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Stalker Downloads > Mods > Singleplayer:
Faiakes Mod (2.1.2)
Filename: stalker_faiakes_v212.exe


Size:
Version:
Developer:
Downloads:
Date Added:
Type / Category:
131.5 MB
2.1.2
Faiakes
5343
05-21-2007
Mods > Singleplayer


Average User Rating: 8.2
Number of Votes: 35
Related Files:
Latest 5 Mods > Singleplayer:
- A basic russian mod (1.4)
- ClearSky EnGraphos Mod (0.5)
- Real Reputation (1)
- Master Mod Patch (1.1)
- Minigraph (Final)

5 Other Files by Faiakes:
- Faiakes Mini-Mod (1.0)
- Faiakes Mod Patch (2.3)
- Faiakes Mod (2.3)
- Faiakes Mod Patch (2.2)
- Faiakes Mod (2.2)

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Faiakes Mod (2.1.2) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Tech: 10
Quality: 9
FunFactor: 9
Creativity: 9
Installation Instructions: 9

Overall Rating: 9.2

Description:
Whats the best thing to hit the S.T.A.L.K.E.R. Community since S.T.A.L.K.E.R. itself? Faiakes Mod.

Its a brilliant mishmash of the best and most popular mods out there and you NEED it.

The latest changes and additions are:

Quote:
- Added Bolm's OLMod v1.1 (partial)
- Added jjwalker's Float32 mod (v1.5157 + cumulative patch)
- Added Moshpit's X-46 Advanced Battlearmor Suit v2.0 (modified, replaces Keberos Suit)
- Added Parabellum9x19's Napalm and Phosphorus Grenades mod (modified)
- Included save's UI mod v1.1
- Added Giv_em_hell's GhillieSuit Svd mod v1.0 (suit only)
- Added YoJimbO's Improved Metal Bump Maps mod
- Added YoJimbO's Improved Stone Bump Maps mod
- Added YoJimbO's Improved Concrete Bump Maps mod
- Added YoJimbO's Improved Vehicle Bump Maps mod
- Added YoJimbO's Improved Ground Bumpmaps mod
- Added Digital Junkie's bar stairs poster
- Added Digital Junkie's custom menu screen
- Added Digital Junkie's UAZ skin
- Reduced crosshair size by a third
- Toz34 range decreased to a reasonable 70m
- Toz34 damage corrected (game error, not the mod) to 0.7 and then increased to 1.0
- Toz34 impulse set to 600 (for more fun)
- RG-6, you can now sprint while holding it
- Night-vision made completely silent. Enemies will not detect you because you're using it (massive difference!)
- Managed to get '&' back into weapon descriptions but not in the in-game descriptions yet
- Updated the Guide due to more expensive prices






  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Faiakes Mod (2.1.2) - Screenshots  
Screenshots:
Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge Click to enlarge


Faiakes Mod (2.1.2) - Readme  
Readme File:
Stalker Faiakes Mod v2.1.2



#################################
---------- Description ----------
#################################

Finding S.T.A.L.K.E.R. too frustrating and slow?

This mod tries to bring the game closer to the FPS genre.




####################################
---------- Major features ----------
####################################


- Buy more items from traders
- Rifles fitting the handgun slot
- Dream and avoid night time
- More usefull interaction with NPCs
- Better skins for weapons & items
- More gruesome blood effects
- Drive yourself around in vehicles
- Tushkanos spawn more often and in multiple regions
- More realistic detection by Army, Bandits, Stalkers
- Stalkers more likely to see items and pick them up
- Lots of Quests fixed and reenabled
- Reputation rewards reenabled
- Torch that shines further and wider
- Smaller Inventory grid
- Non-degrading Armour and Weapons
- Reliable (non-misfiring) weapons
- Side-quests without a time limit
- Carry higher load
- Add more to weapons
- More realistic nights and weather
- Text on the map
- Better English text dialogues
- Accurate & Realistic weapon descriptions




################################
---------- Changelog ----------
################################

2.1.1 -> 2.1.2

- Added Bolm's OLMod v1.1 (partial)
- Added jjwalker's Float32 mod (v1.5157 + cumulative patch)
- Added Moshpit's X-46 Advanced Battlearmor Suit v2.0 (modified, replaces Keberos Suit)
- Added Parabellum9x19's Napalm and Phosphorus Grenades mod (modified)
- Included save's UI mod v1.1
- Added Giv_em_hell's GhillieSuit Svd mod v1.0 (suit only)
- Added YoJimbO's Improved Metal Bump Maps mod
- Added YoJimbO's Improved Stone Bump Maps mod
- Added YoJimbO's Improved Concrete Bump Maps mod
- Added YoJimbO's Improved Vehicle Bump Maps mod
- Added YoJimbO's Improved Ground Bumpmaps mod
- Added Digital Junkie's bar stairs poster
- Added Digital Junkie's custom menu screen
- Added Digital Junkie's UAZ skin
- Reduced crosshair size by a third
- Toz34 range decreased to a reasonable 70m
- Toz34 damage corrected (game error, not the mod) to 0.7 and then increased to 1.0
- Toz34 impulse set to 600 (for more fun)
- RG-6, you can now sprint while holding it
- Night-vision made completely silent. Enemies will not detect you because you're using it (massive difference!)
- Managed to get '&' back into weapon descriptions but not in the in-game descriptions yet
- Updated the Guide due to more expensive prices





##################################
---------- Installation ----------
##################################


1. Double click the file. It self-extract. Extract it anywhere you like (it is NOT an installer).

2. Place: gamedata (folder) + UImod (exe) + uicontainer (folder) in:

...\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl

Do whatever you want with the other files.


======= NOTE =======

1. Do not expect that your old saved games will work with this mod. Just to be safe, keep my old gamedata folder somewhere before you try the new one. If the game crashes to the desktop either continue to use the old one or start a new game.

2. The Stalker Faiakes mod is meant for Master level only. Otherwise it makes the game too easy.

3. Requires patch 1.0003 to work and enable all features.

4. Some mods (e.g. Vehicles mod) need some tweaking to be activated. Please read the respecitve ReadMe file of that mod, which is in the 'All Other ReadMe' folder. I get seriously annoyed when asked questions whose answers can be found in the ReadMe.

5. If you can't get this (or any other mod) to work, you just need to modify the file fsgame.ltx, which is in the same folder where you placed the gamedata folder of this mod.

Simply, right-click on fsgame.ltx, choose 'open with', click the bottom option 'Choose Program...', select Notepad from the list, check the option below to always open that type of file with Notepad and then click 'OK'.

Open the file and the second line will look like this (a bit more spread apart but ignore that):
$game_data$ = false| true| $fs_root$| gamedata\

Replace the first 'false' with a 'true' and the whole thing should look like:
$game_data$ = true| true| $fs_root$| gamedata\

Save, close and you'll find that all your mods work fine now.




#############################
---------- Credits ----------
#############################

Mods: Contributions:


>>> In alphabetical order:


174@2ch for: Jin-Roh Mod v1.0

Ab@dDon for: Dream Mod v1.1

Balnazzar for: Trader Mod v1.1

Balnazzar for: Retexture Mod v1.0

Balnazzar for: Transport Mod v1.0 + Patch

Bolm for: OLMod v1.1

Breda for: l86 blood texture mod

broken181 for: Silent Silencers mod v2.0

Ceano for: UAZ Jeeps vehicle Mod 1.1

Cryomerk for: Reskin Pack #1 (G36/Sig550/AKM74)

dDefinder for: Improved Sound Effects v0.9 mod

Digital Junkie for: Menu screed

Digital Junkie for: UAZ skin

Digital Junkie for: Bar stairs poster

FacTor-X for: Gaus Rifle skin

FacTor-X for: Re-Skinned Hands/Gloves mod

Gamerush for: Flashlight Range Mod v1.0001

Giv_em_hell for: Real World Weapon Reskins mod v1.07

Giv_em_hell for: GhillieSuit Svd mod v1.0

Gohda for: Retextured AK-74u and AK-74 mod

Gohda for: Retextured USP - Stainless Steel Slide

Gohda for: Retextured Winchester 1300 - Wood Parts

Gohda for: Retextured PM and PB (1.0)

Gohda for: Retextured Groza (1.0)

giv_em_hell for: Advanced World Weapons mod v1.0

gordon-X for: Harmonica mod

gullgotha for: No1DegradeUniqueWeapons Mod Version v1.0

gullgotha for: NoDegradeNormalWeapons Mod Version v1.0

gullgotha for: Endurance Mod Version v1.1

H4wk for: Monster Energy Drink mod

Heru for: Girl TV mod

jjwalker for: Float32 mod v1.5157

KnifeInFace for: High-res Smirnoff Vodka mod

KnifeInFace for: High-res Food mod

Kyodan for: Real Gun Names mod v.3

Lexx for: Antigas Armour Mod v4.1

Lokbomb for: Viper to Pistol Slot Mod

Mattressi for: Gritty Chrome Desert Eagle re-skin v1.0

Moshpit for: X-46 Advanced Battlearmor Suit v2.0

Mtang for: Annoying Audio Fix v1.3

NAMAYU for: Multicam style Stalker suit skin mod

Ozne for: Cigarettes mod

Parabellum9x19 for: Napalm and Phosphorus Grenades mod

Phaedin for: Siren sound

PiIsARational for: No time limit on quests Mod v0.01

PiIsARational for: Armour Decay Mod v.01

Pseudoant for: HUD & Blood MOD v1.3

Save for: Carry mod v3.0

save for: UI mod v1.1

SGHi_app for: miniPDA replacement mod

Superfly for: Items skin pack mod

Swifty Magee for: Additional Add-ons Mod v1.0

tharawdeal/onionradish for: Raw Onion Revamp Mod (1.03

TheVoodoo for: Weather Overhaul Mod 1.01

TREG for: Zombified Stalker Skins (v1.0)

Underwhelmed for: Weapon Damage Mod

Warpig for: Mp5/Viper upgrade mod

Warpig for: Sign Bar 100 mod

YoJimbO for: Improved Metal Bump Maps mod

YoJimbO for: Improved Stone Bump Maps mod

YoJimbO for: Improved Concrete Bump Maps mod

YoJimbO for: Improved Vehicle Bump Maps mod

YoJimbO for: Improved Ground Bumpmaps mod

YourMessageHere for: STALKER Realistic-looking Weapon Pack

ZanderArch for: Advanced mapping system v1.5 mod


All changes, beyond what the credited mods originally offered, are mine.
All changes, not credited to a specific modder, are mine.


======= Special thanks =======

/////////////////////////////////
////////// THE TEAM /////////////
/////////////////////////////////
FacTor-X (skins, textures) //////
/////////////////////////////////
Digital Junkie (skins, tecxtures)
/////////////////////////////////
madmax17 (scouter) //////////////
/////////////////////////////////
giv_em_hell (skins, textures) ///
/////////////////////////////////
Swifty Magee (code) /////////////
/////////////////////////////////
Tarrask (beta tester) ///////////
/////////////////////////////////

and to:

>>> niphty
From the FileFront forums, who showed me how to add & edit icons, for the Double-mini-Weapons mod and more.

>>> ZanderArch
For discovering where those stupid weapon icons were in the first place.

>>> Broken181
For fixing the blood textures not working with past, scripted blood marks and for tactical game advice.

>>> lahvan
For letting me know hot to increased weapon dispersion while moving (it pays off to crouch now)

>>> GSC
For their support to the modding community.




##############################
---------- Contents ----------
##############################

1. Folder: gamedata -> the mod folder (see Installation)

2. Folder: All Other ReadMe -> The ReadMe files of each mod used in mine

3. Pictures: various -> screenshots showcasing features of the mod.

4. Text files: various -> ReadMe, Guide, Licence and Changelogs




#######################################
----- Changing/Using this mod ---------
#######################################


======= Altering load capacity =======

Go to: gamedata\config\

Open file: system.ltx

Find line: max_weight = 300

Change to the number you prefer then, go to: gamedata\config\creatures

Open file: Actors.ltx

Find lines:
max_item_mass = 300
max_walk_weight = 300

and apply the same number as with max_weight.



======= Vehicles =======

Bring up the console (press`)

Then type: bind turn_engine kw

(where w is the keyboard key you'd like to use).

With the Use jey you can go into the vehicle

With [W] you start the engine.



======= Skins =======

If you don't like Weapon skins, just go to: ...\gamedata\textures\wpn

and delete accordingly.



======= Weapon Reliability =======


1. Go to: gamedata\config\weapons

2. Open any weapon file with Notepad

3. Find parameter: misfire_probability = 0.0000

4. Change back to original figure (see list below)

Original misfire data:

abakan = 0.0050
ak74 = 0.0030
ak74 = 0.0030
beretta = 0.0050
binoc = 0.0001
bm16 = 0.0030
colt911 = 0.0030
desert eagle = 0.0030
fn2000 = 0.0050
fort = 0.0030
g36 = 0.0030
gauss = 0.0001
groza = 0.0030
hpsa = 0.0050
knife = 0.0000
l85 = 0.0030
lr300 = 0.0030
mounted = 0.0001
mp5 = 0.0030
pb = 0.0050
pm = 0.0030
rg6 = 0.0030
rg7 = 0.0001
sig220 = 0.0050
sig550 = 0.0030
spas12 = 0.0050
svd = 0.0050
svu = 0.0050
toz = 0.0050
ups = 0.0050
val = 0.0030
vintorez = 0.0050
walther = 0.0050
wincheaster1300 = 0.0050



======= Armour Degrading =======

1. Go to: gamedata\config\misc

2. Open file 'outfit' (for normal armours) or 'unique_items' (for unique armours) with Notepad

3. Find parameters:

[sect_novice_outfit_immunities]
burn_immunity = 0 ;0.xxx
strike_immunity = 0 ;0.xxx
shock_immunity = 0 ;0.xxx
wound_immunity = 0 ;0.xxx
radiation_immunity = 0.00
telepatic_immunity = 0.00
chemical_burn_immunity = 0 ;0.xxx
explosion_immunity = 0 ;0.xxx
fire_wound_immunity = 0 ;0.xxx

and change the zeros to whatever values follow the ';'



======= Dispersion =======

1) fire_dispersion_base

This is the weapon's bullet spread. Can be found at:

...gamedata\config\weapons\**name of weapon**

and

...gamedata\config\misc\unique_items

Example: fire_dispersion_base = 0.20 (lower is better, 0.0 = 100% accurate)



I have only reduced the dispersion of 3 weapons. Below are their -original- figures:

FN F2000 (config\weapons\w_fn2000) = 0.20
Gauss Rifle (config\weaponsw_gauss) = 0.01
Groza 5.45 (config\misc\unique_items) = 0.18

And I have increased the dispersion of 1. Below is its -original- figure:

Silenced Mp5 (config\misc\unique_items) = 0.15




2) PDM_disp_base

This is the added spread because of your movement. Can be found at:

...gamedata\config\weapons\**name of weapon**

Example: PDM_disp_base = 2.0 (lower is better)

Original value was 1.0 (for almost all weapons).



======= Other Mods =======

The best way to do that is for you to download that mod, see the files it has and try to remove them from my mod. I say 'try' because you should only do that after you have read the ReadMe of that mod and you can be certain that they don't use common files which I merged. Otherwise the mod will crash.




##################################
---------- Bugs, Issues ----------
##################################

1. Saved games will not necessarily work. The changes in some versions simply require a new game to be started.

2. There is an issue with the game (not the mod). You have to have Antialiasing all the way to the left (off) otherwise the crosshair disappears.

3. If you have too many things for the trader and your items turn red, quicksave, quickload and you can trade again. Unfortunately, this is one of the disadvantages of making the traders offer so many things.




###############################
---------- Copyright ----------
###############################

1) You may modify this mod.

2) You may distribute it.

3) You may NOT include it into your mod unless you receive my explicit permission.

4) If you have included it in your mod, then you HAVE to credit me & the respective modders (see credits).

5) You may NOT charge money for it (apart from --minimum-- shipping & format costs (e.g. CD sent through post). Any overcharging for posting will be be considered as an attempt to make a profit out of the mod.

6) 'Handling' or 'packaging' charges will be considered as an attempt to make a profit out of the mod.

Failure to comply with (3), (4), (5) and (6) will result in a request to the hosting website that you be banned (and the mod be taken down) and/or to legal action against you and/or the website, should either have engaged in a profit making activity.




#############################
---------- Contact ----------
#############################

Faiakes

faiakes@hotmail.co.uk


Faiakes Mod (2.1.2) - File Download Options  
Primary Download Locations:

 
Name:
Location:
Provided by:

Worldwide Mirror by FileFront
USA Central
FileFront.com

Download from Worldwide Mirror by FileFront Download Now! usa - USA Central
 



Faiakes Mod (2.1.2) - User Comments  
The following comments are owned by the user that posted them. StalkerFiles is not responsible for their content.

Total comments: 342 | Last comment: 10-28-2007 at 03:53

 #1 - Posted by: dannyboy01 (Member) on 05-21-2007 at 07:30
wow faiakes, you keep chucking em out. anything in this one you'd recommend updating for over 2.1.1? i really hope i don't have to restart again like the last few i've tried. wink

 #2 - Posted by: Michael_Mkoll (Member) on 05-21-2007 at 07:38
Nice job there Faiakes.

Just wondering, what parts of Olmod have you included? I really liked the themed traders bit.


 #3 - Posted by: Michael_Mkoll (Member) on 05-21-2007 at 07:39
Sorry for double post, but have you considered adding in the Ghost and Fang AK74u's and Strelok's SVD?

 #4 - Posted by: Faiakes (Member) on 05-21-2007 at 07:52

@ Michael_Mkoll
I've added the extra missions, tweaked AI, reward system, added dreams, extra trader music and a couple more things but no Emporikon Mod.
My trader files are well tuned as they are.

@ dannyboy01
I don't think a restart is necessary. It should be compatible with old saves. Thry it and let me know.

AS ALWAYS:

- Please report bugs, issues only here (Don't bother in the forum)
- Please suggest options for the installer version


 #5 - Posted by: Michael_Mkoll (Member) on 05-21-2007 at 08:02
Ah. Fair enough. I dislike the being able to buy everything from everyone thing though. Oh well, off to mixing mods for me.

 #6 - lol - Posted by: DigitalJunkie (Member) on 05-21-2007 at 08:25
I think the main menu is the better than the game lol just j.k. I made a new AKSU and SPAS - 12 for the Fallout mod, Maybe you should ask Sabbath if you can use it too?

