View Full Version : Shadow of Pripyat (CoP Mod)
Kellervo713
02-17-2010, 04:17 PM
Version 0.9b Downloads:
- http://www.megaupload.com/?d=SINPYVYI
- http://stalker.filefront.com/file/Shadow_of_Pripyat;111369
I've been working bit by bit on a modification since I got my hands on the Russian version of Call of Pripyat. Now, thanks to a week off from school, I've brought the quality up to a level that the mod is nearly release-ready. I'd like to get some feedback on the ideas being implemented, so I can snip bits that would detract from the game.
The point of this modification is to add to the game, in more subtle ways then most other mods have done. There are no new caches or random lockboxes hidden in plain sight for the player to find - most of the new content is unlocked as quest rewards, or from Owl and Hawaiian's expanded inventory (which also gives a little bit more incentive to pick a side and stick with it in the faction war). Most that aren't quest rewards are carried by specific stalkers whom you must kill, or are used by the appropriate faction's experts to give them a definitive 'punch' that CoP's characters and experts lack compared to previous games.
In short, this mod is a difficulty booster, and implements most of the 'features' from Shadow of Chernobyl as a way of adding variety to the game, without adding weapons or armors that don't canonically fit. This is done mostly by adding unique weapons akin to the 'specials' that existed in Shadow of Chernobyl - to compensate for the fact they can be repaired, to do so often costs 3 - 4 times as much as their regular counterparts.
Funnily enough this mod also began with the intention of boosting the artifacts' stats - in the original version of CoP they were all, barring the Goldfish and Bubble, pretty damn useless.
==Contact Information==
Shadow of Pripyat's author can be found on the Steampowered forums, and added on Steam as Kellervo713.
An ongoing thread to report bugs and give feedback is at:
http://forums.steampowered.com/forums/showthread.php?t=1150419
==Installing==
After installation, you will need to start a new game to get the most out of the modification.
1. Extract file to your STALKER game's gamedata directory, or create it if necessary. Done!
For steam users, this would be:
C:\...\Steam\SteamApps\common\stalker call of pripyat\gamedata\
Optional steps:
2. Names will not display properly if you are using an English or European copy of Call of Pripyat - this mod was done with a Russian copy. In the text\rus directory, copy the 'st_items_weapons.xml' and 'st_items_outfit.xml' to your localization's directory.
3. The mod's artefacts are kept seperate - if you do not like the changes, you can go to configs\misc\ and delete the artefacts.ltx with no harm to the game.
A note: This mod causes conflicts with SMRTR Pripyat, but has been tested with the Variation Mod and the Atmosfear mods with no ill effect.
==Version 0.9==
===Short Summary===
*16 Unique Weapons for specific characters throughout the Zone.
*8 Unique Weapons sold from Owl and Hawaiian - 2 unique variants for each faction.
*Monolith Sunrise Suit.
*Duty, Freedom, Mercenary, and Monolith Faction SEVA Suits.
*Duty, Freedom, Mercenary, and Monolith Faction Exoskeletons.
*3 Unique Armors.
*Faction War given more life.
*A-Life given more life - squads expanded, with higher ranks less rare.
*Starting load out modified.
*Artifact properties tailored to make anomaly-searching more profitable.
===Long Summary===
=====Weapons=====
All Unique weapons have improved durability - to counteract the cost of repairing them.
*Brass - Knuckles' unique AK-74u. Increased power and rate of fire, but diminished durability.
*Quartermaster - Morgan's unique AK-74. Reduced recoil.
*Spetsnaz VAL - General Tachenko's VAL. Increased bullet velocity.
*Taurus - Slasher's LR-300. Drum magazine with higher rate of fire.
*Cancer - Black's SiG-550. Integral silencer and scope mount point.
*Aries - Skull's Maverick 88. Increased damage and lower recoil.
*Pisces - Serbin's USP. Increased damage with burst-shot function.
*Gemini - Ridge's PKm. Lower recoil.
*Scorpio - Jackal's G-36. Silencer and grenade attachments.
*Oak - Poplar's LR-300. High accuracy and rate of fire.
*AN-94/Stormer - Scaley's Storming Abakan, with integral grenade launcher.
*AN-94/Sniper - Podorogniy's Sniping Abakan, with integral x4 PSO-1 targeting scope.
*Lightning - Cpt. Tasarov's Groza, with increased bullet velocity and PSO-1 scope.
*Needle - Shulga's VAL. Decreased recoil and increased accuracy.
*Uncle Yar's Special - Loki's SVUmk2. Increased rate of fire, accuracy.
*Dolg Groza - Dutyer Groza. Increased rate of fire with a PSO-1 attachment point. Sold by Hawaiian.
*Dolg AN-94 - Dutyer AN-94. Increased rate of fire with integral Masterkey shotgun. Sold by Hawaiian.
*Sniper SiG - Freedomer SiG-550. Integral x6 SUSAT, lower rate of fire and much higher bullet velocity. Sold by Hawaiian.
*FN2001 - Freedomer FN2000. Lower recoil and higher bullet and grenade velocity. Sold by Hawaiian.
