer 6

« Previous 10 events | 1 ... 4 5 6 7 8 9 10 11 12 ... 14 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  01:29:01  19 November 2010
profilee-mailreply Message URLTo the Top
motanut
Senior Resident
 

 
On forum: 03/09/2010
Messages: 327
Little help please, how can I extract and instal the mod ?

I downloaded the mod and when I try to install the .exe file I get this message : the filename, directory name, or volume label syntax is incorrect
I run windows7 64 bit.
  02:19:21  19 November 2010
profilee-mailreply Message URLTo the Top
rangda
Senior Resident
 

 
On forum: 12/20/2009
Messages: 359

---QUOTATION---
Little help please, how can I extract and instal the mod ?

I downloaded the mod and when I try to install the .exe file I get this message : the filename, directory name, or volume label syntax is incorrect
I run windows7 64 bit.
---END QUOTATION---



Assuming you are running English win7 the problem is the name of the EXe which has Cyrillic characters in it. Rename the exe to setup.exe or something similar and it will install. Note the setup screens will show junk characters as well.

The mod installs into compressed files in the mods folder instead of raw files in gamedata; make sure you use the compressed translation as well (or download an unpacker and unpack the files to gamedata your choice).
  02:50:40  19 November 2010
profilee-mailreply Message URLTo the Top
motanut
Senior Resident
 

 
On forum: 03/09/2010
Messages: 327

---QUOTATION---
Little help please, how can I extract and instal the mod ?

I downloaded the mod and when I try to install the .exe file I get this message : the filename, directory name, or volume label syntax is incorrect
I run windows7 64 bit.

Assuming you are running English win7 the problem is the name of the EXe which has Cyrillic characters in it. Rename the exe to setup.exe or something similar and it will install. Note the setup screens will show junk characters as well.

The mod installs into compressed files in the mods folder instead of raw files in gamedata; make sure you use the compressed translation as well (or download an unpacker and unpack the files to gamedata your choice).
---END QUOTATION---



thanks buddy
  22:41:12  21 November 2010
profilee-mailreply Message URLTo the Top
guren2147
(Novice)
 
On forum: 11/06/2008
Messages: 45
I would like to ask for the proper install procedure of Kolinkoff's translations,please.
(Just tring to make sure I am not going to do anything wrong.)
Shall I copy the folders and overwrite any files with the same names?
One more thing,is the translation file designed for ENG S:SoC ,
or RUS S:SoC?

Thanks in advance.
  03:59:40  22 November 2010
profilee-mailreply Message URLTo the Top
rangda
Senior Resident
 

 
On forum: 12/20/2009
 

Message edited by:
rangda
11/22/2010 4:00:58
Messages: 359
I posted some of this in the NLC5 thread as someone was asking about my attempt at cleaning up ballistics there. But I figured I'd include a status update here as well regarding trying to fix ballistics in this mod:

I have changed all of the weapons to use accuracy/wear rates from SmP 2.4 (the easiest way I had to get a hold of the Arsenal data). Everything has been working so far. My one qualm with it is that the guns are hyper accurate even when running opening the door to strafing. In SmP you don't know you're that they are that accurate because of the lack of crosshairs. I'm debating whether to take a shot at worsening the accuracy on the run or just leave it as is.

I've also had zero luck with grenade targetting so the NPC's still have heat seeking grenades that always land at your feet even if you run around a corner. Grenades in this mod are insta-kill, so a NPC throwing a grenade means you die unless you can get a physical object between you and the grenade to block the blast.

Regarding the mod itself I really like the direction they've taken with the story line. I also like the fact that you get new areas progressively as you go through the game. The low carry weights (I'm up to 45kg /w a stalker suit) help keep the game economy in check even though the barter economy isn't as brutal as AMK NS.

In agro underground he stuck a teleporter in the way of Strelok's hideout but the way you solved it was (IMO) much better than in NS. The story also took an interesting twist when you get into the hideout. One thing I greatly dislike is the author moving all the quests from the missions window to the diary. He seems to want to make the quests 'harder' by not having them show up as missions but he doesn't move/remove diary entries of missions you complete so that section of the diary gets very cluttered.