 #7 - Posted by: Paco_el_Taco (Member) on 05-21-2007 at 08:32
i still cant find the line in the USER ltx file where you turn on infinite rubles. im in the right area with Screen shots but cant find that line. any help anyone>?????

 #8 - Posted by: Faiakes (Member) on 05-21-2007 at 08:54

@ Paco_el_Taco
I haven't found that either. Whoever suggested it, can you please give details?


 #9 - Posted by: Little_Man_Green (Member) on 05-21-2007 at 09:03
I said in that in your last mods posts, but then realised I had made an error and I posted my regret in that mod's comments. Sorry about the confusion.

 #10 - Posted by: Little_Man_Green (Member) on 05-21-2007 at 09:05
There is other stuff you can change in there, like the enemy ai. And god mode.

 #11 - Posted by: dannyboy01 (Member) on 05-21-2007 at 09:13
@faiakes: thanks m8, downloading now and i'll let you know what happens.

 #12 - Posted by: Faiakes (Member) on 05-21-2007 at 09:20

By the way the Kerberos groza has beed modifed too (forgot to add in the readme)

Both the Kerberos Groza and the G-46 have the same stats, the difference being the ammo.


 #13 - Yes - Posted by: psybunny (Member) on 05-21-2007 at 09:28
Yes in fact it is compatible with save games and !.003.i just tried it an an POW runs like a charm!now i need my 8800gts to get here a.s.a.p. so i can enjoy the tastiness that is faiakes mod in all its glory...an not in dynamic lighting.... the best mod out for S.T.A.L.K.E.R. P.E.R.I.O.D. thank you for the great work ...i think GSC gameworld owes you a job!!Pimp!

 #14 - Posted by: Faiakes (Member) on 05-21-2007 at 09:31

Thanks psybunny

My apologies for the lack of screenshots. I didn't format all of them properly. I have resent them, hopefully they will be up and running soon.


 #15 - 8800 GTS 320 + 640 Performance - Posted by: Faiakes (Member) on 05-21-2007 at 09:39

RIGHT.

I have tried both and currently own the latter one.

There is no point in getting either of these unless you have 2GB of RAM and a Core2Duo (or really high AMD ~ 2.6GHZ and above).

Both cards are great (and overclock like crazy - check http://www.hardforum.com/showthread.php?t=1191797).
However, your CPU ends up being a bottleneck and you won't see the performance these cards can give you.

I am running an AMD X2 3800+, overclocked with 2GB of Redline DDR at:

9 * 275 = 2475 GHz (3-3-2-8 timings) and my CPU is still a bottleneck frown

I'm getting a better heatsink and will attempt to overclock it to 2.75 - 2.80 and see if that improves my frames. I'll report back here in a few days.


 #16 - crap - Posted by: psybunny (Member) on 05-21-2007 at 09:54
i thought as much ah well ive procrastinated long enough on the duel core upgrade anyway so ill start pricing now....its worth it by the way,i bought this comp for HL2 an shes seen some action...time to build a box for S.T.A.L.K.E.R., Crysis an so forth...thanks so much for all that you do for us ....

 #17 - Posted by: Faiakes (Member) on 05-21-2007 at 10:08

You don't necessarily need dual core. Stalker is not really dual core.

Dual core game programming is really hard to achieve and it is will be another year or two before they manage it properly.

What you do need is either highly efficient CPU (Core2Duo) clocked high or even higher clocked single core (AMD FX), and 2GB or RAM !


 #18 - roger that - Posted by: psybunny (Member) on 05-21-2007 at 10:14
im up to 2 gigs of ddr2 ram...pent 4 3.o ghz processor any articles that you may be aware of that would help in the way of O.C. tutorials would be Swank!

 #19 - Posted by: Faiakes (Member) on 05-21-2007 at 10:17

As in Hilary Swank? She is not bad!

Anyway, google ' overclock yourprecessor ' , that is the best way to find info. Likewise for your RAM. You need to learn about RAM timings etc.


 #20 - dood - Posted by: psybunny (Member) on 05-21-2007 at 10:37
!!muchas gracias Senior!!!now i got reading ....im gettin my but to work

 #21 - where you been - Posted by: giv_em_hell (Member) on 05-21-2007 at 10:44
havent seen you in the forum," been busy you have......... yessss....hmmhehehe.".

 #22 - Screenshots - Posted by: FFxSTALKERx (FileFront Network Admin) on 05-21-2007 at 10:49
Sorry bout not getting the shots up earlier.... i was late for work

 #23 - Posted by: Dark_Diablos (Member) on 05-21-2007 at 11:06
Whoa Another one... i hate missing out... good job lol

 #24 - Posted by: farcrychris (Member) on 05-21-2007 at 11:47
I checked around on OLMod's page here on Filefront but I don't see a description for what the "killer" in that.ltx file I mentioned earlier is for. But I think it may be an NPC since I see "novice, experienced, veteran, master" after the = sign.

 #25 - Posted by: gunslinger49 (Member) on 05-21-2007 at 11:52
ok running us version pacthed to .3 and 2.1.1. updated to 2.1.2 and ran last save with no problem. FYI all you guys that think the gauss rifle is too expensive. Found a fun way to get one. Just kill the leader of freedom, you'll have to wipe out the entire base, but the weapons keeper carries a gauss! Youll also have access to thier armory and a $hit load of supplies. BTW the guass will show broken, but no worries it works fine. Rock big grin cool

 #26 - Posted by: Faiakes (Member) on 05-21-2007 at 11:53

@ giv_em_hell
Indeed I have! mmmmhahahahaha
It took me all day sunday. I was yawning at work today....

@ farcrychris
I suggest asking Bolm directly.


 #27 - Posted by: Faiakes (Member) on 05-21-2007 at 12:00

@ gunslinger49
Good tip but to improve it further...just place an explosive in front of him, shoot the explosive only, you kill him but not get blamed for it so no need to fight everyone wink

you can steal anything from anyone this way.


 #28 - Posted by: MrShotgun (Member) on 05-21-2007 at 12:28
Nightvision still makes noise.

 #29 - Posted by: Faiakes (Member) on 05-21-2007 at 12:44

@ MrShotgun
You have got to be joking right?
Are you saying that when you stand still with nightvision on there is noise registered?

TO ALL
If the mod is not working check whether there is another gamedata folder within the first one.


 #30 - Question about New Features... - Posted by: Thunderknight (Member) on 05-21-2007 at 13:01
Guess who again? smile

First off, I just want to let you know that for whatever reason, the problem I had earlier just went away! I don't know what got added or taken away in this version, but the mod plays as smooth as ever now!

Secondly, I got a question. You say that you added Napalm and Phosphorus grenades, yet I don't see them for sale at the trader.

Are they for sale at the trader? And if not, where can I find them?

Keep up the good work! Pimp!


 #31 - Oh, and one final suggestion... - Posted by: Thunderknight (Member) on 05-21-2007 at 13:08
**** my double postage...

I'm wondering if it would be possible to add a flame thrower to this mod? I mean, hell, the game has great fire effects. Wouldn't it just be a matter of editing it so that you fire (no pun intended) the flames that come from the burner anomaly (or poltergeist)?


Last double post, I swear... There really needs to be an edit button of some kind...


 #32 - Posted by: Faiakes (Member) on 05-21-2007 at 13:13

@ Thunderknigh
Great! Another bug squashedRock
I'm feeling very Starship Troopers!

What do you mean you can't find them mad I am standing in front the eco lab guy in Yantar and they are in between the regular grenades.

I don't know how to do that (I know how to add it though big grin )


 #33 - Posted by: gunslinger49 (Member) on 05-21-2007 at 14:46
@ Faiakes
I know but I love the battle with freedom, since I don't do the job that will get me in trouble with duty, after I get all the jobs I can from the leader, i could not resist the urge to blast him in the face with my shotgun big grin Man that was a fight, took me a few hours last sunday Rock Some times it really good to be really bad, noDevil!


 #34 - Posted by: Faiakes (Member) on 05-21-2007 at 14:54

@ gunslinger49
Originally, when I first reached that area I went along with Duty and helped them break in. I even took out the Leader. But once you clear the area once you need to skip town as new Freedom NPCs keep on coming (that was before 1.0003 anyway...I don't know what happens now).

If you gone hostile to Freedom it means you have to fight every time you want to cross into the Red Forest....


 #35 - Hey Faiakes - Posted by: Seronx (Member) on 05-21-2007 at 15:18
The Health Menu and Ammo Stuff disappeared on me frown i hate press "i" all the time just to see how much ammo i got


Everything else is fine it increase my 35fps to 75fps(On High with 8800GTS)

Dynamic sky at Last big grin


 #36 - Posted by: Faiakes (Member) on 05-21-2007 at 15:30

@ Seronx
This is not happening on my end. Did you fool around with the UI mod?


 #37 - Nope - Posted by: Seronx (Member) on 05-21-2007 at 15:46
I went in extracted the gamedata thing and lay the game normal nice green text for mod and i came in hmm seeing where is my health bar? ohh crude there is none >> i go on with my life i get the bandits place with nimble and die >> so yep i have nothing in the interface and i didn't mess with anything

 #38 - Posted by: Faiakes (Member) on 05-21-2007 at 16:00

Well, if no one else reports this, it must have something to do with your system.


 #39 - Posted by: Broken181 (Member) on 05-21-2007 at 16:08
I guess I didn't make it in time telling you I sent the sign lol, sorry once again about that Faiakes, it slipped my mind with all the stuff going on here lately.

 #40 - Posted by: Seronx (Member) on 05-21-2007 at 16:26
madmadmad Why is it always my fault ???(My System)

 #41 - RE: Napalm Grenades - Posted by: Thunderknight (Member) on 05-21-2007 at 17:24
Well, I was looking at both Trader's (Sirdovich and Barkeep) inventories, but perhaps only the ecologist in Yantar sells them? I'll double check.

 #42 - Posted by: TheGreyKnight (Member) on 05-21-2007 at 17:25
YES! THANK YOU FAIAKES! I LOVE YOU!

Two Thumbs Up! Rock Two Thumbs Up!

*kisses*

And you added the X-46! Thank you again!


 #43 - Posted by: farcrychris (Member) on 05-21-2007 at 17:56
IMO, I don't think Trader or Barkeep should be carrying the gauss rifle/ammo or exoskeletons o.o;;

Also, why not have Duty NPCs spawn in the Army Warehouses area?

Does anyone even use the explosive items? I don't (except grenades).


 #44 - Minigun's and blowouts!!! - Posted by: Thunderknight (Member) on 05-21-2007 at 17:57
Well, I know I said my last double post would be the final one...

However, after doing a little searching, I came across this little bit of info regarding a minigun that was supposed to be in the game, but for some reason, was cut.


http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en


None of the others could get it to work, sadly. However, I'm posting it here in the small, disillusioned hope that maybe, just maybe, someone could get it working.

Check the topic for the necessary files and information.

Good luck (if you decide to use it that is...)

Also, while doing some MORE digging, I found that another person is trying to create a mod so that blow-outs are created randomly in the different areas...


http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en


Perhaps you can give these people a hand?


Best of luck, whatever you decide to do!


 #45 - Posted by: TonyMontana031 (Member) on 05-21-2007 at 18:08
ok faiakes, i downloaded the file and extracted it to my desktop, i opened the file and found a bunch of pics and readmes, but the only real files contained in it are the "all other Readmes" and the gamedata files. i tried copying the gamedata file into my STALKER files, i allowed it to overwrite all the necessary files, and tried to play the game. my problem is that even after starting a new game, im still only playing your last mod, not the new one. any ideas??? oh, and i did read the installation readme, and still couldnt find anything to help with my problem.

 #46 - Posted by: gunslinger49 (Member) on 05-21-2007 at 18:11
@ Faiakes
FYI I finally decided to go for the anttennas and when I approched the red forest the freedom guys were not hostile to me, in fact I got the protect the boarder mission and even got the reward! I was tempted to blow them away for being such a$$holes. But I figured leave well enough alone, I'll be comming back that way soon. Rockeek!


 #47 - Posted by: TonyMontana031 (Member) on 05-21-2007 at 18:12
oh and can someone PLEASE tell me of another site where i can find STALKER mods??? i dont think that it would be breaking rule #6, since its not advertising now that i asked. it would be greatly appreciated.

 #48 - Posted by: TheGreyKnight (Member) on 05-21-2007 at 18:17
damn. the ammo is STILL overpriced. not to pressure you or anything, but have you found out the cause of the ammo prices? my game is unplayable until it can be fixed.

 #49 - Posted by: TonyMontana031 (Member) on 05-21-2007 at 19:11
ok, now this is odd, i installed Petes weapon retexture mod and now your mod works just fine. the exception being that the menu screen is a little messed up, but i can still get it to do what i want

 #50 - Posted by: KIJIN (Member) on 05-21-2007 at 19:30
The new Menu is the UI mod, I take it? Is there any way to disable it? I'm experiencing a graphical anomalies w/ it (Namely, the game menu). Thanks for the new mod, BTW!

 #51 - Posted by: Seronx (Member) on 05-21-2007 at 19:33
I'm dling the stalker thing again

 #52 - Posted by: MrShotgun (Member) on 05-21-2007 at 19:51
Yep, just tested it again. The NV is still very loud. Tried it with stalker suit.

 #53 - FFS, I really need to mention all this in one post... - Posted by: Thunderknight (Member) on 05-21-2007 at 19:57
Yeah, after hauling **** to the Trader, I still don't see the Napalm + Phosphorus grenades...

I wonder why? Cry


 #54 - Posted by: TheAntiPirate (Member) on 05-21-2007 at 20:18
@ KIJIN

Yeah my main menu was really screwed up too, go to "gamedatatexturesui"
then delete the file "ui_mainmenu.dds"

That should fix it up, worked for me.


 #55 - Posted by: TheAntiPirate (Member) on 05-21-2007 at 20:20
"gamedata > textures > ui"

Apparently this comment board doesn't like slashes.
Sorry for the double post.


 #56 - vianet - Posted by: vianet (Member) on 05-22-2007 at 00:24
tell me faiakes this mod will also work with version 1.0001 right ?

 #57 - Posted by: dust_er (Member) on 05-22-2007 at 01:10
@ vianet

All you have to do is to MAKE A BACK-UP (save/copy/paste) the old "gamedata" folder to "My Documents" or wherever; and then COPY the new "gamedata" folder into the directory "Cstick out tonguerogram FilesTHQS.T.A.L.K.E.R. - Shadow of Chernobyl".
And BAAAMM! your game crashed = it did not work on version 1.001
And if BoOp! your game loaded and you don't see your desktop wallpaper = it worked on version 1.001


 #58 - Posted by: dust_er (Member) on 05-22-2007 at 01:16
But I doubt it will work with 1.001 because it's been stated in the README.
So update your game to 1.003 then chances are going to lean more to your side than the other way.

-double P.O.S.T- ( I know embarrasment ..aint' my fault .. can't find Mr. Edit button anywhere big grin )


 #59 - Posted by: dannyboy01 (Member) on 05-22-2007 at 02:03
ok faiakes old buddy, downloaded, installed and started and after loading from an old save it jumped into a bug crash screen, removed the gamedata folder from the gamedata folder and it worked fine apart from a messed up menu screen. (thanks to the antipirate for a fix on that which i'll try it later). so it's cool, works with my old saves and runs fine. thanks again m8, keep up the good work.

 #60 - Posted by: save (Member) on 05-22-2007 at 03:23
@Faiakes
The UI mod doesn't seem to be in the package as far as I can see. No harm done, it's just that people will get confused. smile

As some people might wonder what it is, it's a tool for changing your hud.
You can find it here: http://stalker.filefront.com/file/UI_Mod;79121


 #61 - Posted by: save (Member) on 05-22-2007 at 03:33
I've had a little quick look at it, and the xml-files for the ui are not compatible with uimod as it is now as uimod uses special xml-files for stalker to read. Before integrating uimod with stalker (if it's released in a mod or for your own usage), you need to press the RESET-button once if you have old XML-files of the ui - you can see if you have old ones by just looking in uimod if the items are placed weird or look weird.

 #62 - Posted by: dannyboy01 (Member) on 05-22-2007 at 03:48
wondered why i couldn't find it last night smile

 #63 - Horror Mod - Posted by: vianet (Member) on 05-22-2007 at 03:50
ok so the new faiakes mod is popular again thanks to faiakes now i download this new mod and i was wondering if im going to put the horror mod by dancal do i have to edit some of the game data to make it work ?

 #64 - Feeling - Posted by: vianet (Member) on 05-22-2007 at 03:53
i feel like the faiakes mod is going to work on my stalker version 1.0001 i dont know how but i get the feeling its going to work well ill just to try for myself tell you later if it worked

 #65 - Ui - Posted by: vianet (Member) on 05-22-2007 at 03:54
is there a problem with the Ui mod faiakes because i think many people are complaining about it ?

 #66 - Posted by: KIJIN (Member) on 05-22-2007 at 03:58
@TheAntiPirate

Thanks for the tip. Everything else works for me, BTW, even though I'm still using patch 1.0001. Except the UiMod, as I've previously mentioned.

Bulletproof caps have a limited effect on the game, I've noticed. Well, at least, the effect becomes less noticeable as the bulletproof percentage goes up. An in-game oversight, I guess.


 #67 - Posted by: Faiakes (Member) on 05-22-2007 at 05:30

@ Thunderknight
I can confirm that Sidorovisch does not sell them but everyone else does.
Here is a patch here to add them to Sidorovich too.

http://hosted.filefront.com/Faiakes/

Interesting links but I just don't have the time (and the expertise I think)

@ TonyMontana031
I think I mentioned this earlier, but it might be the case that there is another gamedata folder within the gamedata folder

@ TheGreyKnight
I have yet to find what's causing the prices raising. The game is very much playable. All you have to do is buy your ammo from NPCs and conserve whatever you pick up. I only had to buy ammo once and just to be safe, didn't buy a lot, it was the cheap kind.

@ MrShotgun
What do you mean Stalker suit? The NV sound has been set universally to 0.
I use the SEVA suit and it is utterly silent.

@ save
Thanks for the info. It'll be of great help. Excellent utility that!

@ vianet
If you want to try: copy my gamedata folder and paste it somewhere else for backup. Drop the Horror mod into mine, let it replace whatever, and see what happens. If it doesn't work, delete the whole thing and bring back the one you saved.