*Scimitar - Bandit Vintorez. Higher clip capacity and bullet velocity. Sold by Owl.
*Stiletto - Bandit Viper-5. Uses .45ACP, higher damage with lower rate of fire and recoil. Sold by Owl.
*Masterkey - Loner LR-300. Integral Masterkey shotgun, lower recoil. Sold by Owl.
*Nailgun - Loner AK-74. Lower rate of fire, extremely high bullet velocity and damage. Sold by Owl.
*Balanced L85A2 - L85A with lower recoil, high durability, and integral silencer. Used by Sledgehammer.
*AK-74 Rapid - AK-74 with increased rate of fire and minimal recoil. Used by Crest.
*Streetsweeper - Protecta with increased damage and drum capacity. Used by Jack.
=====New Armor=====
*Existing suits modified - each faction's suits function slightly differently from one another.*
*Ecologist Suits added as rewards for Ecologist missions - count as closed-circuit systems for the Pripyat underground. Minimal bullet protection, same as CoP's standard SEVA.
*SEVA Suits given a boost in gunfire protection to Shadow of Chernobyl levels (40% as opposed to 20%).
*CS-1 Body Armor added - similar to the PSZ-12d and Bulat, but with higher anomaly protection.
*Loner and Monolith "Heavy" armor added (no longer NPC only) - unique variants "Colossus" and "Preacher's Robes" grant various bonuses.*
=====Factions & Stalkers=====
*Duty and Freedom squads spawn more regularly - Expert and Veteran spawn rates no longer hinge on the faction war.
*Rare weapons such as the PKm, SVD and others appear slightly more regularly. NPCs also drop ammunition for them, and Hawaiian and Owl stock the base ammunition - Hawaiian will sell an alternate ammo type.
*The unique variants sold by Owl and Hawaiian may appear in Experts' hands.
*Faction-specific weaponry is sold more readily - the top of the line items may appear in the inventory even if the player has sided with the opposing force, only more rarely.
*Faction relations in Yanov change with the player's quests - Loners (but not Ecologists or Mercs) will become hostile to Dutyers or Freedomers if the player's actions convince the lodge's inhabitants to aid the other faction (earning the Friend of <Faction> Achievements).*
*Loner Experts modified - they use the G36 and AN-94 in place of the FN2000.
*Bandit Experts modified - they use AN-94s more often. Spawn with heavier armor to prolong lifespan.
*Freedom Veterans and Experts modified - Veterans use SVDs, SVUs, while Exoskeleton Experts use FN2000s, and G36s more often.
*Duty Veterans and Experts modified - more likely to spawn with AS VAL, VSS Vintorez, and RP-74s on a more regular basis.
*Monolith modified - SVDs and VALs are less common, Grozas and FN2000s appear more regularily.
=====Artifacts=====
*Anti-rad artifacts given boosts - Twist now has -4, and Bubble has -6, ala Clear Sky.
*Protective artifacts more effective - low-tiers protect from 8 - 15%, while high-tiers protect from 25 - 30%.
*Health artifacts made more effective. The Firefly replenishes 50 HP per minute, as opposed to 50 HP every 10.
*Stamina artifacts made more efficient. A single Battery grants the player a full minute of sprinting - two gives infinite sprint.
*Compass artifact grants a large bonus to all anomaly protection, but has +6 radiation, and prolonged use induces severe bleeding.
*Heart of the Oasis grants health, stamina, and anti-rad bonuses, but subtracts from anomaly protection by 20%.
*All artifact prices increased.
=====AI Changes=====
*AI's range and field of view changes more noticeably dependent on weapon-type - done to counteract sniper rifle wielders from being absolute nightmares to sneak up on.
*Squad size increased from 2 or 3 to 4 or 5 (or 7/8 in case of zombies).
*'Confidence' increased - Stalkers are more likely to search for artifacts, go on mutant hunts, and attack enemy stalkers, without making them overly aggressive.
*Factions now lose goodwill at an appropriate rate - Loners and Bandits will hate you enough to kill you depending on certain quests, and killing Dutyers or Freedomers will gradually erode your relationships with them.
=====Known Bugs=====
*CS-1 body armor name and description do not load properly.
*Knuckles' and Ridge both reset weapons. Brass & PKm are currently unattainable.
*The Professors do not give you Poplar or Hatchet's weapons as planned.
*Dropping one of the new armors may crash the game. Believed to be fixed, but may still occur.
*New armor in UI is the same as its Loner counterparts - does effect in-game model.
*Mercenary SEVA appears as Merc Suit in-game (Merc SEVA not included in assets, porting from Clear Sky).
*Faction SEVAs protect from the Pripyat Underground's carbon monoxide, but a standard SEVA is occasionally needed to advance the quest.
Version 0.9a -> 0.9b Changelog:
*Squad sizes altered - Bandits and Zombies spawn in higher numbers to compensate for lower armor.
*Fixed, scripted squads altered - X8 Lab has more Monolith atop the lab, Mercenary teams have one or two more.