I do find a few other things very frustrating; the author really wants you to walk and not run; between the endurance that runs out instantly and all the invisible anomolies you have to walk everywhere throwing bolts in front of you constantly. I guess he feels that making you spend all this time moving from point a to point be heightens the tension, I find it to be frustrating and tedious. To me it feels like watching an action movie where the movie shows the hero, sleeping, getting up & eating, showering, shaving etc. in real time. I don't want to waste my time on watching my avatar walk, I want to get to the interesting and action filled parts of the game.

The mod author has made most of the mutants pretty much immune to weapon fire. When I first went into the Argro underground the bloodsucker was continuously killing me despite me putting 90-100 rounds into it. Checked the ltx and it had a weapon fire immunity of .02! I then checked the other files and pretty much every mutant outside of blind dogs and boars has a weapon fire immunity of .05 or lower. IMO these need to be set to more sane values but I'm not sure what more sane values would be. Anyone have the vanilla ltx files? In general mutant immunities are .1 or less for most things except fire which is mostly around .5. I think the intent is for you to have to get the flame thrower back from duty somehow (there is a mission early on to get the flamethrower for duty, reading the Russian forums somehow you get them to let you borrow it on occasion). This means that you'll be locked out of any area /w 'suckers, snorks, pseudogiants, and izloms unless you have the flamethrower.

The respawn rate is jacked up even higher than vanilla; encounters respawn once per day ore more frequently. There has been a chimera and controller(!) at the bar entrance at least once per day, which from a realism point of view is absurd. (It also turns the act of moving between garbage and the bar into something that takes an hour.)

In short I like the storyline, graphics, and game mechanics changes and pretty much hate everything else in the mod.

What would players (or potential players) of this mod like to see for game balance changes? Should I leave the weapons as is from SmP? Should I try to lessen accuracy when moving? Should I try to make mutants actually killable by assault rifles?
  04:44:05  22 November 2010
profilee-mailreply Message URLTo the Top
Pseudostomp
There is a strange beauty in The Zone.
(Resident)

 

 
On forum: 04/17/2010
Messages: 1196
Have you looked at how strong various types of ammo are? Maybe some types are very good (gun and ammo contribute to hitting power).

Saw a reference to the cheap ak ammo sold in Dark Valley. Quest guy wouldn't take it, the reason: "chinese caps for cartridges only inexperienced beginners can take... " from Syak.

Interesting the flamethrower is set to be a mutant killer. It may be guns are supposed to be crap in the early game. Read the AK104 is supposed to be very good in this mod (7.62 ammo?). Have you tried that one yet?
  05:58:45  22 November 2010
profilee-mailreply Message URLTo the Top
rangda
Senior Resident
 

 
On forum: 12/20/2009
Messages: 359

---QUOTATION---
Have you looked at how strong various types of ammo are? Maybe some types are very good (gun and ammo contribute to hitting power).

Saw a reference to the cheap ak ammo sold in Dark Valley. Quest guy wouldn't take it, the reason: "chinese caps for cartridges only inexperienced beginners can take... " from Syak.

Interesting the flamethrower is set to be a mutant killer. It may be guns are supposed to be crap in the early game. Read the AK104 is supposed to be very good in this mod (7.62 ammo?). Have you tried that one yet?
---END QUOTATION---



I've avoided the cheap ammo in dark valley, all of my ammo has been from trading vodka to the military or looting bodies (unlike AMK NS you get almost a full clip from corpses so ammo is not nearly as rare).

I haven't tried any of Sultan's guns yet as you need to trade one of the final artifacts from a combine path and the recipes are a lot harder to come by in this mod than they are in AMK NS. I suspect nobody will be getting any of those guns in this mod w/o getting very deep in unless they get really lucky.

I haven't compared the ammo damage ratings vs. other mods to see what they are like. However SmP statted AK74's and AK94's have no trouble dropping military in heavy armor in 2 bursts or so. If I left monster damage resist at 98%, in order for weapons to have any effect at all they'd kill everything else in 1 shot. Because the resist is so high I'm not expecting any weapon to drop mutants all that well. If high end 7.62/9.39 guns are strong enough to drop targets with 95%+ damage resistance then I'd still argue that balance is broken as you'll wade through all the human targets far too easily. But I will check the ammo damage values to see what they are like.