- TO ALL
My apologies for forgetting to include the UI mod.
I have now decided not to include it in the future either as it is simply a drop in , not an intergration.

- There is nothing wrong with the menu.dds itself. It woks fine on mine.
Just remove it, load game to get the standard menu going, exit game, out new menu.dds back in and it should be fine (it might take abit longer the first time but it'll be OK afterwards)


 #68 - Posted by: save (Member) on 05-22-2007 at 07:56
What is the name of the mod that changes the hud statically (with new graphics)?
I think I need to create different profiles in UImod so it's compatible with your mod faiakes, considering it's so commonly used.


 #69 - Posted by: Faiakes (Member) on 05-22-2007 at 08:57

It's the HUD & Blood mod 1.3 (I use Layout B)

If you do that would be much appreciated.


 #70 - you guys - Posted by: psybunny (Member) on 05-22-2007 at 09:12
you guys need to read the READ ME file that comes with the mod.usually if i have problems with the mod its because i didnt reda the readme....an then Faiakes has to come back an take time away from his stuff to answer yer questions that are already answered in the read me .....are you starting to see a patern here folks read the readme thats why its called the readme........ok im done ranting now an BTW i havent had one single hitch in the game yet everything works fine.its actually fun to play an discover all the new *****e in the game.....BIG UP to this community for bieng so cool!!Rock

 #71 - Posted by: MrShotgun (Member) on 05-22-2007 at 11:00
OK, you're right. I deleted my older gamedata folder and re-installed the latest version. Everything works fine now ; NV is silent.

 #72 - Posted by: farcrychris (Member) on 05-22-2007 at 12:22
One way to compensate the insane ammo pricings is to drastically decrease the pricing so it doesn't hit the thousands of RUs for a box of 20-30 rounds.

 #73 - Posted by: Faiakes (Member) on 05-22-2007 at 12:29

@ farcrychris
Noooooooo, really? Devil!

Do you honestly think I haven't tried that?

What did you mean exactly?


 #74 - Posted by: karl87 (Member) on 05-22-2007 at 13:31
suggestion for the next patch , is it possible to reduce the noise which is caused when switching weapons/items ? It's total BS how an entire compound can be alerted because I switched from a pistol to a rifle.

 #75 - Posted by: Faiakes (Member) on 05-22-2007 at 13:48

@ karl87
Yes, it's easy and I intended to do it.

By the way, next version has your Russian Military camo....


 #76 - ha faiakes - Posted by: Seronx (Member) on 05-22-2007 at 14:38
I found the problem uimod wasn't installed >>
It wasn't in the zip so yaaa!


 #77 - Posted by: Faiakes (Member) on 05-22-2007 at 14:52

@ Seronx
Apparently I tried the UI mod and then removed, however, it left some changes.

The increase in FPS is probably from the latest version of the Float32 mod (1.5157) which isn't on FileFront yet.


 #78 - Posted by: the14thangel (Member) on 05-22-2007 at 15:25
Something really needs to be done with the prices. I'm trying to run a sniper?loner here and its a ***** and a half to get weapons and ammo. I've gone though almost all of Cordon now with just a Markov, stealing everything thats not bolted down and selling it. I've only got like10K, and thats after I raped the Spetz team that attacked the rookie camp and cleared out the checkpoint. Something really needs to be done about this, its just retarded.

 #79 - Posted by: TheBestCZE (Member) on 05-22-2007 at 15:58
I was just wondering are there live rats anywhere in the vaniall game?
I know its completey off topic.

btw nice work faiakes


 #80 - Posted by: Faiakes (Member) on 05-22-2007 at 16:10

@ the14thangel
Why are you punishing yourself?

Start with the mini-silenced-MP5, ammo: 9x18 + 9x19
As soon you can afford it, buy the mini-sniper-Abakan, ammo: 5.45
Then move to a 5.56 weapon.

Buy all the NPCs dry of ammo, which is very cheap.

I am at the Wearhouses now and have yet to run out of ammo (I keep all 3 weapons for each ammo type), only bought a little bit once nut shouldn't have really.

@ TheBestCZE
I only came across them once, on Master level, at Dark Valley. Never seen them since.


 #81 - Posted by: TheGreyKnight (Member) on 05-22-2007 at 16:11
Aw, crap, so the ammo prices stay the same?

Can someone with v1.000 or 1.0001 try this mod out and see if it raises prices?


 #82 - Posted by: the14thangel (Member) on 05-22-2007 at 16:16
Because I've bee though the game so many bloody times I want to try something new. Granted I have yet to beat it with this mod, I'd rather try new things out, like roleplaying. One of my characters carries a crate of rockets around with him and blows the ***** out of anything that looks at him funny, another has all the best crap and I just go into bases and kill everything for laughs with him.

I'm tired of the same out run and gun, I want to try something different.


 #83 - Posted by: TheGreyKnight (Member) on 05-22-2007 at 18:30
then go ahead and try this mod. it makes everything harder, even on novice. guns hurt like hell, and if you dont pay attention, you die really quickly.

im sure that will be a challenge for people like you.


 #84 - Posted by: farcrychris (Member) on 05-22-2007 at 19:03
I mean cutting the ammo price by one half/third/fourth

I did that making the 9x18 standard ammo and a box is like 200-300 RU tops


 #85 - Posted by: farcrychris (Member) on 05-22-2007 at 19:08
Another thing is I noticed some NPCs are not shielded from barrel explosions from behind some walls....for example the assistant or prof that helps you do readings in Yantar can be killed from inside if you shoot the barrels outside that are like 30ft away from the outside of the bunker..I once shot them and later I got a message as if he were killed outside taking those readings..

Same thing about tossing a couple of nades near where Wolfhound is holed up, I found him dead along with a merc buddy of his.

Just weird IMO...is the explosion shrapnel clipping straight through solid walls and stuff like that?

confused


 #86 - Well - Posted by: vianet (Member) on 05-22-2007 at 19:14
i knew it it did work on the stalker version 1.0001 umm faiakes theres another game folder in my gamedata should i cut the folder and paste it again in the stalker folder so it can update the game data or should i just leave it alone

 #87 - Posted by: Sid_Burn (Member) on 05-22-2007 at 22:48
Hey Faiakes! Nice job again! Two Thumbs Up!

BTW... did you include the rotating sun, skies, etc. found in the OL mod?

Just wanna know...

also, can I use the trader files from the OL mod into this mod? I really like the themed trading way. cool


 #88 - Posted by: Faiakes (Member) on 05-23-2007 at 01:22

@ farcrychris
Are you saying you managed to bring the prices of ammo down? How?

Yes about the explosions. Poor coding on part of the game.

@ vianet
Take that second gamedata folder out, paste somewhere safe, delete the old one, then bring the new one in. For the mod to work there needs to be a single gamedata folder and immediately within the mod files, not another gamedata foder.

@ Sid_Burn
No, I wanted to try a few things at a time first. Next version.
Yes, you can but you're gonna lose all they extras I offer.
To avoid that, a proper merging needs to take place.


 #89 - Posted by: KIJIN (Member) on 05-23-2007 at 01:51
@ TheGreyKnight

I'm still at 1.0001, and the game works fine (dunno what I'm missing, tho). As for the prices, a 10-round gauss-rifle box still costs around 6k, so I don't think the prices have risen.

@ faiakes

Is it normal for bandits/military to spawn behind you right after you exit from agroprom? Or for bandits to start shooting at your back right after you move from cordon to garbage? Or maybe its just a bug of patch 1.0001?


 #90 - Posted by: Faiakes (Member) on 05-23-2007 at 03:05

Yes, actually, it has happened to me while still playing the game vanilla. It is because of how AI works, independentely of how you move.


 #91 - But - Posted by: vianet (Member) on 05-23-2007 at 03:50
but i think is working fine because when i start the game the background say faiakes mod 11 and all of the mod are in effect if i have to replace the game data would i have to start a new game if not then ill do it but if i have to start a new game i rather not replace the game data because i cant finish the game because of your amazing mod any way ill finish the game with faiakes mod 2.1.2 and then download the new one if i finished the game already

 #92 - Posted by: Faiakes (Member) on 05-23-2007 at 05:16

Hey, if it's working for you, don't do anything else.


 #93 - Posted by: ezeht (Member) on 05-23-2007 at 08:51
oops sorry im using 10003 and faiakes 2.1.1 mod and i thought you had not played that part befor.. seems you more found a bug??

 #94 - Posted by: jonny_rico32 (Member) on 05-23-2007 at 08:56
@ezeht.
i know where the switches are, but when it says press use to turn them off, i do. and nothing, so trying different bindings, different positions, still nothing. its a bit frustrating when attempting to impress my friend with the incredible awesomeness of this game!


 #95 - Posted by: Faiakes (Member) on 05-23-2007 at 09:27

@ jonny_rico32
There are 3 switches as you go up and on the top a main switch in a room backwards from where you exit at the top.

@ ezeht
That looks like an error from the OLmod I added. You should ask Bolm .at OLMod page.
I choose weapons in order of ammo abundance, which is why never have ammo issues.
Actually the FN F2000 has the highest rate of fire and a very nice scope.


 #96 - MUHAHAHA - Posted by: trickyburn (Member) on 05-23-2007 at 10:40
OMG faiakes you ROCK. merging this mod with M_BCCF_Full_v1.2-(LITE).Last.Version (adds all the missing monsters!!!(OMG I was killed by a cat!)), SANEX v3.0 A-Life mod (npc's and monsters migrate like they were supposed to(but nimble was dead when i got to him)) and the aftermath mod(mass fighting between factions...hehehe lots of ammo now(lots of dead bodies!))

Just an Idea, I spent over an hour in cordon having so much fun it was unreal!

Once again.... this ROCKS!!


 #97 - Posted by: Faiakes (Member) on 05-23-2007 at 10:48

@ trickyburn
OK, so let me get this straight. Are uou suggesting that I add:
- M_BCCF_Full_v1.2-(LITE)
- SANEX v3.0 A-Life
- Aftermath mod

I already have the aftermath mod in sight. I'm only waitting to get a more stable release.
As for the other two, where can I find them?


 #98 - Psi-emissions - Posted by: jonny_rico32 (Member) on 05-23-2007 at 12:04
first off amazing mod faiakes!
second i've looked *everywhere* to find a solution, i'm stuck on shutting off the first psi-emissions device, it says hit use to turn off, well i do and nothing, i change my bindings and still nothing. it seems to be a rather large game stopping bug to me. any help? only other thing i can think of is because of the dreams mod thats included.
thanks again faiakes!


 #99 - Posted by: farcrychris (Member) on 05-23-2007 at 12:06
@gunslinger

Look for the "cost" line


 #100 - Posted by: farcrychris (Member) on 05-23-2007 at 12:14
Look for the "cost" line

 #101 - HELP - Posted by: Little_Man_Green (Member) on 05-23-2007 at 12:22
Big problem! not as bad as jonny ricos.... anyway, I can't talk to the barman. Basically he just stays on the far side of the bar, which is too far away for em too talk too him, so I can't finish my agoprom quest.

 #102 - Posted by: Faiakes (Member) on 05-23-2007 at 12:54

@ jonny_rico32
It is not a bug. You have to position yourself right. I just went through there, managed at a single run, no problems.

@ Little_Man_Green
I have finished the Agroprom quest with the same mod and had no such problems. If he is at the side, next to the snitch, go and face him there.


 #103 - Posted by: farcrychris (Member) on 05-23-2007 at 13:19
@faiakes:

I simply cut the ammo prices in the weapons.ltx anywhere from 30% to 75% and I see some really reasonable prices for the more common ammo (9x19, 9x18, 5.45x39, etc)

smile

I am also looking forward to Aftermath integration but toned down so there's not a crapload of NPCs in one area, less than 20 preferably.


 #104 - Posted by: farcrychris (Member) on 05-23-2007 at 13:50
OK, here are the prices from Barkeep with my altered pricing for ammo:

9x18mm = 287 RU
Pricing in weapons.ltx: 25 RU

9x19mm FMJ = 402 RU
Pricing in weapons.ltx: 35 RU

9mm Flash rounds: 3450 RU
Pricing in weapons.ltx: 300 RU

5.45x39 FMJ: 862 RU
Pricing in weapons.ltx: 75 RU

(note, set to 12 rounds a box for shotguns)
12 gauge buckshot: 230 RU
Pricing in weapons.ltx: 20 RU

12 gauge slugs: 345 RU
Pricing in weapons.ltx: 30 RU

5.56x45 SS109: 1437 RU
Pricing in weapons.ltx: 125 RU

7.62x54 7N1 standard round: 2300 RU
Pricing in weapons.ltx: 200 RU

9x39 PAB1: 1437 RU
Pricing in weapons.ltx: 125 RU

.45 ACP: 1150 RU
Pricing in weapons.ltx: 100 RU

RPG-7 rocket: 5750 RU
Pricing in weapons.ltx: 500 RU

Hope this helps on price tweaking smile


 #105 - Posted by: Faiakes (Member) on 05-23-2007 at 13:53

I already tried that and it didn't work for me.

Which version do you have?


 #106 - Posted by: ezeht (Member) on 05-23-2007 at 14:34
faiakes.

thanks for mod 2.1.1 and i added the weapons and misc file updates.. i could play this game to the end.. well im ready to finish get to room26 i think it is then on to the end. i know what end i want to the right.. no and fight on..

i played the whole game with nothing on my belt my rep is exc. and my only real enemies is the monolith.. my rank ex pert..loner.. rep. excellent..total 1489..

i have and use only the seva suit high end exo suit and use only 4 guns carry only its ammo. the first silenced pistol i got at the start of the game.. later the ak74 rapid fire.. with silencer scope and launcher 30 mixed grenades for it.. the sig sg 550 with silencer scope and launcher 7 grenades for it.. 900 mixed rounds of 5.45x39.. 1600 mixed rounds of 5.56x45.. the Gauss gun 230 rounds.. with health stuff food artifacts ammo etc.. my carry weight is around 200..

my most favorite gun is the ak74 rapid fire for its type and range its the very best of its class.. no gun is more accurate at distance out to 1000m other than a 7.62 sniper gun or the gauss. and no gun ive seen yet can match the ak74 rapid fire;s rate of fire it spits out bullets almost 2x as fast as any other gun. it sounds sweet too.. but

for closer in stuff i use my sg 550. it has more take down power and is plenty accurate and can too reach out and touch ya at 1000m. but my gauss will reach out to 1000m 100% accurate and normally 1shot its over

i did crash 2x here at the end of the game and in different places. im not sure why. it froze with the warning screen press this button or that. but i could do nada.. i hit esc key game closed to desk top..

i have not tried to finish.. im scouting killing everything .. finding new view angles to kill the snipers around the ferris wheel and any1 else i run across. any way im ready to go for my ending now.. then install your latest mod and start the next of 6-7 endings the game is not finished until you play all the endings and then some so..

i noticed too.. im not sure if its meant to be but i cant run in my exo suit at all.. it cost more then any other suit ive seen.. i cant run in it. its shock or what ever protection is low but is high on head armor is its only benefit and great night vision. i
n my opinion my seva suit is better in every way other than head armor and i can run in it and its night vision is very good also..

stalker is a buggy game.. i could only really play it with you guys mods.. it only crashed these 2x here at the end of the game.. a restart i can play on.. i have not tried to go back to same spot try and crash again etc..

i found this in file-not sure if its the crash info or not but?? stalker-shoc/logs/xray_**** etc...

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : D:xray-svnxr_3daxrGamescript_engine.cpp
[error]Line : 74
[error]Description : <no expression>
[error]Arguments : LUA error: ...w of chernobylgamedatascriptssmart_terrain.script:1137: attempt to call method 'smart_terrain_id' (a nil value)


stack trace:



thanks alot faiakes
and thanks to the other guys that help put all of this togather..


 #107 - still nothing - Posted by: jonny_rico32 (Member) on 05-23-2007 at 15:24
I've tried every possible angle to turn off that stupid psi emmiter!!! i went through stalker when it first came out and never had an issue with the psi emmiters, although it's quite possible i was lucky, who knows. by the way i'm using 1.0003. thanks again!

 #108 - Posted by: ezeht (Member) on 05-23-2007 at 15:51
rico

that was pretty easy- its only a few enimies to kill- you see track the head lights etc.. you have like 3 1/2 minutes i think it is- thats more then enough time to go all the way to the top- or mid way and back- or to the top then back out again- your time restarts at either the bottom or top when you step out it starts.

you just walk around flip the switches- then the movie then fast kill 2guys- then the psi is off-you can walk around do as you like- or just move on to next area etc.

good luck


 #109 - Posted by: ezeht (Member) on 05-23-2007 at 15:55
opps sorry- im using us10003 mod2.1.1

i thought you was stuck.. but seems you have a bug??


 #110 - Posted by: jonny_rico32 (Member) on 05-23-2007 at 16:03
@ezeht
I hope not. i've tried many different saves i had and the outcome is always the same. its frustrating to say the least. btw i'm using the world wide version, and was using mod version 2.1.1, updated today and same results.


 #111 - Posted by: ezeht (Member) on 05-23-2007 at 16:06
oh ya rico

i noticed at the psi thingy- i thought i had flipped switch number 2 and walked off to do number 3- i still was not done- i had to figure out what i might have done-is it some secrete place i have not found yet- i went back and checked the switches-

# did not shut off- i tried a few times it would not shut off- well until- i foucused my site on the handle its self then click use button- it worked- seems if you do not site on it propper it will not work right..

good luck


 #112 - Posted by: Quex13 (Member) on 05-23-2007 at 17:16
I've got a problem on mine.

The FPS meter or something like that is on the left side of my screen. It isn't crippling, but very, very, very annoying.

I have no clue how to fix this, so please help soon.


 #113 - What happened to the rest of the zone??? - Posted by: TonyMontana031 (Member) on 05-23-2007 at 18:29
you know faiakes, i was thinking, with all the work being done to revive old scripts(the vehicle mod and the dream mod at least) iv been wondering if its possible to revive old parts of the zone that were removed. if you look back, and remember old screenshots and videos of the game in development, you will see parts of the zone that are no longer in the game. and im sure we have all noticed parts of the fences in the zone with gates that apparently lead nowhere, as well as the fact that if you look on the map, you will see parts of it that look as if they were onces a part of the playable zone i was thinking that if all the developers did to remove parts of the game is cover the old scripts, then maybe thats all they did to remove the missing parts of the zone, and if thats the case, then maybe they can be revived. my assumption is that if they are, they will still need some work, and even after that they might still be verry buggy, but playable none the less.
(sorry about the long post)


 #114 - Posted by: gunslinger49 (Member) on 05-23-2007 at 19:05
@
farcrychris
Could you be a little more informitive? I looked into the weapons file and could not find any line with a refrence to ru,(except cost) and that line did not have a ru in it.