*Weapons rebalanced - Quartermaster's stats reduced, Loner's Nailgun made more accurate, to name a few.
*AI now prioritize unique weapons properly when acquired - they'll use a Sniper SiG over a standard SiG.
Version 0.9 -> 0.9a Changelog:
*Artifact prices lowered, Oasis and Compass work as intended.
*Tweaked Bandit 'Stiletto' MP5 - lower RPM then the 'Frasier' MP5, tighter grouping of shots.
*Tweaked faction-specific weapons, added more classes to each faction's Veteran / Expert ranks.
*Faction spawning more regular - higher odds of running into high-ranking Duty and Freedom.
*Loner's relations with Duty & Freedom removed - stability / AI reasons.
*Masterkey shotguns removed for stability reasons.
*Reverted most changes to the task_manager.ltx files - stability and quest mix ups.
Version 1.0 Planned Features:
*Nimble will work correctly. Currently 'vanilla' in 1.0, his new weapons can be procured from Sledgehammer, Jack, and Crest, the CS-1 can be purchased from Owl for 65000 after earning the 'Wealthy client' Achievement.
*Working Masterkey shotgun. Currently loads only one shell.
*Pripyat population boost, including Pripyat trader.
*Pripyat technician can now handle upgrades.
Killn4Christ
02-17-2010, 04:20 PM
Sounds like fun I will give it a go. I love mods that make the game harder. :)
Kellervo713
02-17-2010, 04:25 PM
To put it into perspective; Morgan (the Duty arms dealer) will often wipe out the Loner squad single handedly. While not all the cases are quite as extreme as his, it does put the difficulty into perspective; where vanilla-Morgan would often die without making a scratch because Duty's quartermaster has an armory full of Grozas and VALs but for some reason carries an AKSU to a gunfight.
Killn4Christ
02-17-2010, 04:30 PM
LOL!!!! OMY!!!! Ok let us know when its up.:)
faemir
02-17-2010, 04:58 PM
Sounds great so far, could you confirm compatibility with other big mods though? Things like atmosfear etc.
Kellervo713
02-17-2010, 05:08 PM
It only modifies weapons (which are contained separately in their own file), and adds armor. It runs alongside Atmosfear perfectly fine, however it does cause conflicts with SMRTR as both modify squads/factions and armor in different ways.
Kilolas
02-17-2010, 05:58 PM
This mod sounds great, gotta finish with SMRTER before I can use this though :(
Kellervo713
02-17-2010, 10:55 PM
I'm looking into fixing the armor up so that it'd be more easily compatible with SMRTR. However, jamming the two together might result in a 'way too many guns' problem - the mod adds 22 total to SMRTR's 30.
The Pripyat missions are much, much worse now. Apologies to anyone who thought they were already too hard. <3
Bad_Motha
02-17-2010, 11:07 PM
LOL, I find both vanilla COP and SMRTER to be a breeze... it's like a roadside picnic ;)
Dot.Shadow
02-18-2010, 05:34 AM
Can't wait for this. I've missed some Monolith armour which I can use.
Kellervo713
02-18-2010, 11:21 AM
It is nice using Monolith gear, or any other faction's gear really, as they all mix things up a bit. Ran into a bit of an error which prevents traders from stocking them, so for now they'll be given out as quest rewards in addition to the vanilla rewards. Just need to fix the UI icons so they all match up, and SoP should be good to go.
Once it's up I'll probably be hovering here whenever I'm not at work or school - this is my first 'big' mod for STALKER, so I want/need the feedback. :>
EDIT: Also, there is onething. I imported the soundtrack from Shadow of Chernobyl, to place over some of the songs (I got tired of the same Pripyat_day track). Anyone else want?
Killn4Christ
02-18-2010, 11:25 AM
I will be happy to give feedback.
Dot.Shadow
02-18-2010, 01:57 PM
I would really, really like to keep the Call of Pripyat soundtrack.
megafight1
02-18-2010, 03:15 PM
Do you know if the CoP Variation mod will work with your mod? I get tired of looking at the same Stalkers over and over. >.<
Bad_Motha
02-18-2010, 03:20 PM
Do you know if the CoP Variation mod will work with your mod? I get tired of looking at the same Stalkers over and over. >.<
I don't see why not. It's included already in SMRTER Pripyat Mod.
Plus the guy who makes COP Variation released an update with more skins. I added those to SMRTER mod and they all work.
Sometimes you have to watch doing this. As with alot of outfits/textures like this, you have to script them in a certain file, so the game uses them on a certain faction as a random suit skin (bases on what they were already wearing).
For the NPC textures, this is what the .THM file defines
Basically you have a class, let's say "Badnit". Well you might have made 10 uniform textures for them, but by default the game only uses 4 to 5 (depends on faction). So you write a .THM file to define those extra ones that normally have no place.
megafight1
02-18-2010, 03:22 PM
I don't see why not. It's included already in SMRTER Pripyat Mod.