I think it really boils down to whether you want to follow the author's vision of needing the flame thrower to play with mutants or whether you want to be able to use guns. The flamethrower is 6kg; given the very low carry weights if you carry that you'll be very light on ammo and other supplies. (Right now I have a 45kg weight limit and carry 2 medkits, 8 bandages, 200 pistol rounds, and 250 assault rifle rounds (over what the vest holds). That plus the vest plus some food gets me to ~35kg. (I don't carry the repair kit or a sleeping bag.) That leaves me room to pick up and carry quest items (which so far are 3-15kg). The extra 6kg of load would make my current loadout very tight.
  16:45:08  22 November 2010
profilee-mailreply Message URLTo the Top
kolinkoff
(Novice)
 
On forum: 03/25/2010
 

Message edited by:
kolinkoff
11/22/2010 16:55:02
Messages: 32

---QUOTATION---
I would like to ask for the proper install procedure of Kolinkoff's translations,please.
(Just tring to make sure I am not going to do anything wrong.)
Shall I copy the folders and overwrite any files with the same names
---END QUOTATION---



Which NLC6 version you got, gamedata version or Installer version?
If installer version then download:
http://www.sendspace.com/file/4pn3hm
Then Copy/Move nlc.xdb6 into mods folder.

For gamedata version:
http://www.sendspace.com/file/3plpj7
Copy and Overwrite all existing files.


---QUOTATION---
One more thing,is the translation file designed for ENG S:SoC ,
or RUS S:SoC?
---END QUOTATION---



It's designed for ENG S:SOC

I've uninstalled the mod some time ago, main reason was it's lags like hell, ballistic and weapons are %#¤!"%¤!". I even deleted usless stuff like textures, shaders etc, seems it helps. I'm not needing it because i'm playing it low setting anyway. If anybody wanna continue with the translation you got my blessing. One more thing, not all the weapons description are not translated and there are wrong statistic aswell.

From deafault amk mod:
To kill bloodsucker you need to shoot from side or back to hit the brain, in this case he will be killed for sure. Someone suggested use knife to kill bloodsucker.
Dog vulnerable place - paw.
Boars - belly... not sure but they get down pretty fast.

I'll better play Full Realism Mod by Wolkolak which has all the elements (with New Level Changer 5 also) and you able to kill guy even with simple PM pistol. It's way more hardore
Also I wanna try out Mod called "AMK 1.4.1. NLC 5.07 NC3 Soljanka from Wawka".
  17:04:35  22 November 2010
profilee-mailreply Message URLTo the Top
mrjingo
Senior Resident
 

 
On forum: 03/21/2007
Messages: 150

---QUOTATION---

Which NLC6 version you got, gamedata version or Installer version?
If installer version then download:
http://www.sendspace.com/file/4pn3hm
Then Copy/Move nlc.xdb6 into mods folder.

For gamedata version:
http://www.sendspace.com/file/3plpj7
Copy and Overwrite all existing files.

---END QUOTATION---



Do you have a link for the full gamedata version?
Thx
  18:19:18  22 November 2010
profilee-mailreply Message URLTo the Top
Pseudostomp
There is a strange beauty in The Zone.
(Resident)

 

 
On forum: 04/17/2010
Messages: 1196
kolinkoff , Sorry to hear you uninstalled this mod. Been waiting for you and Rangda to do all the hard work, so I could play a better game. Still following NLC6 posts in the Russian forums.

Been playing and enjoying the version lowduck recently translated, AMK 1.4.1. NLC 5.07 NC3 Soljanka from Wawka. Does that Full Realism Mod by Wolkolak have an english version?

"I've uninstalled the mod some time ago, main reason was it's lags like hell, ballistic and weapons are %#¤!"%¤!"...."

Rangda, How are the shotguns in this mod? Do they suck too? I was a big fan of shotguns and flamethrowers for mutants in the NS mod.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.