 #115 - Posted by: TheGreyKnight (Member) on 05-23-2007 at 19:56
Thank you farcrychris! Now we have a cause and solution as to how to lower the prices of the ammo.

 #116 - Posted by: farcrychris (Member) on 05-23-2007 at 21:46
Look for the "cost" in the LTX file

 #117 - Posted by: ezeht (Member) on 05-24-2007 at 00:23
i think i figured out why my games was crashing.. i had got ahead or away from didnt follow along with scripted parts of the game- "follow the stalkers" etc.

and i had made and been playing from a few saves.. i could not get the hotel door open- i tried to nukes the door and walls from all sides- i was even out on the roof or ledge trying to blow the bars off the windows.. i could hold F key the decoder suit and docs would show etc. so

i went back to game save where you spawn into the map.. i will follow the scripted parts and go from there.. ha ha i had killed every thing all snipers scouting how to find them from different angles it was cool-

now for a bit-i have to follow the scripted path in to my victims


 #118 - Adjusting pricing with traders - Posted by: AlphaZulu1 (Member) on 05-24-2007 at 00:41
I was able to adjust the price of ammo with Sid by editing the trade_trader.ltx file and altering these lines in the file:

[trader_start_sell]
;Àììóíèöèÿ
ammo_9x18_fmj =20,3 (price is 805)
ammo_9x18_pmm =20,3 (price is 920)
ammo_9x19_pbp =20,3 (price is 1380)
ammo_9x19_fmj =20,3 (price is 1150)

to this:

[trader_start_sell]
;Àììóíèöèÿ
ammo_9x18_fmj =2,3 (price is 175)
ammo_9x18_pmm =2,3 (price is 200)
ammo_9x19_pbp =2,3 (price is 300)
ammo_9x19_fmj =2,3 (price is 250)

(This is a short clip of the full listing)

You can still buy ammo from NPC's for less (watch lot sizes, 4 9X18 rounds sell for the same amount as 20 9x18's) but this change makes a reasonable leveling with the traders. You can mod them all or pick one and set his up. Also you can change the "after event" prices when they really like you by setting the leading number to 1. I haven't experimented with using less than 1 in that position.

Just make sure you don't change the 20,3 for the inventory lines or you will reduce the amount of ammo they have to sell. (I suppose you "could" raise the number to 200 and have all the ammo you want.)Devil!


 #119 - Having trouble completing the Freedom "kill Duty" mission - Posted by: AlphaZulu1 (Member) on 05-24-2007 at 00:44
I talked to Skull and turned him down went to Freedom boss and ratted him out. Joined Max on the mission and killed 2 Duty members but Max won't close the conversation and end the mission. He calls me up back at the base then says we will talk after the Duty guys are killed. How do I complete the mission and move on to the other missions with Freedom?

 #120 - Posted by: trickyburn (Member) on 05-24-2007 at 01:12
I specifically didnt add the sites as it might be deemed as advertising but as its now a direct request for a specific mod you can find them here:
M_BCCF_Full_v1.2-(LITE) >> http://board.oblivion-lost.de/showthread.php?p=140780 (site is in english linked to russian download site)
SANEX v3.0 A-Life >> http://sanex.ucoz.ru/load/2-1-0-37 (site is in russian as I havn't found an english site yet)
these do add an awful lot of mutants and npc's in some areas, I got to mole and he pegged it just as i crept around the corner to blast the boar on top of him, fortunatly all the npc's that i've come across that can die seem to have been scripted to let you carry on if they do(with the exception of serelity but i save before the warehouse just in case)
Definatly do not expect your game to ever be the same twice with these mods on as mutants roaming around as they do tend to upset the npc's alot, you will certainly have to have a shotgun handy for these.
the start of the mission with mole all hell breaks loose and the mutants kill everyone as there are just too many(i didnt think of distracting the mutants till later and making them follow me to the watchtower with the anomily below to kill them all, might have saved some npc's, maybe next time!

These mods do make you load up with as much ammo and health as possible before going anywhere as you dont want to bump into a hoard of boars empty handed!

on a differant note, i did spot somewhere a stalkers avoid anomalies mod somewhere thus not killing themselves for no reason(unless paniced) I will see if I can find the link for that one as well.

Again can't say it enough... faiakes you Rock Rock


 #121 - Posted by: trickyburn (Member) on 05-24-2007 at 01:59
Update: the monster pack seems to have been updated to a possible final release: http://stalker-zone.ucoz.ru/load/3-1-0-134

The link for Stalker's avoiding anomalies : http://sanex.ucoz.ru/load/2-1-0-38


 #122 - Posted by: Faiakes (Member) on 05-24-2007 at 05:22

@ AlphaZulu1
That usually means that there one still alive somewhere. Find him.

@ farcrychris + AlphaZulu1
So you dropped it from 140 to 25 (9x18)? I had it reduced to 70 and it made no diffrence. I guess all it needed was a further decrease. Thanks

I will be deciding on a pricing scheme and issuing a patch tonight. (Don't expect ammo to become cheap though, expensive seems to balance the overall pricing scheme nicely).

Hopefully it will become an option for the installer (once I learn how to work it frown )

@ trickyburn
Thanks for the suggestions, I will be looking into them over the weekend for the 2.2 release.

@ TonyMontana031
Yes, I have noticed them too. I know there are people working on such a mod. Beyond my skills and time though.

@ jonny_rico32
As ezeht pointed outm you have to focus just right. There 3 levels as you go up, and another one in the room at your back as you reach the top of the stairs (after that you fall unconscious and there is a cutscene).

@ ezeht
The way to get the decoder is to go to the roof outside the room, blast it off the shelf with a grenade, close enough so that you can pick it up (save, as it'll take a bit of effort and damage)


 #123 - Posted by: Faiakes (Member) on 05-24-2007 at 05:27

@ trickyburn
OK, you confused me a bit. Could you provide the final urls for the mod with a good description of each please?


 #124 - Posted by: Dark_Diablos (Member) on 05-24-2007 at 05:30
Put the newest horror mod in the next version?

 #125 - Posted by: Faiakes (Member) on 05-24-2007 at 05:50

@ Dark_Diablos
Only as an optional part of the installer, not for the core.

Too many people don't like it.


 #126 - RE: adjusting prices - Posted by: AlphaZulu1 (Member) on 05-24-2007 at 07:51
I played with the adjustment to the *_trader files to get different deals on ammo from different traders. EX: Sid has best prices on 9X* and 12X70. Barman has best deal on 5.45 and 5.56_ss190. Professor has best deal on flash packs, 5.56AP and 9X39_pab9 and 12X76_zhekan. Freedom on 7.62 ammo. The prices are not dirt cheap but different deals made the game more interesting and gave a reason to go there.

 #127 - Posted by: trickyburn (Member) on 05-24-2007 at 08:55
Missing monster mod:
http://stalker-zone.ucoz.ru/load/3-1-0-134
description:
Completely introduces all cut monsters from the game. It fixes all bugs with them, gives proper respawns, etc. Places like X16, Dark Valley, X18, Brain Scrorcher, etc are especially populated now.


 #128 - Posted by: Little_Man_Green (Member) on 05-24-2007 at 08:59
@Faiakes

About my problem about not being able to reach the barman, basically he stands facing away from me underneath the tv and doesn't move. Can't reach him at all.


 #129 - Posted by: trickyburn (Member) on 05-24-2007 at 09:08
A-Life mod:
http://sanex.ucoz.ru/load/2-1-0-37
Description:
Gives npc's a mind of their own(as stalker was supposed to be), not scripted and affects mutants as well. the monster mod suggests this mod to use to give mutants life - they roam maps instead of just sitting there! NPC's start to fight more as they roam.... i could go on.... its A-Life as it should be.



(I also pointed out the aftermath mod because I like seeing big fights(I know you know this mod so wont put the link in), with aftermath it scripts big spawns... here's hoping that it grows to cover all of the zone)


 #130 - Posted by: trickyburn (Member) on 05-24-2007 at 09:12
The link for Stalker's avoiding anomalies : http://sanex.ucoz.ru/load/2-1-0-38
description:
I'm sure your fed up of watching groups of stalkers walking the same route into an anomaly and dieing over and over again..... this mod forces the npc to look where it is going unless is in a panic, i have noted tho, if a npc spots an enemy the other side of an anomaly it does sometimes get stuck as to what to do.... but at least the stalker is still alive!!!


 #131 - Posted by: Dark_Diablos (Member) on 05-24-2007 at 09:35
Hmm ok then, just make sure a cool weather mod is included. Btw the nights are Too dark to see in :S

A-Life mod, is ok, but People just run off, Anywhere.. Fox nearly died for someone. That avoiding anomalies, that will REALLY come in handy, add it please, i'm sick of seeing important people running into hurricane things and dangerous radiated places..


 #132 - Posted by: Faiakes (Member) on 05-24-2007 at 10:19

@ Little_Man_Green
Are you playing a saved game from a very early version?
Have you tried moving out of the map and coming back in?
Have you tried saving on the spot reloading?

@ trickyburn
Thanks, i'll probably be adding all of them.

@ Dark_Diablos
Are you saying that the A-Life mod has problems?


 #133 - Posted by: Dark_Diablos (Member) on 05-24-2007 at 12:08
Well, i Thought it did, don't know if it has advanced but i think it let everyone just walk around etc.. and key persons were killed and half way across the map, and is there that thing later on in the game when you have to get inside or you will die? Like a blowout, coming from the reactor, If so, wouldn't the mod mess it up? The npcs would not be in cover and just die.

if this is the wrong mod, whoops, if not, it could have been fixed etc..


 #134 - Posted by: farcrychris (Member) on 05-24-2007 at 12:23
It would be nice to see random stalkers not walking near areas that are radioactive for the player, especially if they are novices. Just like the group that walks from the barn to over where the bloodsucker village is.

 #135 - Posted by: farcrychris (Member) on 05-24-2007 at 12:25
I am for the anamoly avoiding mod to be added, as per if given permission! smile

 #136 - Posted by: Faiakes (Member) on 05-24-2007 at 12:40

Actually, I didn't express myself correctly.

I do not plan to add the anomaly mod.


 #137 - Posted by: Faiakes (Member) on 05-24-2007 at 12:42

Damn it! I got confused, I DO plan to add it.

Why not farcrychris?


 #138 - Posted by: Quex13 (Member) on 05-24-2007 at 13:10
@faiakes

Nobody responded or even acknowledged this, so I'm going to restate this again.

I've got what looks to be a fps meter or something that covers up pretty much the entire right side of my screen. I'll try to get a link to a screenshot of this. Any help? It's probably just a simple console command, but I don't know.


 #139 - Posted by: trickyburn (Member) on 05-24-2007 at 13:22
As I said in an earlier post... some of the main npc's didnt make it, but the quests dont break(unless its serelity) and you can move on as normal. Most of the main npc's are scripted to stay in an area so unless you break their scripting or they get inundated with enemy's it should be ok.
yes you do get groups of npc's moving from one area to another but I would expect them to do this in a life simulator... not just standing around.
I havn't seen a blowout with any of these mods. I know a german/english modding forum(no advertising!!) is working on a blowout mod which is comming on very well.
The monsters mod has just been updated and I havn't had a chance to play it yet(the final version) but it can only get better. I believe all the relations have been fixed now so npc's dont just stare at a rodent eating them!
It has brought it closer to the horror mod as there are plenty of zombies, ghosts boars rats...........
and you do have to rely on a shotgun to survive sometime(or run and hope to find a ladder!!! or a group of freindlys. you cant just rely on gunning everything down, sometimes you have to think its time for a tactical retreat!)
sometimes missions get done for you, I was walking upto the duty gate where you are asked to kill the boars, because a npc had roamed too close the duty guys wiped out the boars before I could even reach them(as the npc shouted for help)
but this way it hasn't been the same experience twice over.

I think the Russians in this case have polished off both the ALife mod and the monster mod(although still alot of monsters.... but they are varied)
Hats off to them for a job well done.

I think Gannebam is creating another ALife mod so its all starting to pick up now!


 #140 - Posted by: trickyburn (Member) on 05-24-2007 at 13:25
@ Quex13
console command "rs_stats off"
without the quotes!!!


 #141 - Posted by: karl87 (Member) on 05-24-2007 at 13:32
damn beat me too it

 #142 - Posted by: Faiakes (Member) on 05-24-2007 at 14:05

@ trickyburn
I definitely want to try that (after completing the game 5 times!)

@ Quex13
I do appreciate good manners here.
You can't demand or issue statements, alright?

Especially since this was not a mod related question.


 #143 - Posted by: trickyburn (Member) on 05-24-2007 at 14:52
can I suggest if you do add the full version of the monsters mod(the one I havn't tested) that you give the stalkers in cordon village some better weapons else they might not last very long!

 #144 - Posted by: Quex13 (Member) on 05-24-2007 at 15:15
@faiakes

Yeah, I know, but it was really bothering me.

On a side note, nice mod anyways. That sounds very suck-up, but it is a nice mod. I can't really say to add anything, as I haven't really tried out many mods (this is actually my first one).

And, it was, in fact, a mod related question, as I did not have it before I installed the mod.


 #145 - Posted by: Tirseau (Member) on 05-24-2007 at 15:29
Is there a possibility of getting third-person view in a future version of this mod? I just hate getting some nice armor and only being able to look at it once I'm dead, heh.

 #146 - Posted by: Faiakes (Member) on 05-24-2007 at 15:42

@ trickyburn
If I can figure out how to that, sure, why not?

@ Tirseau
You don't need a mod for that:
(from trasport mod readme)

On some vehicles, you cant see anything with first person. I suggest to write in user.ltx these commands.
bind cam_1 kF1
bind cam_2 kF2
bind cam_3 kF3

cam_1 = First Person
cam_2 = Third Person
cam_3 = Dunno, you can just look around character with mouse.


 #147 - Posted by: farcrychris (Member) on 05-24-2007 at 20:42
I'd love to see both more mutants and NPCs but not going overboard on it..

 #148 - Holy S H I T - Posted by: psybunny (Member) on 05-24-2007 at 21:43
i love you guys....... but i got a problem....i cant get out of my mobo screen!!!!!!!!!! please any suggestions or advice would be great...im in trouble bad so thanks again for all the fun Mr Faiakes an yer dedication to this game

 #149 - Posted by: Tirseau (Member) on 05-24-2007 at 23:13
Thank you, big fan of the mod!

 #150 - Posted by: Faiakes (Member) on 05-25-2007 at 00:15

@ psybunny
Keep pressing Del to get into BIOS setup, remove the logo screen so you can see what's happening.
Have you been playing with the BIOS or overclocking?

@ farcrychris
Will keep in mind

@ Tirseau
Thanks


 #151 - Posted by: trickyburn (Member) on 05-25-2007 at 01:26
In the config gameplay folder you can find character_desc_escape.xml (in th format character_desc_%area%.xml).
in here you can specify what each type of spawn has, like money, or weapon + ammo. e.g.:
<specific_character id="bar_stalker_novice_default1" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_npc_u_green_stalker_2</icon>
<map_icon x="0" y="0"></map_icon>
<bio>sim_stalker_novice_bio</bio>

<class>bar_Stalker_novice</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect> <terrain_sect>stalker_terrain</terrain_sect>
<money min="200" max="600" infinitive="0"></money>

<rank>41</rank>
<reputation>0</reputation>

<visual>actorsnovicegreen_stalker_2</visual>
<snd_config>characters_voicehuman_01newbie</snd_config>
<crouch_type>1</crouch_type>
<supplies>
[spawn] n
wpn_pm n
ammo_9x18_fmj = 1 n
device_torch n
#include "gameplaycharacter_food.xml" n
#include "gameplaycharacter_drugs.xml"
</supplies>

#include "gameplaycharacter_criticals_3.xml"
#include "gameplaycharacter_dialogs.xml"
</specific_character>
change wpn_pm to wpn_ak74 and ammo_9x18_fmj to ammo_5.45x39_fmj
and he'll use a ak74 instead, this is also where you can define what dialogues and "stuff" each char has, if you see a generic stalker listed chances are if you change that one it may affect all of the stalkers of that type on that map.


 #152 - Posted by: Faiakes (Member) on 05-25-2007 at 01:56

Thanks, that'll make it easier. AK-74s for everyone then!


 #153 - Posted by: trickyburn (Member) on 05-25-2007 at 02:29
OK, looks like the A-LiVe mod is out this weekend, so two choices for the extra a-life mods... the russian one listed above(I cant read russian, but have tried it... and it's fun) or the german/english one by Gannebam @ http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=8897&sec_id=16&page=0&offset=-60
Which we can all understand, and look to keep quest npc's out of harms way.

OMG I'm so torn(which one will you pick?)


 #154 - Posted by: trickyburn (Member) on 05-25-2007 at 02:55
ok... my bad... wrong link, please find the proper link below:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=9143&sec_id=16
stupid in frame redirecting!


 #155 - Posted by: Faiakes (Member) on 05-25-2007 at 04:33

I'll have to go for the english version, so I can read the documentation.


 #156 - Posted by: Dark_Diablos (Member) on 05-25-2007 at 06:48
Nice to know Alife i think has been fixed. Nah what we need is a Third person mod, which moves your actual guns aim, instead of just moving the camera.

 #157 - Posted by: Faiakes (Member) on 05-25-2007 at 07:48

@ trickyburn
I just chacked the aliVe mod. So it will be out this weekend? Send me link as soon as possible please (I might still be working)


 #158 - Posted by: Sid_Burn (Member) on 05-25-2007 at 08:26
Hmm... is it me or the X-46 armor doesnt have the right skin?

 #159 - Posted by: TheAntiPirate (Member) on 05-25-2007 at 10:23
Here's something I think you should look into adding,

http://stalker.filefront.com/file/Rules_of_Engagement;79356

It's a mod that makes the distance NPCs notice you at a little more realistic.
It also makes bandits and zombies less accurate with their weapons.

It's a simple mod to add, only 3 files are modified and the only ones you should have to merge are m_bandit and m_stalker since m_stalker_zombified is not edited in your mod.