I must be playing a drastically different SMRTER Pripyat then. Because I haven't seen any of the skins shown in CoP Variation mod screenshots. No Freedom SEVA guys, brown STALKER suit Loners, or anything like that.
marie pavie
02-18-2010, 03:45 PM
Do you know if the CoP Variation mod will work with your mod? I get tired of looking at the same Stalkers over and over. >.<
They get cuter the longer you stay in the Zone.
Kellervo713
02-18-2010, 03:57 PM
The CoP Variation mod should work just fine, so long as it doesn't affect the named characters' spawn files (what weapons and ammunition they spawn with, faction affiliation, etc.).
The only mod I've tested that conflicts so far is SMRTR, as both mods have similar suits (Faction SEVAs/Exoskeletons), and both mess around with the same files. It'd probably be possible to merge the two, but it'd be an ugly mess.
As for Atmosfear, I can confirm, they work together flawlessly - no overwriting or ltx-trickery required.
Bad_Motha
02-18-2010, 05:34 PM
For various suit changes/textures. It can be done rather easily. But you need a program that can open the .DDS texture files (at least as a viewer). So you can see what's what, then merge each texture file over in your own way. Long as you are replacing a texture of the same name (or rename it, long as it's configured the same way), as it'll then already be cached/loaded by the game & mod.
Kellervo713
02-18-2010, 07:01 PM
Alas, I can't save .dds textures - not until Nvidia pushes out a .dds plug-in for CS4 64-bit. This does mean that the UI images for the new armors are the same, but once the plug-in's out, should be an easy matter to push out a v1.2 with the new UI images (and hopefully skins for the new guns).
Last major bug has been patched over, and all that's left is a trader tweak to make the new faction weapons available.
megafight1
02-18-2010, 07:08 PM
Can't wait Kellervo, hurry your *** up!
Kellervo713
02-18-2010, 08:15 PM
Added a brief 'how-to' to get the weapons only available through stores. Due to Nimble being difficult to mod, the Balanced L85, AK-Rapid and Streetsweeper are added to minor unique characters.
So far, only three known 'bugs' - I believe the first to be fixed, and the second and third will be done for v1.2.
Going to upload later tonight once I have it all packed up and pretty.
FreemanForPrez
02-18-2010, 08:19 PM
Oooh, I'm looking forward to trying this after I complete my first regular game.
I got CoP through Steam just this morning and figured I ought to go through it "vanilla" at least once before checking out mods, but yours sounds cool and I do thank you. :)
Kilolas
02-19-2010, 02:28 PM
LOL, I find both vanilla COP and SMRTER to be a breeze... it's like a roadside picnic ;)
I see what you did there, very good book by the way, got it for Christmas and loved it (Going to write a paper on it for my English class), the movie by Andrei Tarkovsky is awesome as well.
Killn4Christ
02-20-2010, 09:51 AM
How is it coming?
Kellervo713
02-20-2010, 10:06 PM
Coming along just great. The weapons work, armors work, and so far, so good. Discovered the root cause of the armor crash was due to the fact you apparently can't use SEVA in item names.
Only cause for the delay was the realization the Stiletto and Nimble's Frazier basically served the same purpose - and accidentally, nearly the same stats. The Stiletto has a lower RPM for higher accuracy now, so they're at least somewhat different.
Bad_Motha
02-20-2010, 10:08 PM
If you need any help or testing, let me know :D
BTW I love the mod name...
Kellervo713
02-20-2010, 10:22 PM
Y'know, since I'm feeling nice... Have at it!
http://www.megaupload.com/?d=PD3HAZHG "v0.9" ...a whopping 500kbs packed, 3 Mb unpacked.
Doesn't have the Stiletto changes to it, but aside from that is the same product I'm working on at the moment. Some changes (marked with * in the main post) haven't been implemented as they were linked to some crashes in my testing, but should be fixed shortly (Stalker behaves very silly when you use SEVA or Dolg in script references). Monolith armor is encoded, but currently isn't added to the appropriate characters' inventories (leader of the Pripyat Underground, Preacher, Senya the Red).
Consider it a gift, since Steampowered's always been pretty awesome.
Bad_Motha
02-20-2010, 11:18 PM
3MB! Sweet!
I was thinking, ahh great, another 500MB MOD :D
BTW ~ I see you have "configs\text\rus" in there.
Is that some included English Trans Mod, or did u make changes in them that are related to your mod?
Kellervo713
02-20-2010, 11:46 PM
I have a Russian copy of the game, and used an English translation patch. Should be as simple as renaming \rus to \eng I believe.
The low size is mostly because all of the changes are script-based. Adding the Merc SEVA tacks another .4MB onto the filesize alone. I presume it'll get a bit larger once textures are tacked onto it to differentiate the unique weapons.
Bad_Motha
02-20-2010, 11:54 PM
Ok no problem. So I don't need your RUS folder then for any extra text that you added for this mod?
As in, is it REQUIRED by the mod?
I know what to do with that folder, but I already have my own English Trans Mod (http://forums.steampowered.com/forums/showthread.php?t=1151553). If you speak/understand Russian, check out my Main Menu replacement music. It has some lines from STALKER (1979) movie mixed in the music track I put together for main menu music, and the credits music is from 9ROTA movie :D
I'm thinking about editing that main menu track though (with out any speech) for other COP players who don't understand Russian.
.
Kellervo713
02-21-2010, 12:06 AM
Not required at all - it just adds names and descriptions for each of the items. Only things that are really required iiiis... everything else, really.
Bad_Motha
02-21-2010, 12:23 AM
k thanx
Kellervo713
02-22-2010, 01:33 AM
Working on another quick update with the feedback I've received. If one wants to give me a line with more, or to bother me on Steam, my SteamID is my name.
Working on a quick update to Version 0.9 to fix a few nagging issues before I start focusing on the more finicky aspects of the game. Namely, upgrades for the unique weapons and armor will be re-enabled, and the faction war will be given a slight kick in the pants - both factions will have posts outside of the Yanov Station.
Kellervo713
02-24-2010, 01:13 PM
After looking over the faction scripts - it'll be awhile before I finish it up, and for gameplay / quest reasons (initial idea was for Duty to have a post in Jupiter Factory) I may instead look into adding some of the multiplayer maps - or, if the jump from X-ray 1.3 - 1.6 isn't too much - Clear Sky maps.
Update will be out tonight, and posted up on stalker.filefront.
lespauljames
02-24-2010, 02:03 PM
any telltale signs that this mod is installed? what changes were made tot he initial loadouT?
Kellervo713
02-24-2010, 02:40 PM
The version I'm putting up will have a unique AK-74 - in name only, like his pistol in the standard game. 0.9 gives the player a regular AK-74.
The first chance to see the new weapons is either by killing Hatchet or Morgan - you'll find much more when you get to Yanov and Pripyat.
Killn4Christ
02-24-2010, 02:58 PM
When can we expect a release? I have not seen anything on filefront yet.
Kellervo713
02-24-2010, 04:05 PM
When can we expect a release? I have not seen anything on filefront yet.
Currently pending approval. I'll update my main post with a link once it's available.
Killn4Christ
02-24-2010, 04:47 PM
Currently pending approval. I'll update my main post with a link once it's available.
Oh o.k. thanks for the info man.
chiffmonkey
02-24-2010, 05:27 PM
I'm gonna give SMRTER a couple more days then I'm gonna switch to this. IT sounds funkay :)
Kellervo713
02-25-2010, 01:15 AM
Version 0.9a is on Megaupload while it awaits approval. One last minute change was replacing the AK-74 with the Viper-5 - as a trade off, starting with more ammunition at the cost of power.
http://www.megaupload.com/?d=D39K65PF
Bad_Motha
02-25-2010, 02:23 AM
Some ideas of mine for your mod.
How about a "Izhmash" series of unique Russian weapons. Izhmash (http://www.izhmash.ru/eng/product/weapon.shtml) brand is the most reliable in the world when comes to Russian weapons types.
For example...
Izhmash AK-74, Izhmash AN-94, Izhmash SVD, Izhmash SVU
All would have vanilla damage, but would have slightly better handling, accuracy and reliability by default.
Don't forget to add SPRINT option for ALL weapons. (i.e. SVD, PKM)
Perhaps once the mod is released, some addons could be made as optionals for this mod. Such as Bizon 9mm SMG and Saiga-12 Shotgun. And perhaps a Russian Kobra Red-Dot sight as a scope which could work on AK74, AN94, Bizon and Saiga.
.
n0bby
02-25-2010, 07:43 AM
Version 0.9a is on Megaupload while it awaits approval. One last minute change was replacing the AK-74 with the Viper-5 - as a trade off, starting with more ammunition at the cost of power.
http://www.megaupload.com/?d=D39K65PFMegaupload currently says, "The file you are trying to access is temporarily unavailable". Is that because of waiting for the "approval" thing, Kellervo?
I'm very much looking forward to this mod. I've completed CoP twice now, and I'd really like to give this a try for a change.
Kellervo713
02-25-2010, 09:52 AM
Some ideas of mine for your mod.
How about a "Izhmash" series of unique Russian weapons. Izhmash (http://www.izhmash.ru/eng/product/weapon.shtml) brand is the most reliable in the world when comes to Russian weapons types.
For example...
Izhmash AK-74, Izhmash AN-94, Izhmash SVD, Izhmash SVU
All would have vanilla damage, but would have slightly better handling, accuracy and reliability by default.
Don't forget to add SPRINT option for ALL weapons. (i.e. SVD, PKM)
Perhaps once the mod is released, some addons could be made as optionals for this mod. Such as Bizon 9mm SMG and Saiga-12 Shotgun. And perhaps a Russian Kobra Red-Dot sight as a scope which could work on AK74, AN94, Bizon and Saiga.
.
I could definitely do that, add them to the Military spawn / corpses throughout the Zone.
However, red-dots would necessitate modifying the actual model of the weapon. I can probably make a scope with a similar effect, and different overlay, though.
As for MegaUpload, not sure what's going on there. A few people have downloaded it, so the service might just be messing around.
n0bby
02-25-2010, 02:12 PM
As for MegaUpload, not sure what's going on there. A few people have downloaded it, so the service might just be messing around.It just worked fine for me. I'm looking forward to trying this out.