 #160 - Posted by: Faiakes (Member) on 05-25-2007 at 10:56

@ Sid_Burn
What do you mean? It's the Darth Vader skin, isn't it?

@ TheAntiPirate
Yes, I am considering it.


 #161 - one more SOS!! - Posted by: AGreatMan (Member) on 05-25-2007 at 11:38
DL'ed this faiakes mod and put the gamedata in c/...stalker. changed the fsgame file for gamedata value to"true" as instructed. I noticed that the trader is selling a Tunder assault rifle(that is it along with medkit) but there is no jeep for me to ride around in. Anything Ive missed? I have the digital distribution version of stalker1.0.0.3. maybe i need to be more specific? let me know as i would really love to enjoy this mod.

 #162 - Posted by: farcrychris (Member) on 05-25-2007 at 11:39
@faikies: You should give Wolf and Fanatic an AN-94 Abakan smile Hell, since they lead the rookie camp, why not give all the rookies some sort of light armor while the latter two have heavier armor?

 #163 - Posted by: farcrychris (Member) on 05-25-2007 at 11:41
Again meh.

Is it possible to give randomly spawned rookie stalkers the chance to spawn with an MP5, an AK74 or an AK74SU?


 #164 - Posted by: farcrychris (Member) on 05-25-2007 at 11:47
Grah, not again triple post.. frown

I do agree zombified stalkers should have their accuracy decreased significantly, while bandits' accuracy should be decreased slightly, especially for long range weapons like ARs.


 #165 - Posted by: Thunderknight (Member) on 05-25-2007 at 13:17
I do agree with decreasing zombie accuracy, but I don't agree with decreasing bandit accuracy.

Bandit's are hardened criminals. They would know how to use a gun properly. Granted, their guns may not be in the best shape (cheap *******'s), but one would think they would still know how to shoot and aim properly. Besides, bandits are already pretty weak, and go down in a few shots. Decreasing accuracy would just make it easier to kill them.


P.S: Thanks for the patch Faiakes. Solved all the problems! Two Thumbs Up!


 #166 - Posted by: ezeht (Member) on 05-25-2007 at 13:26
thanks faiakes

i finally got that freaken decoder.. im in the warps now..

i like the ideas of stuff being more easy as to killing bots and mutants etc. to add more stuff to kill and it be to powerful would be nuts for me.. even more so in the start of the game when you have little of nothing...

not any mod question really but?.. here at the end i put 2 things on my belt-the 2 mushroom jelly fish looking things with no neg fx. for bleeding and endurence i think..any way.. i thought i had read some place.. you have or can press a button to activate extra powers of the artifacts etc..maybe it was key 7?? or do they auto work when on your belt??..

oh ya.. how do i get a different weapon in my pistol slot ? or is it only certain guns can be placed there. ive tried to drag and drop them what ever. im not sure how to do it?..

soon as this game is over im going from mod 2.1.1~ 2.1.2

um them few other modes this same thread for ai can they be installed with mod 2.1.2?? would it over stress my system.. im on full dyn lighting but all sliders are half way or lower.. and can just play a smoth game??

thanks..


 #167 - Posted by: Faiakes (Member) on 05-25-2007 at 14:29

@ AGreatMan
To ride vehicles you need a new game. The jeep is at the right as first enter the camp.

@ farcrychris
Yes, everyone in the camp will be getting MP5s, an AK-74s, AK74SUs and AN-94 Abakans.
I don't know about the random Stalkers yet.

@ Thunderknight
I agree, no one will have their accuracy decreased. Even the view distance , I'm thinking about it.

@ ezeht
I thought I read that do but I'm not sure whether that meant a button to automatically take them from inventory on you or, as you say, activate some further power.


 #168 - Posted by: ezeht (Member) on 05-25-2007 at 14:50
faiakes

here ya go??

STALKER: Shadow of Chernobyl Tweak Guide
[Page 10] Neat Stuff & Conclusion

This section brings the guide to a conclusion, but has some important tips and tweaks, so it should not be skipped.

Gameplay Tips

For those of you simply having problems getting used to the rather brutal and sometimes confusing world of The Zone, here are some resources and tips you may find useful. For the basics, be sure to read the game manual which can be found in electronic format under your Program FilesTHQS.T.A.L.K.E.R. - Shadow of Chernobyl directory. Some more basic tips include:

First-time players often don't realise that at any time you can access Binoculars by pressing 5, Bolts (for discharging electrical anomalies) by pressing 6, and activate Artifact features by pressing 7.

You can Quicksave and Quickload at any time by using F6 and F7 respectively.
For greater accuracy with automatic weapons over a distance, use the 0 and 9 keys to switch between rapid and single-shot mode. For even more accuracy crouch (LEFT CTRL) and use the iron-sights (Right Mouse button) at the same time as using single-shot mode.
You can shoot the smaller white metal cases near buildings and camps, and they'll break open to reveal items you can use.


 #169 - Posted by: ezeht (Member) on 05-25-2007 at 14:52
so im not sure the artifacts even work if not activated-i think many folks tote them but they do noting-im not sure..

 #170 - Regarding the G36/M203 - Posted by: karl87 (Member) on 05-25-2007 at 14:56
has anyone noticed that if you have a G36 with the grenade launcher and you look into the scope , right before your looking into the scope the rifle seems to move as if it was being aimed with the grenade launcher and it kinda gets angled wierd.

 #171 - Posted by: Sid_Burn (Member) on 05-25-2007 at 15:02
Well, in my case... it isnt. Have you tried it in your own game?

Perhaps it got affected when I changed the files namely: alife.ltx, weather files, and carbody_new.xml & inventory_new.xml & trade.xml from the OLmod1.2


 #172 - Posted by: Sid_Burn (Member) on 05-25-2007 at 15:04
http://i41.photobucket.com/albums/e260/sidburn/stalker-20070526-055517.png

 #173 - Posted by: TonyMontana031 (Member) on 05-25-2007 at 15:40
now faiakes, you may have already heard of this, or something like it, and in all probability know someone working on it already, but i found a section of a website where someone removed the scripts from all characters in the cordon and garbage sections and restored the a-life. here is the address:

http://board.oblivion-lost.de/showthread.php?t=9391

its the first post and it seemed pretty interesting to me, thought you may wish to include it into one of your mods at some point. i think it will probably need to be refined quite a bit, but i think it would add allot to the gameplay.


 #174 - Suggestion (sorry to be bothersome, I know you get a many requests) - Posted by: Mtrenal (Member) on 05-25-2007 at 16:53
Yaknow what would be awesome? If you merged this mod with the Horror mod.

Also:

I personally feel like the Trader Mod has a much better trade system than your mod. However, that is just my opinion. I would take the Trader System and add in the biased traders so scientists give more for artifacts and less for weapons, barkeep would give more for weapons and less for artifacts, etc.

Thanks for reading this over!

-MTrenal


 #175 - Posted by: farcrychris (Member) on 05-25-2007 at 17:58
Faikes: How about the Stalkers that spawn in the Garbage hangar? They usually have pistols 3/4 the time or so. I rarely see them with SMGs or ARs so since I pick up spare weapons up, I sell them the guns and some ammo (if you mod trade_generic.ltx)

 #176 - Posted by: ezeht (Member) on 05-25-2007 at 22:25
cool..

finished.. too bad you cant get screen shots of the movie.. the dragon fly was cool.

too bad it did not take ya to the blue glowing thing and some monster to fight or some thing..

guess now time for mod 2.1.2

i like stalker now.. good luck to all..

thanks faiakes.. and all that help ya..


 #177 - A bug on entrance to the bar - Posted by: eXtreme_Akim (Member) on 05-25-2007 at 22:39
Hey Faiakes, this mod is awsome, but when i enter to the bar map (where the dogs atack you) i pass that small bridge and the game just quits and i see my Stalker wallpaper... i have version 1.0001 im now downloading the patch to .3 just thought i might tell you so that you know... and i loved the cars thing, though on my system they simply dont know how is it to get hurt, i drive like a maniac, i bump into explosive crates that i put for myself, but the car is still fine... lol... and i loved the modified granades for the guns!! using them all the time big grin...thnks faiakes, dont stop this mod! it would be great if i could drive the whole map wink

 #178 - Posted by: ezeht (Member) on 05-25-2007 at 22:52
um mr faiakes..

i was reading your read me mod 2.1.2

line 2 says. add gamedata + and + them other files are not in the zip.. or are they are ready in the game data folder??

1. Double click the file. It self-extract. Extract it anywhere you like (it is NOT an installer).

2. Place: gamedata (folder) + UImod (exe) + uicontainer (folder) in:

...Program FilesTHQS.T.A.L.K.E.R. - Shadow of Chernobyl

Do whatever you want with the other files.


 #179 - Posted by: TheGreyKnight (Member) on 05-25-2007 at 23:17
@eXtreme_Akin:
STALKER does that sometimes. Sometimes it just does it a lot, especially in certain places. You just have to deal with it. Mine stutters like hell.

And release the update whenever you can.

And for some godforsaken reason, my posts won't POST! GOD!


 #180 - The bug goes on - Posted by: eXtreme_Akim (Member) on 05-26-2007 at 00:52
heh i just instaled the 1.0003 patch... still the same crap frown what do i do? i dont wnt to pass those antenas level again!!! oh and btw, yu know why there is no 1.0002 patch? cose it was only for russian version of the game... like i have... faiakes maybe cose its of that? of my russian version?

 #181 - Posted by: eXtreme_Akim (Member) on 05-26-2007 at 00:54
@TheGreyKnight
How do i deal with it? i dont get it? just try and try to pass the point? there is no other entrance to the bar from the side of the junk yard!


 #182 - Posted by: Faiakes (Member) on 05-26-2007 at 02:33

@ eXtreme_Akim
That bug used to be because of an over;loading of the Barman with goods.
It has been fixed since 2.1
Are you playing a saved game from a previous version of my mod?

@ ezeht
You haven't been reading the posts above. I ahve already answered that question.

@ Mtrenal
It would be even more awesome if you read all the posts before posting your question. I have already answered that above.

@ farcrychris
If the A-Life(live - whatever) mods are implemented properly I may have to as there will be a bit more chaos....


 #183 - Posted by: eXtreme_Akim (Member) on 05-26-2007 at 04:17
@faiakes
No i instaled this one, the 2.1.2 and started a new game on master level... since the start i had this bug 2 times and now i found a way to pass there without it happening lol... here it is : when you enter from the side of the junk yard, kill all the dog and go by the left side, you can jump over the fences there and get outside the map, walk alittle forward and than go trought the nuildings(there are a few buildings which dont have walls), then look for a small opening in a wall, you can jump in by crouching and stuff like that, you get directly to the bar smile i found this out cose i was bored... lol...


 #184 - Posted by: TheGreyKnight (Member) on 05-26-2007 at 10:35
O_o

But does it still crash? Maybe it's due to playing on Master difficulty, cuz sometimes they have different loadouts for the traders, or is it all the same?


 #185 - Posted by: farcrychris (Member) on 05-26-2007 at 11:29
Will it be possible to reimplement piercing effects to certain ammunition so you can shoot down a bandit or soldier behind a thin wall of wood or metal?

 #186 - Posted by: ezeht (Member) on 05-26-2007 at 11:43
sorry faiakes not sure what post you speak of

any way i using 2.1.2 mod

seems to work fine-graphics are brighter-i have to lower gamma etc.but plays smooth- and i drove the jeep-it was cool but ran out of gass fast. im not sure how to turn off engine..

to get it to work i got in the jeep open con~ typeed bind turn_engine wk i think it was- i could not walk forwards- i went to game controls and re bound movement forward key to w it all worked fine..

thanks faiakes and others that help you--

good luck


 #187 - Posted by: ezeht (Member) on 05-26-2007 at 11:46
ha ha russian jeeps suck

i jerked the door off the side of the jeep-i ran over a dog it knocked off the whole front bumper- i walked into my drivers side mirror it fell off- seems dogs can run under the jeep make it bounch jump in the air etc.

ha ha russian jeeps are made of air


 #188 - A BUGGING BUG! - Posted by: eXtreme_Akim (Member) on 05-26-2007 at 11:54
@ezeht
Let me remind you, they were under radiation wink lol joking... FAIAKES! i have a bug of the game crushing each time i die! IT *****ES ME OFF!!! please fix that thing!! thanks and add some fast car in the future version...


 #189 - Posted by: karl87 (Member) on 05-26-2007 at 12:20
any ETA on the next release =D

 #190 - hah - Posted by: eXtreme_Akim (Member) on 05-26-2007 at 13:03
HEh just finished the game in one day,,, with your mod faiakes... i saw the 2 endings and i chose to live on and fight in the map of the power plant...lol.. anyone knows how to get out of there?

 #191 - Posted by: ezeht (Member) on 05-26-2007 at 13:46
akim

its not hard-just remember- you dont always have to fight--run!!


 #192 - Posted by: ezeht (Member) on 05-26-2007 at 13:50
i used my ak74 rapid fire and its grenade launcher to get me in the building-from there on out i used my gauss and sg 550..

carry in all you need a ton of bullets..- just pick up health packs banages- and just a few anti rads.. you will not need much anti rad in the powerplant area..

oh ya i used my seva suit the whole time at the plant..

good luck..


 #193 - Posted by: ezeht (Member) on 05-26-2007 at 13:57
oh sorry akim

you guys play the game on master or much high levels then i do.. this my second run on the game -im still using novice..

you guys must be gods to play this game on my high settings-then add say the horror mod-you guys are nuts..ha ha


 #194 - Posted by: ezeht (Member) on 05-26-2007 at 13:59
sorry

on **more high settings- typo


 #195 - Posted by: farcrychris (Member) on 05-26-2007 at 14:52
Does anyone know what would cause Sid to disappear (Cannot interact with him) physically but is still shown on the map...I altered a couple files and am trying to get to the bottom of it..

confused

smart_terrain_presets.ltx
trade_trader.ltx
trade_ecolog.ltx
trade_freedom.ltx
trade_dolg.ltx
trade_generic.ltx
death_items_count.ltx
death_items_by_communites.ltx
items.ltx
outfit.ltx
unique_items.ltx
lexx_antigas_mod.ltx

This is seen in the error log but the game doesn't crash:

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : D:xray-svnxr_3daxrGamescript_engine.cpp
[error]Line : 74
[error]Description : <no expression>
[error]Arguments : LUA error: ....r. - shadow of chernobylgamedatascripts_g.script:20: bad argument #2 to 'format' (string expected, got no value)


 #196 - FIXED AMMO PRICES - Posted by: Faiakes (Member) on 05-26-2007 at 16:03

@ trade_trader.ltx
You are new but also don't read a lot either. The bug is well known. If you think it is annoying now, you should have seen it originally. Learn to lift your finger off buttons when you die, for the time being.
Also, if you have bothered to read the guide, you would have known earlier about that way into Rostok.
Good tip about the non-crash issue though. Interesting....

@ farcrychris
trade_trader.ltx

Is the most likely candidate

---------------- Better ammo prices 1 -----------------------

Personally, I think the ammo prices are just perfect (if you never touch 7.62 ammor big grin)

http://www.sendspace.com/file/r1lfra

Not, down to original levels. I set to double the original.

Stop complaining. Youll be fine Devil!

Put in: config>weapons
------------------------------------------------------------------------

------------ Better ammo prices 2 -------------------------------

http://www.sendspace.com/file/pbrksa

I also modified the amount of ammo NPCs carry so that you can always find some.
Thanks farcrychris

Put in: config>misc
--------------------------------------------------------------------------


 #197 - Posted by: Anaris117 (Member) on 05-26-2007 at 17:05
Thank you Faiakes for that ammo fix. Now I can play again without losing most of my cash!

 #198 - Posted by: farcrychris (Member) on 05-26-2007 at 17:49
Starting a new game helped

 #199 - Posted by: ezeht (Member) on 05-26-2007 at 20:10
um that file for weapons.. where do i put it same data/config/weapons file??

ha ha you guys place links to these files as up dates.. but no instructions.. or maybe i missed them..

faiakes i never did understand your read me says add game data +**+**

those files are not in the zip or are they..if not why ever include it in the write up..it confuses people..

and too trying to read the read my on the jeep mod how to get it to run is confusing. like something wording lost in translation from russian to english or something..

i wonder if you can add that mod you can change your hud and or add that ai mod to this 2.1.2 mod and will it work??

thanks


 #200 - Posted by: ezeht (Member) on 05-26-2007 at 20:13
oops sorry faiakes..

i see it now place in config/misc.


 #201 - Posted by: ezeht (Member) on 05-26-2007 at 20:20
my bad my bad

i was scimming the posts not trying to read every word..

i missed where to put the files..

sorry


 #202 - Posted by: eXtreme_Akim (Member) on 05-26-2007 at 20:44
FAIAKES!!!!! what do we do about the diyng crash? i cant find a way to pass it somehow... so did anyone found a way to get out from the power plant? i mean from where all the radiation is, when you take the option of " no, i wont join you" with that green guy.... lol... i just want to know if its posible to get out of the power plant, if not than im just gona start all over again with some degrading armours....

 #203 - Posted by: farcrychris (Member) on 05-26-2007 at 21:20
I set trade_generic.ltx file so you can sell weapons to those hopeless rookies smile

 #204 - Posted by: ezeht (Member) on 05-26-2007 at 23:09
this mod sure puts the glitz on everything. my knife different things have brite shinny sliver glow..

graphics in general look real nice. if anything better performance too. from what i can tell.

i do think some things are a bit to shinny..but im happy with the mod..

seems alot of something though.. i cut back my gamma and brightness alittle.

any way thanks..


 #205 - Posted by: Faiakes (Member) on 05-27-2007 at 02:55

@ eXtreme_Akim
This is not a guide to the game forum. I have finished the game 5 times so here is wisdom....
In the first place you get transported run stright away to he right and into the warp by the fire, the go immediately up the building, move to it end, go down the stairs, ill, again down the stairs, find the next warp, go into it,,,,,,,see a pattern here?

The dying crash has been with us for long time. I have asked around and it could be because of the game is coded.


 #206 - Posted by: Faiakes (Member) on 05-27-2007 at 02:57

Damn it ! I forgot

@ farcrychris
So they buy them, but they equip themselves with them? Do you need to sell them ammo too, if it is a calibre they don't have ammo for?


 #207 - BETTER NPC WEAPONS - Posted by: Faiakes (Member) on 05-27-2007 at 04:37

I have given Wolf and Fanatic better weapons but when I try to do so for others I run into a small problem.
I don't know who is who.