Should I start a new game?
.
Bad_Motha
02-26-2010, 12:07 AM
I could definitely do that, add them to the Military spawn / corpses throughout the Zone.
However, red-dots would necessitate modifying the actual model of the weapon. I can probably make a scope with a similar effect, and different overlay, though.
Perhaps a PSO1 that just has the most basic zoom then, making it enough for a Bizon and Saiga. Since for those you wouldn't want something that zooms past 4X. I suppose the red-dot is a bit more trouble then it's worth. But again, if iron-sights are done well and realistic for a Bizon or Saiga, a scope probably wouldn't even be needed. Just some thoughts I figured would perhaps make some good additions to this game. There are some Bizon and Siaga models out there already for SOC or CS, just not sure what all those models include.
Kellervo713
02-26-2010, 12:27 AM
n0bby, for the best effect, yes. I think more then a few characters would be missing their unique weapons otherwise.
As for the Bizon, I'll be contacting some of the chaps who worked on the SoC mods - if they say yes, then I'll look into including them in the next version, perhaps replacing the Stiletto or adding them to the Zombies/Mercs. I hope they're still alive!
And yes, MegaUpload is working again, Stalker.Filefront is still pending.
n0bby
02-26-2010, 01:14 AM
Thanks Kellervo - I started a new game, as I realised it would be the best option (given that the gun you start with is different now). I'm not going to get too far into it before you upload a release candidate. But in the meantime, please let me know if there's anything specific you'd like tested.
Kellervo713
02-26-2010, 06:34 AM
I am happy to say the Bizon has already been implemented.
Kinda. It comes with arms attached.
http://img237.imageshack.us/img237/5943/ssjordan022610073205zat.jpg
Going to look into how Shadow of Pripyat handles animations differently from Shadow & Clear Sky, but yes, it is entirely possible and with permission, will be implemented.
EDIT: Already found out how. This actually makes implementing totally new weapons much easier - but it means reinstalling Max. Ew. If someone knows of a Maya tutorial for handling .mb/.obj -> .ogf, it'd be much appreciated - I have far more experience with that format, and would be able to crank out more then just the Bizon and Saiga for the next update (previous mod weapons sitting on the good ol' back-up HD).
Kellervo713
03-03-2010, 10:21 AM
Double-post'd, but it finally got approval on stalker.filefront - just in time for 0.9b.
Bandit squads are terrifying now.
Version 0.9b is up at MegaUpload, and pending approval on Filefront.
http://www.megaupload.com/?d=SINPYVYI
Kellervo713
03-06-2010, 02:46 PM
The latest version has been approved on stalker.filefront.com:
http://stalker.filefront.com/file/Shadow_of_Pripyat;111369
I highly encourage anyone using the previous version to update - it reactivates the reputation system from previous STALKERs, and increases the impact of some quests to allow you to make enemies (and friends) with more ease. Your treatment of individual stalkers in the field also gradually effects your relationship with their member faction (only so long as there is a WITNESS. None of that psychic bullcrap) - healing them after a gunfight, or joining in on their side will grant a small bonus, but joining the opposing side has equal repercussions.
Squad sizes are slightly increased, and at the same time, this makes them behave more confidently. Artifact hunting is a more common occurrence, as is faction battles.
In short, it's starting to feel more like Shadow of Chernobyl.
FreemanForPrez
03-07-2010, 04:29 PM
Thank you for this, Kellervo, I am looking forward to trying this out soon. It sounds very cool. :)
offsuit
03-08-2010, 09:05 AM
I'm going to try your mod. I've been lookingfor one that focuses on other stalkers and weapons.
Btw, is there any way you can make a mod that makes a few weapons more 'hardhitting'? You know, when you shoot then, you should feel them.. give them more recoil but more firepower, and make it more realistic like 1 bullet to the torso makes the enemy fall down and bleed in rare occassions but mostly kills. I mostly play on master and since so much damage is done to me, I feel lame when I shoot like 5 bullets into an enemy with my Vintar but it doesn't do anything, he just wiggles around as if he's being tickled. :o
Kellervo713
03-08-2010, 10:46 AM
I've thought about making weapons harder-hitting, but due to how CoP works, any changes to your gun effects the AI's guns as well... and adding more recoil tends to have hilarious results, if you survive the first round that is.
Most of the unique 9x39 weapons tend to have higher bullet velocity then their cousins, which makes them far more effective at range, so you might want to go for those if you love the Vintar/VAL/Groza. :P
One thing that is changing is some of the weapon sounds, to counteract the 'weak' feeling a great deal of them have (looking at you, FN2000). I'm just waiting on my local sound effect master to send me some sounds my way.
offsuit
03-08-2010, 11:26 AM
Well, I don't really care about being 1-hit killed. I just want a rifle that feels like a rifle when I shoot it. I've finished CS 5 times, SoC twice and CoP 3 times. I've played these games so much and now when I'm done playing the story, with mods and with varied difficulties(I've been from Stalker to Master) , I want a few good realistic, ArmA style skirmishes, with 1 shot 1 kill guns. Oh, and I'm really looking forward to those sound mods. Obokan and the AK74 sound so weak when fired.. It's really lame :(
offsuit
03-09-2010, 08:56 AM
Can you please tell me how to increase the damage done of certain weapons? Say for example if I wanted to give more damage to the Obokan, what files do I have to mod?