Does anyone know of a way to recognise which stalker reference is which stalker?


 #208 - Posted by: KIJIN (Member) on 05-27-2007 at 04:39
@faiakes

Ever think of adding these texture sets to your mod? They seem to improve some of the graphics, on both high and low-end settings.


 #209 - Posted by: Faiakes (Member) on 05-27-2007 at 05:25

@ KIJIN
Which ones?


 #210 - AMMO CORRECTION - Posted by: Faiakes (Member) on 05-27-2007 at 05:35

Ooops, the second file for download above, does not give NPCs more ammo.
It actually does nothing as far as I can tell

I have just figured how to do that and will be a feature in 2.2 version


 #211 - Posted by: Faiakes (Member) on 05-27-2007 at 06:00

@ farcrychris
I can give specific characters the weapons and ammo I like.

Armour does not seem to work that way. Have you managed to give armour to anyone yet?


 #212 - you might find this interesting faiakes - Posted by: gunslinger49 (Member) on 05-27-2007 at 08:05
found this on gsc board. This guy claims to have made a bug fix patch for the .3 patch? I dont kown if its good or not, I'll leave that up to you , but if its true it loos awesome Rock
This mod is an attempt to fix some of the bugs in S.T.A.L.K.E.R. version 1.0003 (only!).

Below is the list of the fixed bugs. It lacks the technical description for the reason of the defect. Please see the Russion version for this.

1) Crash in Pripyat which happens when the player reaches the group of Monolith stalkers on western side of the alley. Note this is not the only crash reason in Pripyat.

2) Impossible to find and kill the Poker bandit. The fix also enables the additional automatic quest to protect the Duty camp in Dark valley.

3) Lack of many quests in the Wild territory location.

4) Lack of the Sidorovich's automatic quest to destroy the bandit camp at Auto park.

5) Lack of the Barman's quest to destroy the lair of snorks in Dark Valley.

6) Possibility to fake the completion of many "defend camp" quests by saving/loading the game or by going to different location.

7) Occasional impossibility to complete some quests to destroy the monster's lair if pseudodogs are involved.

8) Impossibility to complete the quest to protect the border near the army warehouses from the monsters in a fair way.

9) Mercenaries never attack the stalkers in Army warehouses, zombied stalkers never attack the neutral stalker's camp in Yantar.

10) Poor set of goods in Barman's and Duty's stocks even after completing the important quests. This was implemented by the authors of the game in 1.0001 and beyond but never worked due to an error.


And below are some additional changes:

11) Enabled the monster's lair in Pripyat (8 pseudodogs, psy-dog and 3
controllers near the depot building).

12) Enabled the bandits on the guard towers in Dark valley.

13) Persistent treasure (stash) manager.
Important note! Older saves are compatible with this change. However, new saves this this mod are _not_ compatible with the original game.

14) Output the abort() message in the game console to get a bit more description for the reason of the crash.


Do not install bind_stalker.script and treasure_manager.script if you do not need the change 13.

Do not install the db.script and se_monster.script if you are going to start new game. They are required for the play from saves only.

You have to start the new game to see the changes 11 and 12.

There are also Russian texts with some corrections. It is partly based on Weapon_Real_name_mod_v1.rar (Russian only). Obviously, you do not need to install these files at all.

It is unlikely I will respond to any requests to remove/rework these changes/fixes, because it is a kind of "personal" mod. Therefore, feel free to use the mod or its part (excepting the string_table_enc_weapons.xml) at your will


 #213 - Posted by: KIJIN (Member) on 05-27-2007 at 08:14
@ faiakes

Mostly for the Trees, Walls, roads, and the like. I like the current weapon skins on your mod, but maybe you could somehow sharpen their textures, for both static and dynamic lighting. Of course, these seems like a massive job, so I'm in no hurry for your changes. I just placed some of the new textures your mod hadn't changed in their folders, such as the wood, grnd, fbr textures, etc. I'm limited to static lighting, but the game looks great to me, even w/ an old GForce FX 5200, on high settings.


 #214 - Posted by: karl87 (Member) on 05-27-2007 at 08:17
any idea on when the next version will be released ?

 #215 - Posted by: Faiakes (Member) on 05-27-2007 at 08:21

@ gunslinger49
Give me link and please report any problems. I'd like to be extra cearfull.

@ KIJIN
Do you mean besides these:
- Added YoJimbO's Improved Metal Bump Maps mod
- Added YoJimbO's Improved Stone Bump Maps mod
- Added YoJimbO's Improved Concrete Bump Maps mod
- Added YoJimbO's Improved Vehicle Bump Maps mod
- Added YoJimbO's Improved Ground Bumpmaps mod

The weapon skins are sharp as they get. Do not expect more on Static. Set your details and texture to full and you'll see quite a difference.

Do you mean getting all these new textures from the New Improved Bump Maps (FULL) mod?


 #216 - Posted by: karl87 (Member) on 05-27-2007 at 11:06
@ faiakes do you have a rough estimate as to when you will release the next mod?

 #217 - bug fix patch - Posted by: Pierre70 (Member) on 05-27-2007 at 12:25
I downloaded the bug fix patch referred to by gunslinger49 in comment 212 (via the GSC forum, cant remember exactly where - sorry!) to solve a persistent crash I had in Pripyat. I just used the part for this particular bug, but I can confirm it definitely worked.

Cant comment about the rest of the fixes though, I wasn't sure if they'd clash with your mod so didn't use them.

Superb work, keep 'em coming!


 #218 - Posted by: farcrychris (Member) on 05-27-2007 at 12:35
faiakes: I have not tried but I know you have to alter the trade_generic.ltx. Ammo is dirt cheap to sell but armor and weapons are not since you get good prices at traders.

Also if you're interested, I altered every trader's goods so it looks more sensible and are different (Eco has cheaper misc goods while ammo and weapons are more as well as the only Gauss Rifle seller, Duty/Freedom have cheaper and the most ammo and sell the majority of weapons, Sid doesn't have every godlike weapons, ammo/armor and has good prices for beginner equipment , Barman has best weapon and ammo prices and the most food items. And nobody sells those stupid explosive containers, which I found pointless)

Also depending on the type of ammo, depends how common it is (you'll see more 9x18mm and 5.45x39 than say, 7.62x54 available) smile

I also edited a file that makes NPCs drop more ammo when they die. Instead of 20-30 5.45 ammo, it's between 40-55.

Feel free to send me a note or email me at chrisdragon425 [at] yahoo [dot] [com] if interested.


 #219 - Posted by: farcrychris (Member) on 05-27-2007 at 12:38
You might also want to alter Fox and Guide because I've seen them succumb to the wild dogs nearby. Fox has the double barrel shotgun while Guide has an AK74 or Abakan.

 #220 - Posted by: Faiakes (Member) on 05-27-2007 at 13:01

For fix: people find me a link. I am swamped trying to fit in all the new features.

@ farcrychris
I've already given Fox an Abakan Rabid, I thought that might be suitable smile
I haven't found a reference to Guide yet.
In fact in all 5 time I completed the game I never met his and had to blast the decoder out of the hotel room frown


 #221 - Posted by: farcrychris (Member) on 05-27-2007 at 13:16
Important NPCs should have a lot of ammo (200-300 rds) of rifle ammo IMO. Is it possible to make them loot killed NPCs for ammo their pistol or rifle weapons use?

 #222 - Posted by: Faiakes (Member) on 05-27-2007 at 13:24

I can give them that much ammo, but I don't want to.
It turns them into traders and upsets the pricing scheme too.
There should be some effort involved in gathering ammo.


 #223 - Posted by: Monopoly40K (Member) on 05-27-2007 at 13:43
i really like ur mod, faiakes, but could u put it back into a normal WinRAR file plz?

 #224 - Posted by: Faiakes (Member) on 05-27-2007 at 13:46

@ Monopoly40K
Why? In a winrar format you have to have winrar or another software that can deal with .rar compressed files.
With an .exe you only need to double click it.
Plus, 7zip on Ultra provides better compression and my mod is big enough as it is.


 #225 - Posted by: farcrychris (Member) on 05-27-2007 at 17:40
Well you CAN increase the limit if you like, but you could compensate by allowing more NPCs to be spawned, both mutants and people.

 #226 - Posted by: Faiakes (Member) on 05-27-2007 at 18:31

Not really, as that would make frames suffer, I think. The more NPCs near you the lower the frames. Am I wrong?
(obviously if you have a high end machine it doesn't matter)


 #227 - Posted by: gunslinger49 (Member) on 05-27-2007 at 18:39
@ Faiakes
here's the link I have not tried it yet, so I'll give it a go tonight and let you know.
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en


 #228 - Posted by: Faiakes (Member) on 05-27-2007 at 19:20

That is a general link. Where exactly did you find it?


 #229 - Posted by: farcrychris (Member) on 05-27-2007 at 19:34
I meant more often as well, which may be better than more at once.

 #230 - Posted by: farcrychris (Member) on 05-27-2007 at 20:12
I wonder if this can run with Anamoly Evader side by side..

 #231 - Posted by: gunslinger49 (Member) on 05-27-2007 at 21:07
@ Faiakes
Strange I copied the link from the page that the mod is assocated with. Anyway the guys name is bardak & the mod is called S.T.A.L.K.E.R. 1.0003 bug fix attempt. It's located in the mod download section of the gsc site. Hope this helps. BTW been playing fr about 2 1/2 hrs with no problem. The npc don't carry much stuff to trade and the prices for the stuff the traders carry is more in line with the orignal game. When I get to the quest to kill the bandit that can't be completed I'll let you know. Enjoy the holiday
Rock


 #232 - Posted by: Monopoly40K (Member) on 05-28-2007 at 03:13
faiakes, with WinRAR I can see the files im downloading and can delete them easily later, and anyway i think everyone downloading from filefront has a program like winrar

 #233 - Posted by: Pierre70 (Member) on 05-28-2007 at 04:09
@ Faiakes: Here's a link to the bug fix unofficial patch:

http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=9147&sec_id=17


 #234 - X-46 isnt this cheating? - Posted by: Turgo (Member) on 05-28-2007 at 04:10
X-46 why is it so cheap? Shouldn't armor like this be over 200,000ru ? I this it miss balances the game a lot. Do get me wrong great mod. Just need to have some stuff fixed on it. Like stop putting the "Faiakes" brand on everything.big grin

 #235 - Posted by: Faiakes (Member) on 05-28-2007 at 04:17

@ Turgo
It is meant to be a fun choice if you feel like it. No one is forcing you to buy it.
Heym it's only on 3 -4 things. Hardly, everything.

@ Pierre70
Thanks man. If you are using it, please report your experience back here. I'd like some feedback on that before I include in the mod (you hear me Tarrask ....wink


 #236 - Posted by: Little_Man_Green (Member) on 05-28-2007 at 05:33
Thanks Faiakes, this version of the mod has actually fixed some bugs which meant that textures dissappear. It now hasn't happened since I installed this (Touch wood).
It's awesome.


 #237 - ENEMY VIEW DISTANCE - Posted by: Faiakes (Member) on 05-28-2007 at 09:01

Can I get some feedback on ENEMY VIEW DISTANCE

Do you think that it is too much and it ought to be reduced? If so, how much % ?


 #238 - Posted by: Monopoly40K (Member) on 05-28-2007 at 09:24
ye, put it a little lower

 #239 - CHOICE TO MAKE - Posted by: Faiakes (Member) on 05-28-2007 at 09:25

Hi

I hace tried to add the BCCF mod 1.2 (which enables all missing monsters and roaming) but it relies on the spawn file which I can't hex edit, as I have no clue how to do that.
Unless there is someone who can do that, I am left with only 2 options:

a) Do away with the vehicle/transport mod and add all the extra monsters

b) Keep the vehicle mod

What's it going to be?


 #240 - Tough choice... - Posted by: Thunderknight (Member) on 05-28-2007 at 09:50
Well, I would choose get rid of the vehicles, but some people actually get use out of them (I personally don't use vehicles at all, but then again, I do a lot of other things in the mod that people don't do, so you can't really go with what I say wink ).


Perhaps (if you ever get that damned installer working wink ) you could provide an option to install either the vehicles or the monsters?


Well... Let's just hope that you can find yourself a hex editor, shall we?

Actually, if your ever looking for some help with something, perhaps you can make a post here:

http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en

(Just go under "Mod Discussion"wink

They have a ton of mods that you can look at there, and you can also make your own posts and maybe get some help on your mod?

Either way, best of luck!

Pimp!


 #241 - Posted by: Faiakes (Member) on 05-28-2007 at 10:36

Well, I'm pretty much decided in favour of the BCCF mod 1.2

Any last calls?


 #242 - Posted by: farcrychris (Member) on 05-28-2007 at 11:20
In favor of BCCF

 #243 - monster/vehicle choice - Posted by: trickyburn (Member) on 05-28-2007 at 11:21
well, I drove around a little and decided I like walking better, you get shot/bitten/whaked alot more and sometimes get to pull off stealthy moves....
if i wanted to drive i would open up toca touring car or summet.... besides I like having the cr*p scared out of me when a group of boars charges around the corner to kiss me goodnight!!! the monster mod does have some down points, some of the spawns are a little over the top(agg. res. station) but it does force you to look for high ground.... or throw that grenade over your shoulder and run! or even walk zombies through anomolies(i hope the stalker anom. avoidance mod doesnt affect zombies as well!)
still waiting for the english ver of AliVe mod to pop onto the forums(unless anyone wants to translate the german dialogues... as the Ger. one is out already) as it looks like SANEX alife mod does not have permissions to add into compalation mods(under debate atm).


I would go with monster mod... sneaking and having to think more is more fun!


 #244 - Posted by: trickyburn (Member) on 05-28-2007 at 11:31
Oh... Btw bccf seems to have bumped upto V2... linky to follow:
http://www.sendspace.com/file/lywl8p
happy stalking


 #245 - Posted by: Faiakes (Member) on 05-28-2007 at 12:18

@ trickyburn
Good tip, thanks, I'll add it straight away.
Is there a name to credit?


 #246 - Posted by: Faiakes (Member) on 05-28-2007 at 12:21

I want to upload v2.2 today so I'll add BCCF mod 2.0 now and wait until either aliVe or SANEX (or both big grin) are available.


 #247 - Posted by: Faiakes (Member) on 05-28-2007 at 12:37

BCCF mod IS BRILLIANT

Started a new game to test it and 4-5 cats and 2-3 burer have attacked the village. 3-4 Stalkers survive as I already planned ahead and gave them better weapons bit Wolf didn't!!!

I think I'll upgade their weapons more. I need to find a way to give Wolf better armour.
Idas anyone?


 #248 - WAIT FOR an ALIFE MOD? - Posted by: Faiakes (Member) on 05-28-2007 at 13:43

Do people prefer I uploaded v2.2 today (with BCCF mod)

or

Wait 1 day to add either aliVe or SANEX mod?


 #249 - Posted by: Faiakes (Member) on 05-28-2007 at 14:23

Devil! Are you in for a surprise, mmmhahahahaha


 #250 - Posted by: trickyburn (Member) on 05-28-2007 at 14:42
The author for mccf is "LLSNeitrino" from what I can gather(again.... I don't read Russian well)
I already have the alive(german mod running, just the dialogue in my case is screwed), I would wait... most people that really want to run these will have done already so(im my case with your mod) but if you have attached bccf already wait for an a-life mod to come out(peeps will need to restart their game either way to benifit so might as well wait another day or two for a more rounded mod). It can be fun adding bccf by itself but is much much better with a-life(A-LiVe btw has been tested to make sure the orriginal quest lines are intact, I am unsure about SANEX but I know there were issues with papyet, well last week anyway).

Happy Stalking


 #251 - Posted by: trickyburn (Member) on 05-28-2007 at 14:44
or even bccf.... god these drugs are good!!! Devil!

 #252 - Posted by: Faiakes (Member) on 05-28-2007 at 15:10

I agree. STALKER with BCCF and an aLife mod is almost a completeley new game.

I'll wait for another day since, as you said too, people would have to start a new game anyway.


 #253 - Posted by: farcrychris (Member) on 05-28-2007 at 16:28
faikies: Give Wolf extra health....I was thinking give him the modded Groza but it would probably tempt some people to cap him after that first mission to get such a good weapon early in the game.

Rookies should all have a plentiful supply of 5.45x39 ammo as well as AK-74s

Fanatic should have an Abakan or rapid AK-74

Is there any way to get the rookies back to their original schedule after foiling the Merc assault on the Rookie camp? It's silly to see them there all the time after. They should go back to their previous schedules.

Is it possible to find a way for NPCs use grenades in any way, especially Mercs and Military/Duty/Freedom?

Also what is a Burer? How do cats kill the rookies LOL? Where are the military stalkers, I've never come across them.

Is there any way for excess weapons to disappear after a certain amount of time, as with the NPC corpses? I've seen makarovs sitting on the ground from 4 attempted raids at the garbage hangar back entrance laying around..

I also say wait so you can merge both BCCF and ALife..


 #254 - Thank You - Posted by: AGreatMan (Member) on 05-28-2007 at 17:20
Hell YEAH it works! thanks faiakes!

 #255 - yes for adding the bccf and the alife - Posted by: AGreatMan (Member) on 05-28-2007 at 17:52
please that would be just awesome

 #256 - Posted by: Faiakes (Member) on 05-28-2007 at 17:52

@ farcrychris
>>Give Wolf extra health....

Ok but how?


>>I was thinking give him the modded Groza but it would probably tempt some people to cap him after that first mission to get such a good weapon early in the game.

Right now that's what he has. I thought about that but wouldn't it mean that every time you need to come to Sidorovich you'd have to fight everyone?
I want your opinion on this as even with the Groza_m1 he doesn't always survive the first burer/cat attack
I could just give him a rapid abakan again. The fight is such close range, I don't think it makes a difference.


>>Rookies should all have a plentiful supply of 5.45x39 ammo as well as AK-74s

I did originally give them that but at least 3 die in that first attack and the player ends up before leaving the village for the first time with 3 AK-74!
I have given them standard MP5s (9x19). The player will still end up with 3 or more from the start but at least they are less powerful and their ammo limited.


>>Fanatic should have an Abakan or rapid AK-74

Not a problem, by that time the player should way better weapon than that.


>>Is there any way to get the rookies back to their original schedule after foiling the Merc assault on the Rookie camp? It's silly to see them there all the time after. They should go back to their previous schedules.