Kellervo713
03-09-2010, 10:06 AM
It's in each individual weapon's LTX file. Simply open the weapon you want to mod, and search for hit_power. Make sure all four numbers are the same or in CoP you might get unusual damage/stability issues.
offsuit
03-09-2010, 03:47 PM
It's in each individual weapon's LTX file. Simply open the weapon you want to mod, and search for hit_power. Make sure all four numbers are the same or in CoP you might get unusual damage/stability issues.
Thanks! Btw I'm playing the game with your mod now and so far so good :D No bugs and I love the bigger stalker squads, makes for better faction wars.
Kellervo713
03-11-2010, 11:14 AM
Well, making sure it was bug free was the main goal, hence why I didn't go overboard adding things right off the bat.
Working on the next version, which'll be at least a week or two off from this post - it'll be adding some new weapons to add a bit more depth. Adding an M79, Miikor MGL, and SR-3 Vikhr, alongside the already planned Saiga shotgun and Bizon submachine gun.
spotty
03-11-2010, 04:26 PM
Don't know how I feel about this mod- the big roving groups of bandits are cool, I mean there's supposed to be a "rush" towards the center of the zone right? My favorite tweak was the restoration of the SoC-ish artifact stats. Frankly the CoP battery sucks balls.
On the other hand, I was quite unnerved when I came upon the aftermath of a skirmish between bandits and loners on my way to Skadovsk for the first time- looting a Protecta and a Vintorez off the first 2 corpses in the game really turned me off. As much as I hate having to fight with an un-scoped AK, I kind of view it as a rite of passage for all my characters when they start out in the Zone.
The other major con was the downgrade from official translation to whatever patch you use. It was as if an emission had halved the IQ of every Zone inhabitant.
in the end I uninstalled the mod but kept the artefacts.ltx. I think I'll just try a harder difficulty instead.
good luck with the next version though, I might try it out again.
Kellervo713
03-11-2010, 04:44 PM
I'm getting the English version tomorrow, so, the language issue will be patched.
As for the weaponry balance, it's something I'm always fiddling with. It's hard to find the right balance - in the end I'll probably end up making an 'intermediate' class between Vets and Experts, so tougher enemies are more common, but they won't carry as much loot / valuable guns.
C-zom
03-14-2010, 12:28 AM
In depth feedback ahoy! I'm putting all my most wanted features below that are within reality/already made, just not in this wonderful mod. I think we both have similar tastes in how this game should be played so I hope you look this small list over.
1: Its great to see someone caring about the a-life, no matter how their tastes are included. Shadow of Pripyat is an apt name. The faction wars behave exactly like chernobyl, which is a great thing.
Tweaks I would suggest: Tone down the exoskeletons a bit and maybe increase the variation on top tier gear for them. Almost everyone just has a VSS and an exoskeleton. The amount of exoskeletons in Zaton is a little weird for a realism-enthusiast player like me.
2: A weapons mod is a must. They have very small memory footprints for a download and you wouldn't even need a sound mod tacked on, so your small footprint goal stays intact. But the vanilla weapons are very, very tiresome and zooming ironsights is a pain in the rear to fix in this mod since it uses custom weapon.ltx and upgrade files. Can 1.0b have a realistic weapon mod attatched that removes the all powerful zooming ironsights?
Note: In order to turn off zooming iron sights in your next version, change all non-sniper weapons to have a scope_zoom factor of 72. :)
3: Bring back cut out mutants. Cut out mutants are a must! Lurk 1.05 and now Dade's 1.2 have spoiled me so, so much. The bear, fracture, "real" pseudogiant, the cat, the izlom's--I miss these so much. Can you *please* work these into 1.0b? They don't detract from any realism goal and just make the zone more horrifying. You've already "unhinged" the monster a-life so adding them in myself breaks the game. Can you officially add them to the next version?
4: Ability to be enemies with factions. As an optional feature, at the start, this would be wonderful. Some of us don't care about completing sultan's quests or some of the other bandit oriented missions. Fact is that it takes too long to make some real enemies in 0.9b, so its basically watching our stalkers have fun and die while you run around a mostly "vanilla" game for 2/4ths of the experience.
Lastly Dade88 has made some breakthroughs with NPC AI and also with custom mutants. He's garnered a lot of attention but is looking for anyone to work with in getting a nice big mod going I hear. Maybe you can talk to him about making the A-life smarter and getting those mutants in Shadow of Pripyat too.
Kellervo713
03-14-2010, 12:39 PM
I had an awesome post responding to each point written, but Steam decided to eat it.