I have no idea


>>Is it possible to find a way for NPCs use grenades

I have no idea.

>>Also what is a Burer?

Burers are like zombies with very long hands

>> How do cats kill the rookies
They are Lynx basically, big cats, easily kill a man

>>Where are the military stalkers, I've never come across them.

Me neither

>>Is there any way for excess weapons to disappear after a certain amount of time, as with the NPC corpses? I've seen makarovs sitting on the ground from 4 attempted raids at the garbage hangar back entrance laying around..

I don't know nut that is not bad. You can pick them up and sell them.

>>I also say wait so you can merge both BCCF and ALife.

I agree, If either is available by tomorrow then in a day or two...


 #257 - Posted by: TheBestCZE (Member) on 05-28-2007 at 18:10
I think military stalkers is simply meant by any army stalker exept for a specnaz, or at least thats what i read somewhere in the forums.

 #258 - Posted by: farcrychris (Member) on 05-28-2007 at 18:20
As an alternative or addition, why not give the rookies SPAS12s or Winchesters too?

 #259 - Posted by: farcrychris (Member) on 05-28-2007 at 18:23
Have you thought of having some file alternatives who like more action?

 #260 - Posted by: TheBestCZE (Member) on 05-28-2007 at 18:38
I was wondering did you change the damage for FN HPSA or is the real-world weapon that strong (i have just mediocre knowledge about weapons).

hit_power 0.70 seems a bit too much for me when compared to beretta that has same ammo but just
Hit_power 0.52
(AKU has 0.32 for comparison)


 #261 - Posted by: TheBestCZE (Member) on 05-28-2007 at 18:40
also i agree with farcrychris
since its a short range combat with the burers or the cats, wouldnt it be good if wolf had a shotty, which is a less "advanced" weapon than groza in the game and possibly would give wolf an advantage (theorethically-somebody would have to test it though)


 #262 - Posted by: Faiakes (Member) on 05-28-2007 at 18:42

@ : farcrychris
You confused me. What do you mean? (going to bed, tomorrow again)


 #263 - Posted by: farcrychris (Member) on 05-28-2007 at 18:42
Pitch Black?

http://stalker.filefront.com/file/Pitch_Black;79478


 #264 - Posted by: farcrychris (Member) on 05-28-2007 at 18:44
As mentioned earlier, why not add a shotgun to their inventories as well?

 #265 - Posted by: Mtrenal (Member) on 05-28-2007 at 18:54
TheBestCZE:

Well I would assume that the hit power would be much greater although it uses the same ammunition because it is a rifle and not a pistol, from a real-world standpoint. For example, a Colt .45 uses the .45 round, however rifles during WWII (Colt .45 in use at that time) had more "hit power" then a Colt .45, although they had a smaller calibre ammunition.


 #266 - Posted by: TheBestCZE (Member) on 05-28-2007 at 19:00
@ Mtrenal

what do u mean?
FN hp-sa is a pistol using the same ammo ingame as the MP5 submachinegun and the beretta pistol.
however the beretta pistol has a hit power (strength) much higher than the beretta 92.


 #267 - Posted by: Mtrenal (Member) on 05-28-2007 at 19:46
TheBest: Ah I see what you are saying now. It could be a some sort of major modification to the interior pistol design. I dunno, but it seems very plausable that one pistol is much stronger then the other, although it has the same ammo. (I dont know much about the differences of those two specific pistols, so it could be a game dev error that never got fixed)

 #268 - Posted by: ezeht (Member) on 05-28-2007 at 21:33
faiakes

i been reading the threads here in mod area ..seems soon you will have a new mod for us.. might include alife bccf and some more good stuff..

yesterday i installed 2.1.2. and just left the bar the first time. got my seva and ak rapid fire with scope and silencer 300 bullets health stuff is about it..any way.

im kind of on hold.. this new mod sounds so sweet with added content..i guess stuff deleted or cut from retail game.. says adds cats -rats maybe.. and makes bots more smart etc..can avoid anomilies maybe and other good stuff..

it all sounds good..now if gsc or thq would add paid support- perfect this stuff work out the bugs and tweak it and have some mega content add on mod patch.. would be sweet.. saying work more with you mod guys..and give you some credit to as to helping the community alot..

thanks faiakes and who has helped you and the comunnity..

can you give us a hint as to how deep this mod will be --some cool added stuff to the game in more details content etc??..as to cats rats smart bots or other stuff what ever??

thanks alot..good luck too all


 #269 - Posted by: Little_Man_Green (Member) on 05-29-2007 at 01:43
Nice job on the mod. Despite the fact that it is mainly other peoples stuff the constant bugfixing and updates really make you feel loved. But not in a gay way.

 #270 - Posted by: trickyburn (Member) on 05-29-2007 at 03:19
IT'S HERE!!!!

http://board.oblivion-lost.de/showthread.php?t=10208
: STALKER aliVe 1.1 [eng]
: gannebamm

yay.... I'll try it out later see if their any problems with 2.1.2 and this(I know he has extra spawns for monsters/npc's as well so their maybe some issues here!)
Sadly I'm supposed to be working atm so can't do it now frown


 #271 - Posted by: Faiakes (Member) on 05-29-2007 at 04:24

@ trickyburn
I had e-mailed gannebamm some days ago, he replied today but I'm not sure whether I have permission to use his mod yet. I am waiting for another reply.

Also, I asked someone to merge the two spawn files so that we have both vehicle and extra monsters but I need to get permission from LLSNeitrino.
Have you seen a contact e-mail for him anywhere? (and does he speak english even if I do send him an e-mail?)

@ Little_Man_Green
Back at you (in a non0gay way of course wink)

@ Mtrenal, TheBestCZE
The damage figures are the game's plus 0.3 from me to make things more interesting. Also, I will be upping the damage for Master another 0.1 (or for all levels if you prefer)

@ farcrychris
Why not? I will.
Pitch Black = No


 #272 - posted on BCCF forum, hope you don't mind - Posted by: trickyburn (Member) on 05-29-2007 at 06:05
Unable to find an email address thus posted the following on the Russian forum.:
Hello LLSNeitrino, Is it possible we could include your BCCF mod into the Faiakes compilation mod with you permission?

Regards
Richard.

Ïðèâåò LLSNeitrino, äåéñòâèòåëüíî ëè âîçìîæíî, ÷òî ìû ìîãëè âêëþ÷èòü âàøåãî ìîäíèêà BCCF â ìîäíèêà êîìïèëÿöèè Faiakes ñ Âàìè ðàçðåøåíèå?

Èçâèíåíèÿ çà ïåðåâîä îíëàéí.
Îòíîøåíèÿ

Ðè÷àðä.


 #273 - Posted by: trickyburn (Member) on 05-29-2007 at 09:29
Why do all the mods I like have to have awkward .spawn files that are evil. I think I have the transport and A-LiVe mods joined(hex editing is sooooo much fun), I Might get onto BCCF as well later. I prefered A-LiVe to BCCF as it has extra(but not all) monsters, a-life and keeps the questline going, where as I dont think BCCF does by the look of the alife.spawn file.... I'll keep you posted as to results.

 #274 - Posted by: Faiakes (Member) on 05-29-2007 at 10:29

@ trickyburn
GOOD job Stalker!

Thanks for posting there. Also, if you can hex edit aliVe and BCCF & UAZ it would be absolutely great. (is there a guide so can send me so I can learn how to do that too?)


 #275 - Posted by: TheBestCZE (Member) on 05-29-2007 at 13:18
@ #271
Thats not what i mean about the weapon. I was simply saying (to sum it up) that in the ORIGINAL(non-modded) version of the game the FN HP-SA seems pretty overpowered (the strongest non-unique pistol by far-almost shotgun damage). I was just wondering if others think so too or if you changed this for your mod. I personally reduced it from 0.70( as i understand 1.0 in your mod) to 0.55 but dont know ***** about the gun in real life so its possible its super strong on purpose.

Also the accuracy setting (fire dispersion base) for the L-85 seems really crappy when in fact it's known as one of the most accurate rifles in real life, but in the game it has a really crappy accuracy it seems.


 #276 - Posted by: Faiakes (Member) on 05-29-2007 at 15:15

Yes, they seem to have over done it with that one. 0.25 accuracy for a latest generation weapon seems unrealistic.


 #277 - Posted by: ezeht (Member) on 05-29-2007 at 15:35
hi faiakes

found a bug.. not sure if any1 noticed or posted on it but..

at the bar trader.. not sure of others? but the sig sg 550 gun info is showing 45apc ammo for it.. before it was 5.56x45.. any way i got the gun any way.. the 1 for my pistol slot 40000ru the standard size gun shows same ammo..

as soon as out of the bar..i readied my sg 550.. its loaded showing proper ammo 5.56x45.. so i guess something is mixed up someplace..

1 more thing. not really a prob but -anything i guess silver or shinny. is extra shinny bright.. even in the dark or using night vis on my seva.. the side of my gun where you ***** it etc.not sure what the part is called it is all ways extra shinny and even reflects pitch dark off of it.. its funny.. but i notice things on edges or mess link type fence is not natural looking its so bright it looks like it white out.. anything like that close to a light. its hard to explain. im sorry

im sure its to make light seem more natural-- like when you look into a light or how it reflects when close to it.. just seems i little too much on some suffices.. stuff kind of seems like gamma is too high only colors are good. its anything silver or that will reflect light per say.. looks more like either white or pure light its self

and and all.. great mod.. your mods are great..i can play this game only with your mods..

good luck


 #278 - Posted by: ezeht (Member) on 05-29-2007 at 15:46
oh ya

im using 2.1.2 and what ever the last add on for trader or what ever it was.. you have links for a few posts back- these 2 files i added them as per instructions->

Better ammo prices 1 -----------------------

Personally, I think the ammo prices are just perfect (if you never touch 7.62 ammor )

http://www.sendspace.com/file/r1lfra

Not, down to original levels. I set to double the original.

Stop complaining. Youll be fine

Put in: config>weapons
------------------------------------------------------------------------

------------ Better ammo prices 2 -------------------------------

http://www.sendspace.com/file/pbrksa

I also modified the amount of ammo NPCs carry so that you can always find some.
Thanks farcrychris

Put in: config>misc


 #279 - Posted by: ezeht (Member) on 05-29-2007 at 15:52
oh ya

seems the bar man gives me less for my stuff then before..he gets my stuff dirt cheap artifatcs before got 1500 to 5000ru now bring me 750 tops im giving him 25 freaken artifacts plus other guns and ammo suits what ever. i can just barly get 40000ru- maybe ive mised something that gives me better rates. a mised task maybe-i dont know? this is bar trip 2 take him the documents. best i know ive completed all my missions etc.

pricing is different then 2.1.1 i think??


 #280 - Posted by: Faiakes (Member) on 05-29-2007 at 16:19

Yes, absolutely. People were making too much money and it was making the game too easy.

Thanks for the tip. It's not a bug, just a mistake in the text file. I'll fix it now.
(OK, going to bed, tomorrow now)


 #281 - Posted by: farcrychris (Member) on 05-29-2007 at 20:02
Why is it that I see stalkers with wpn_toz34 (hunting rifle) in the stalker xml files but we never actually see them carrying them at all?

 #282 - Posted by: trickyburn (Member) on 05-30-2007 at 04:56
The Plot thickens:

5. Ðè÷àðä. 30.05.2007, 15:51
Thank you, I was looking for the author of the BCCF mod (include missing monsters into the game) so that Faiakes can get permission, or at least the rights to pick at the data and take bits for inclusion into his mod pack. As I could not find a link for contact, I had assumed Neitrino was associated with this site. Does anyone know where I can get Permission from the originating author?
Ñïàñèáî, ÿ èñêàë àâòîðà ìîäíèêà BCCF (âêëþ÷èòå íåäîñòàþùèõ ìîíñòðîâ â èãðó) òàê, ÷òîáû Faiakes ìîã ïîëó÷èòü ðàçðåøåíèå, èëè ïî êðàéíåé ìåðå ïðàâà âûáðàòü â äàííûõ è âçÿòü áèòû äëÿ âêëþ÷åíèÿ â åãî óëüòðàñîâðåìåííûé ïàêåò. Ïîñêîëüêó ÿ íå ìîã íàéòè ñâÿçü äëÿ êîíòàêòà, ÿ ïðåäïîëîæèë, ÷òî Neitrino áûë ñâÿçàí ñ ýòèì ó÷àñòêîì. Ëþáîé çíàåò, ãäå ÿ ìîãó ïîëó÷èòü Ðàçðåøåíèå îò ïðîèñõîäÿùåãî àâòîðà?
4. Êèðèëë (Cerbe_RUS) 30.05.2007, 14:03
Heh, my english is not perfect
Why you ask us about this mod? There is no LLSNeitrino on this web-site.... sorry
About editing .spawn files: I think no... anywhere i dont know other ways... sorry again ))
About this mod: I think you CAN take this mod to your modification, becouse it's not a mod it's a modpack, too.
3. Ðè÷àðä. 30.05.2007, 12:08
English preferably, I was trying to be polite by attempting to post in russian, however I can accept russian (as long as I can translate it).
On another point, do you have a guide to editing .spawn files? I can see how to comment out conditional statements and change numbers in spawn points (hexadecimal replacement) but some other unreadable data sometimes is changed. Is there another way to edit these files other than by hexadecimal replacement?
Regards
Richard

Àíãëèéñêèé ïðåäïî÷òèòåëüíî, ÿ ïðîáîâàë áûòü âåæëèâûì, ïûòàÿñü îáúÿâëÿòü â ðóññêîì, îäíàêî ÿ ìîãó ïðèíÿòü ðóññêîãî (ïîêà ÿ ìîãó ïåðåâåñòè ýòî).
Íà äðóãîì ïóíêòå, Âû èìååòå ãèäà äëÿ ðåäàêòèðîâàíèÿ .spawn ôàéëàìè? ß ìîãó âèäåòü, êàê êîììåíòèðîâàòü, óñëîâíûå ÷èñëà îò÷åòîâ è èçìåíåíèÿ â .spawn ìåñòîïîëîæåíèÿõ (øåñòíàäöàòåðè÷íàÿ çàìåíà), íî íåêîòîðûå äðóãèå íå÷èòàáåëüíûå äàííûå èíîãäà èçìåíÿþòñÿ. Òàì äðóãîé ïóòü ñîñòîèò â òîì, ÷òîáû ðåäàêòèðîâàòü ýòè ôàéëû êðîìå øåñòíàäöàòåðè÷íîé çàìåíîé?
Ïðèâåò
Ðè÷àðä.
2. Êèðèëë (Cerbe_RUS) 29.05.2007, 19:12
Should we answer you in engish or it's possible in russian?
1. Ðè÷àðä. 29.05.2007, 17:07
Hello LLSNeitrino, Is it possible we could include your BCCF mod into the Faiakes compilation mod with you permission?
Regards
Richard.

Ïðèâåò LLSNeitrino, äåéñòâèòåëüíî ëè âîçìîæíî, ÷òî ìû ìîãëè âêëþ÷èòü âàøåãî ìîäíèêà BCCF â ìîäíèêà êîìïèëÿöèè Faiakes ñ Âàìè ðàçðåøåíèå?
Èçâèíåíèÿ çà ïåðåâîä îíëàéí.
Îòíîøåíèÿ
Ðè÷àðä.


 #283 - Posted by: trickyburn (Member) on 05-30-2007 at 05:12
editing the spawn files can work, as long as you dont overwrite something important, I use a hex compare utility to compare the original to the modded to know what they have changed and determine if its worth changing(if I can understand what was changed.) sometimes people manage to increase the size on the spawn file(A-LiVe uses a larger file than the vehicle mod) in this case it gets more confusing. I understand replacing numbers or null spaces, or even replacing whole strings(like the conditional statements) what I dont understand is why or how some people have differant size files and still get them to work or what the unreadable stuff is between the readable statements. Is their some tool to unencrypt/unpack this file to a readable form and then repack? is there a program that can open these files(other than bit/hex) and why on earth can't a vehicle be spawned by a script as you have to rely on overwriting something else in the spawn file to get it to work(you can spawn most other things by script now!)

@faiakes don't spose you fancy asking gannebamm the above? or keep entering stuff in the "interesting finds about scripted npc's" forum!, I cant seem to register onto the same forum as him to ask!


 #284 - can anyone help me? - Posted by: culliganman (Member) on 05-30-2007 at 06:54
confused i am new to all this modding stuff. but i need help with how to get the faiakes mod to work, i have downloaded it and it is extracted to my desktop, i read the intructions but i don't understand. can anyone please help me, and tell me how to place the files in the game folder and get this mod working. thanks

 #285 - Posted by: splatcat1972 (Member) on 05-30-2007 at 08:42
culliganman
look inside the gamedata folder and you will find another gamedata folder, copy the later into your stalker directory.
Then it should work.


 #286 - Posted by: culliganman (Member) on 05-30-2007 at 09:51
splatcat1972
i know this is gonna sound stupid but i am a noob, i will admit it. where is the directory?


 #287 - Posted by: gunslinger49 (Member) on 05-30-2007 at 12:39
@ Faiakes
Look on the off chance of sounding gruff, just use the mod if your so inclined. It's not like your ripping off copyrighted, or patinted stuff. Give him credit for the work and if he does not like it tough. After all this is for the good of us all. Or if that does not sit right with you, use someone else's. Jeeze its not the bible after all. All you hard work is much appericated by us all, as is clear by you being the most popular modder here. Life is way too short to be bothered by this crap. Rock


 #288 - Posted by: Faiakes (Member) on 05-30-2007 at 14:05
@ gunslinger49
I had a bad experience with my Doom3 mod, so I'm trying to make sure nothing remotely close happens again.

Anyway, Red Rifle being a top chap, talked to SANEX about me (I guess he got sick of me begging him to big grin) and I have been given -exclusive- permission to use his mod! Rock

Please, send me suggestions as my gaming rig is out of comission so I can't play the game (I haven't for a couple of days now - E6600 and DDR900 arriving tomorrow!)
Anyway, suggestions, what is not so good/annoying/not enough/too much about SANEX A-LIFE MOD (4.2 Extended)


 #289 - Hi culliganman - Posted by: splatcat1972 (Member) on 05-30-2007 at 14:22
Hi culliganman,
Mine is Cstick out tonguerogram FilesTHQS.T.A.L.K.E.R. - Shadow of Chernobyl
Drop the gamedata file in here i.e. the gamedata file with the data and not the gamedata file containing the gamedata file if you know what I mean LOL. You may have to start a new game though if you are not already running with any of Faiakes previous mods, to be on the safe side.
Good Luck.


 #290 - SANEX UPDATE - Posted by: Faiakes (Member) on 05-30-2007 at 14:43

Good news. Merging has already been completed. SANEX mod does not use the .spawn file so we can have both BCCF mod and SANEX !!!

I just need to test it now (on the laptop frown, it's going to take me a while...)


 #291 - Removal of "all items" for trader in next version? - Posted by: Dreaded_Walrus (Member) on 05-30-2007 at 16:12
Faiakes, is there any chance that you could offer a version of the next mod that doesn't have all traders offering all items?

I am relatively new to the game, and when I go to a trader, the huge selection of things for sale is overwhelming. I imagine that for someone who has already completed the game, and just wants to be able to get their favoured selection of items anywhere, it's good, but for someone like me who wants to slowly discover their own favourite selection, and have to find places where all these more advanced items are sold, it's not.

So yes, if you could offer a version of the next Faiakes Mod without the huge trader inventories (or, better yet, include the alternate .ltx in the same download, so that the user can swap if they choose), then that would be great. I would simply delete the file completely, but that would lose all the other wondrous benefits.

Great work on the mod in general, though, keep it up. It's just one minor thing that gets to me, that's all. smile


 #292 - Posted by: farcrychris (Member) on 05-30-2007 at 16:42
Dreaded_Walrus: I made modifications that could suit the mod, in particular the trader, if you read some of my previous posts about it. Here is the upload, perhaps Faikes should take a look at it as well:

http://www.mediafire.com/?d1wr5mhg1w9


 #293 - Posted by: farcrychris (Member) on 05-30-2007 at 16:53
What about killing the Stalker_Faikes_v### part so people can unzip directly into the game directory?

 #294 - Posted by: Dreaded_Walrus (Member) on 05-30-2007 at 17:08
@farcrychris
What modifications in particular have been made? I don't really want to lose any functionality, you know? Still, I've downloaded the linked file, ready to install. I can see where everything goes. smile


 #295 - Posted by: Faiakes (Member) on 05-30-2007 at 17:29

@ Dreaded_Walrus
I've already added in the ReadMe how to do that, but I will include a 'sanitised' version of the trader files, since you so desperately want it.

@ farcrychris
Woah, too may changes. I don't have the time to investigate what they do. Mail me a list of the new effects.

That format is required for submitting the mod. Read: http://stalker.filefront.com/info/subfiles


 #296 - Posted by: Dreaded_Walrus (Member) on 05-30-2007 at 17:50
@ Faiakes

Thank you very much. I'm currently looking through Faiakes_ReadMe.txt in this version of the mod, in the "Changing this mod" section, and all I can see are "Altering load capacity", "Vehicles", "Skins", "Weapon Reliability", "Armour Degrading", and "Dispersion".

Which is all the more odd, as I remember seeing information on removing the trader stuff SOMEWHERE, but seeing as before downloading this version of the mod (my first version), I looked through the descriptions of each previous file, it could really have been anywhere.

I appreciate you going to the extra effort very much, and while looking through the comments in previous versions, there were only one or two other people who want such a mod, so again thanks a lot. smile

I've repped you on the forum, on a random post, as it's pretty much the most I can really do to show gratitude.


 #297 - Posted by: farcrychris (Member) on 05-30-2007 at 18:06
So others know

Duty/Freedom: Have the most ammo and most weapons for sale but prices/supply vary on availability. Some weapons are cheaper while heavy weapons are more expensive. One of the few traders selling the exo armor. Has biggest supply of explosives.

MSL: Has less ammo and weapons for sale and is only trader selling Gauss Rifle. Healing and food items are the cheapest of all traders here. Weapons and armor are more expensive due to location. Small supply of explosives available.

Barkeep: Moderate supply of ammunition of all types as well as cheapest ammo and weapons sold from any trader. Food items are more expensive (and biggest supply) as well as weapon addons.

Sid: Moderately small supply of weapons ammo for the beginner stalker. Limited choice of armor available with minor discount. Food is slightly cheaper but not cheaper than MSL. Weapon addons are most expensive here. Smallest supply of explosives available


 #298 - Posted by: TheGreyKnight (Member) on 05-30-2007 at 18:18
um, the aftermath mod shouldnt be included in the next faiakes. aftermath has the horror mod in it, and almost everybody didnt like the horror mod

 #299 - Posted by: TheBestCZE (Member) on 05-30-2007 at 18:50
horror mod is good if u combine it with the right mods, but doesnt really fit into faiakes mod well i admit

 #300 - Posted by: farcrychris (Member) on 05-30-2007 at 21:53
Regarding Fanatic and Wolf, Fanatic has a shaved head, Wolf has a hood.

 #301 - Posted by: Faiakes (Member) on 05-31-2007 at 01:06

@ Dreaded_Walrus
I meant in the upcoming version.

With the inclusion of SANEX and BCCF you'll have all the surprises you need.


 #302 - MP5 SIGHTS - Posted by: blacksun1942 (Member) on 05-31-2007 at 10:47
How do I get the iron sights back for the MP5???

I *REALLY* don't like this fake aim dot that was added to the MP5; I want the normal iron sights.


 #303 - Posted by: Faiakes (Member) on 05-31-2007 at 11:18

Go to: config>weapons>w_mp5

open it with notepad

find this section :

;SCOPE
zoom_enabled = true
scope_zoom_factor = 30
scope_texture = wpnwpn_crosshair_MP5
scope_name = wpn_addon_scope
scope_x = 60
scope_y = -2
;End Scope

delete all of it.

And change this (its right above it):

scope_status = 1, to 0

That should do it. I will add these instructions to the ReadMe too.


 #304 - Posted by: farcrychris (Member) on 05-31-2007 at 11:48
May I ask what exactly was changed in weather_default.ltx? What does it affect if I decide to try the Pitch Black mod?

 #305 - Posted by: blacksun1942 (Member) on 05-31-2007 at 11:55
TY Faiakes, you are a good man.

 #306 - Posted by: Faiakes (Member) on 05-31-2007 at 12:28

@ farcrychris
I don't know exactly but I don't there should be a problem if you just add it.

@ blacksun1942
No prob.


 #307 - Vehicles - Posted by: trickyburn (Member) on 05-31-2007 at 14:51
ok, mucking about with the spawn file has proven to give some very interesting results... the best solution is to not use the vehicle mod with the all.spawn(less chance of cocking something up merging mods this way!) and use Jeppa´s_Mod_(V1.16)_incl.vehicles&monsters one instead, that can spawn either from a new menu option or from dialogue. It does have a few extras that you may or may not like but as its mainly script driven its also compat. with all those mods with all.spawn in already. You will also find it easier to pluck out just the bits you want(obv. with Jeppa's permision first)

happy stalking


 #308 - Posted by: Faiakes (Member) on 05-31-2007 at 15:39

Nice one trickyburn!

Where can I find it?


 #309 - Posted by: Dreaded_Walrus (Member) on 05-31-2007 at 17:46
@faiakes
I found the mod on a German site here: http://www.shooter-szene.de/index.php?name=CmodsDownload&file=index&req=viewsingledownload&lid=2494&ttitle=Jeppa%C2%B4s_Mod_V1.16

It is the same version (V1.16), but the site requires registration, however.

Ah, actually, just as I've been typing this, I found a link that doesn't require registration to download:

http://www.shooter-szene.de/PNphpBB2-viewtopic-t-6216.phtml The readme for the zip is in German and Babelfish English.


 #310 - Editing all.spawn - Posted by: trickyburn (Member) on 06-01-2007 at 03:31
I knew there would be an easier way:
http://66.249.91.104/translate_c?hl=en-GB&u=http://stalkerin.gameru.net/modules.php%3Fname%3DDownloads%26d_op%3Dviewtheoned%26lid%3D84

google translated to make life easier.


 #311 - Posted by: Faiakes (Member) on 06-01-2007 at 04:01

TOP STUFF trickyburn. I think you have upstaged madmax17 as my scouter (which by the way you have become in my readme...)

madmax17, sorry dude but you've been lazy lately big grin


 #312 - Posted by: Little_Man_Green (Member) on 06-01-2007 at 04:53
i think you might have just hurt madmax17's feeling....

 #313 - Posted by: Little_Man_Green (Member) on 06-01-2007 at 04:53
*feelings....

 #314 - Posted by: trickyburn (Member) on 06-01-2007 at 06:41
@faiakes cool, drop by some time, I'll buy you a Beer! Beer!
on a side thought, after playing with the xrspawner and spotting that you can set the helicopters to invulnerable = true why not set the quest npc's invulnerable = true as well.
Looking at the A-LiVe spawn file(havn't reloaded sanex yet) if you want to free certain individuals from conditions like wonder the zone after a quest to just wonder the zone comment out the cond with ;cond it will then ignore the rest of the line(I used to do that in the hex editor... but this is nicer)

in theory if you wanted BCCF to act the same way as A-LiVe(I know... your not using that mod) you could open them side by side and just comment out the conditions Gannebamm has and maybe achive the same results with SANEX as the mod(or merge the scripts of both if you have permission from both, that could be interesting!)


 #315 - Posted by: trickyburn (Member) on 06-01-2007 at 06:52
@MadMax17 no running me over in you interceptor eek!, I've been run over once in the last year... It would be unfair if I were run over again because I just pointed out some stuff big grin

 #316 - Posted by: culliganman (Member) on 06-01-2007 at 09:57
is this what the armour parameters should look like after they are changed?

[sect_niphty_outfit_immunities]
burn_immunity = 0.xxx
strike_immunity = 0.xxx
shock_immunity = 0.xxx
wound_immunity = 0.xxx
radiation_immunity = 0.xxx
telepatic_immunity = 0.xxx
chemical_burn_immunity = 0.xxx
explosion_immunity = 0.xxx
fire_wound_immunity = 0.xxx


 #317 - Posted by: farcrychris (Member) on 06-01-2007 at 10:31
cull: correct, all those should be zero to keep the armor intect.

 #318 - Posted by: culliganman (Member) on 06-01-2007 at 11:11
ok so does that affect the "X-46 Advanced Battlearmor Suit" and make it to where you're invincible? cuz i am playing it on the max difficulty and need some help

 #319 - Posted by: farcrychris (Member) on 06-01-2007 at 12:20
Why do dropped Enfields appear bloody to me?

http://img530.imageshack.us/img530/7562/sschrisdragon0530071450in7.jpg


 #320 - Posted by: Mtrenal (Member) on 06-01-2007 at 12:32
Same here, farcrychris. I dunno why, I just guessed it was a different skin.

 #321 - Posted by: farcrychris (Member) on 06-01-2007 at 14:16
so what's the word so far?

 #322 - Posted by: culliganman (Member) on 06-01-2007 at 14:32
is there anyway to make the "X-46 Advanced Battlearmour Suit" entirely bullet-proof? or is there always going to be the possibility that bullets can still affect you no matter what?

 #323 - Posted by: farcrychris (Member) on 06-01-2007 at 18:30
I just told you how.

 #324 - Posted by: farcrychris (Member) on 06-01-2007 at 19:02
the immunities section should be 0 for the suit

 #325 - Posted by: farcrychris (Member) on 06-01-2007 at 19:10
Oh for damage? For any sections showing:

burn_protection = 0.1
strike_protection = 0.1
shock_protection = 0.1
wound_protection = 0.1
radiation_protection = 0.0
telepatic_protection = 0.0
chemical_burn_protection = 0.1
explosion_protection = 0.1
fire_wound_protection = 0.1

Set fire_wound_protection to 1.0


 #326 - about fan made patch fix for .0003 patch - Posted by: gunslinger49 (Member) on 06-01-2007 at 21:23
@Faiakes
I've been playing with the .0003 patch fix from the guy I told you about on the gsc fourm. I finally got to kill the bandit who could not be found in the catacombs. So the patch seems to work in that aspect. Also a lot more dogs and I don't know if its me but the AI SEEMS smarter, I've been palying this game nonstop since I bouhgt it and the fights are more intense and the bad guys toughter since I used this mod. And please don't misunderstand me I LIKE IT. Have not have any issues with this mod. Might look into it if I were you and see if you like it. Two Thumbs Up!


 #327 - UPDATE - Posted by: Faiakes (Member) on 06-02-2007 at 08:12

CRASH PROBLEM SOLVED

I will uploading v2.2 with SANEX & BBCF included today.


 #328 - Posted by: ezeht (Member) on 06-02-2007 at 09:12
cool

got to finish my game now.. so i can install and play this mod..sounds good to me


 #329 - BLOWOUT MOD - Posted by: Thunderknight (Member) on 06-02-2007 at 09:53
Hey Faiakes, you may want to check out this mod before you upload

http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&lang=en

(Go to Mod Downloads, should be in that little forum on the first page)

Looks pretty neat. Don't know how functional it is though... can someone test it?


 #330 - Posted by: Faiakes (Member) on 06-02-2007 at 10:05

The page appears to be down.

Anyway, I'd want someone to try it first. I can't wait for another week before updating the mod.


 #331 - Posted by: karl87 (Member) on 06-02-2007 at 10:11
what time would it be released today ?

 #332 - Posted by: Mtrenal (Member) on 06-02-2007 at 11:23
YES! Finally the new 2.2 Faiakes mod.

I really enjoy your mods Faiakes.


YESH!


 #333 - Posted by: Faiakes (Member) on 06-02-2007 at 14:34

Thanks everybody

i tried to upload it directly to FileFront but their systems wasted 4 hours of my life, so I'm reuploading to Sendspace now, should have link in less than an hour.


 #334 - NEW VERSION - Posted by: Faiakes (Member) on 06-02-2007 at 15:23

------------------------- v2.2 -----------------------

http://www.sendspace.com/file/2jam1e


Enjoy people.
------------------------------------------------------------
---------------------------------------------------------

2.1.2 -> 2.2


- Added sanex's SANEX A-LIFE MOD v4.2 Extended (modofied, requires new game)
- Added LLSNeitrino's M_BCCF mod v2.0 (modified, requires new game)
- Added jjwalker's Float32 mod v1.5267a
- Added broke181's Silent Silencers mod v3.0
- Added Turgo's Edited Advanced Mapping System mod v2.0a
- Added KoGar's Rules of Engagement mod v0.1b (partial + modified)
- Added natasha8384's Camo Weapons Pack v1.0 & 2.0 (partial + modified)
- Added Broken181's Russian Military skin (as made for karl87)
- Added Hectrol's Acoustic Metal Stalker Minimod (partial - uploaded mod to FileFront)
- Added Bolm's OLMod 1.2 (added the weather effects, too)
- Removed Ceano's UAZ Jeeps vehicle Mod 1.1
- Fixed: Extremely high ammo prices. Now set at double the original
- More NPCs now carry x2 the ammo and all NPCs sell food and meds at half price
- Nearly all friendly NPCs have beed "beefed up" with better weapons (requires new game)
- Abakan fire distance reduced to a more realistic 400m
- AK-74 fire distance reduced to a more realistic 400m
- AN-94 Sniper Abakan fire distance reduced to a more realistic 600m
- Beretta fire distance reduced to a more realistic 100m
- Gauss rifle price increased to 200.000
- Rg-6 Unique now fires all types of grenade ammo
- Rg-6 Unique price increased to 70.000
- Broken181 credited for 100 Rads Bar poster
- Corrected SIG SG-550 (Tactical) ammo reference (thanks ezeht)
- Added new tip to the guide (Quests & Tactics #1)
- Added Stauffenbergs Stalker vista 32 bit "out of memory" fix in the ReadMe (Bugs section)
- Added "out of memory" fix for XP info in the ReadMe (Bugs section)


 #335 - Posted by: farcrychris (Member) on 06-02-2007 at 15:51
I think the PDA map images for the Garbage and Cordon should be removed.

 #336 - Posted by: Faiakes (Member) on 06-02-2007 at 16:09

Too much?


 #337 - Posted by: karl87 (Member) on 06-02-2007 at 16:48
I'm having trouble dragging bodies small distances , they seem to drop right after I pick them up ?? anyone else having this problem

 #338 - Posted by: karl87 (Member) on 06-02-2007 at 16:50
BTW you said you a added russian military skin that was made for me? what/where is it exactly ?

 #339 - Posted by: karl87 (Member) on 06-02-2007 at 16:51
blah disregard last , I seem to have reapplied my armor and the dragging problem was gone =)

 #340 - Posted by: Faiakes (Member) on 06-02-2007 at 16:54

You can drag bodies? Cool? Which buttons?


 #341 - Posted by: Faiakes (Member) on 06-02-2007 at 16:59

Please move all discussion to new version page.

I will no longer attend this one.


 #342 - I spawn in the ground...HELP FAIAKES. - Posted by: wolf_shogun (Member) on 10-28-2007 at 03:53
@faiakes -uh, not sure of the purpose of this (im new) but since others are doing it Im assuming I suppose to use "@.faiakes" to get your atention or somthing...

So, here is my story/problem. I downloaded the new game patch 2 days ago, then your mod. I have just recently exctracted your mod using winRAR to my desktop. Then doing exactly as you said in your read me, I stuck the gamedata folder into...Program FilesTHQS.T.A.L.K.E.R. - Shadow of Chernobyl. So then I started up the game and started a new game in master diffculty. After hitting esc to skip the begining cut-scene I find myself stuck in the ground. Not so much stuck in the ground as I just cant move from the spot Im started in, which is over by the bridge with the underpass, that has a car in it, in the begining area. Anway, when I try and move (jumping around and such) my character seems to start doing slow back-flips into the air. Once this all happened I went back to the read me and followed your instructions on how to get a mod working. Unfortuanetly for me, this did not help. My character resumed being spawned into the ground, with slow back-flips being the only way to move out of the ground, but not in any direction other then upwords. As I can go no where else. I noticed a previous mention of a UI mod, which I cant seem to find within the gamedata folder. Is this required for v2.4 of your mod? If so where can I find it. Also, I dont know if this information is of any use, but I have to play the game in "windowed-mode" becuase of some error involing the sky in full-screen mod, where everything from the ground becomes a motioned blur stuck in the sky once I look at it. Oh, and I noticed that when I hit ~ at the main menu I see alot of read error's stating things like "ivaild ogg file" for music and what not. Is that suppose to happen? Would be great if you could help me, because I would like to get playing your mod as soon as possible. Looks very good, and from what I have been seeing in these post, It must be good. Please help.




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