Anyways, a bit shorter:
1. The exoskeleton, both in statistics and population, have been greatly modified. They're no longer a superb jack of all trades in slightly different flavors - the base ('Loner', if you will) exo has lower anomaly protection in general - bringing them back to their 'combat' oriented role.
In essence, the armor tiers in the next version are much closer to Shadow of Chernobyl. Bulat, SEVA, and Exo are all 'the best' in their own ways, with no clearly superior armor.
The population explosion of experts was due to a bug in the squad scripts - it basically guaranteed an exo would spawn in every squad, even Rookie squads.
2. Ironsight zooms were next up on the modification list, so don't worry a bout those. Textures for the unique weapons are also being added in, so that they are visibly different from their standard counterparts.
3. I've been toying with the A-Life / all.spawn, albeit very carefully. I'm not as knowledgeable about the gritty stuff inside that monolith of a file, so I'm taking my time. Adding the cut monsters -is- definitely on the table, however.
4. This, I didn't go through with due to the fact it makes several achievements difficult, if not impossible to earn - hostile leaders won't talk to you, so you'd never be able to complete the quests you need to talk to them in (ie. talking to Sultan for the Svetchenko raid). It'd also make it impossible to deal with traders (all of them are Loners) until I set them up to be a different faction (likely change them to Military).
As it is, it takes around 200 kills to make a faction hostile. I might increase it so it only takes around a tenth of that to do so.
As for Dade, I'll keep that in mind. Always looking for more people to help out so I can make this a bit bigger then a simple script-job.
Any chance to see this uploaded to ModDB?
Here I could track etc with my other fav mods: http://www.moddb.com/games/stalker-call-of-pripyat
Kellervo713
03-15-2010, 12:35 PM
Alas, ModDB is a fair bit more stringent about mods then Filefront. I don't have the resources to put one up, though a ModDB page will come when I get closer to version 1.0.
v0.9c will be compiled shortly, and hopefully up on Filefront in the next couple of days.
v0.9b -> v0.9c Changelog:
Mechanics:
*Stamina and health artifacts altered. Slightly reduced stamina, noticeably decreased health regen.
*Squad makeup modified. Exo-skeletons only spawn in Veteran+ squads as intended.
*Additional classes added to redistribute gear.
*Dynamic relations modified - Freedom and Duty can become hostile due to quests, less kills are required to start hostilities with factions.
*English localization used for dialogues. IQ of the Zone is up by 50%.
Weaponry:
*Placeholder names for faction weapons.
*Duty "Blade", aka VR-3 stats modified.
*Freedom SiG now has an integral scope properly implemented.
*No ironsight zoom on unscoped weaponry.
*Ridge's PKm placed elsewhere. Ridge & Hook instead have custom sidearms.
*Quartermaster AK tweaked. Recoil is actually less, instead of the same. Upgrade tree no longer 'rewinds' handling/accuracy stats.
Armor:
*Merc SEVA & Exoskeleton removed from Owl's inventory.
*Ecologist Suits can be acquired from the Professor.
*Faction SEVAs modified for more inherent differences - unique upgrade trees.
*Exoskeletons modified - vastly impaired anomaly protection and anomaly-based durability, but still 'hands down' best for gunfire and explosives. Upgrade trees tailored for each faction.
Chevyboy88
03-15-2010, 12:50 PM
I like the direction this mod is heading, currently playing through with CoP reloaded however when Shadow of Pripyat 1.0 hits I'll have to give this a go. Keep up the good work.
Kellervo713
03-20-2010, 02:57 PM
Filefront takes so damn long that v0.9d is already almost out without 9c seeing the light of day. :|
v0.9b -> v0.9d Changelog
Mechanics:
*Stamina and health artifacts altered. Slightly reduced stamina, noticeably decreased health regen.
*Squad makeup modified. Exo-skeletons only spawn in Veteran+ squads as intended.
*Additional variety added to each faction's rankings.
*'Fake Experts' added, making tough enemies / allies without giving immediate access to top-tier guns.
*Dynamic relations modified - Freedom and Duty can become hostile due to quests, less kills are required to start hostilities with factions.
*Traders and notable quest-givers given the 'Clear Sky' script designation to prevent reputation from breaking quest lines.
*English localization used for dialogues. IQ of the Zone is up by 50%.
Weaponry:
*Placeholder names for faction weapons.
*Duty "Blade", aka VR-3 stats modified.
*Freedom SiG now has an integral scope properly implemented.
*No ironsight zoom on unscoped weaponry.
*Ridge's PKm placed elsewhere. Ridge & Hook instead have custom sidearms.
*Quartermaster AK tweaked. Recoil is actually less, instead of the same. Upgrade tree no longer 'rewinds' handling/accuracy stats.
*Stiletto (UMP-45 placeholder) fixed. Merc Suit Bandits will carry it instead of the MP-5.
*5.45x39mm ammunition statistics tweaked - higher armor penetration and stun-chance then NATO rounds.
*5.56x45mm ammunition statistics tweaked - lower air resistance, higher accuracy then 5.45.
*9x39mm SP-5 renamed to PAB-9.
*9x39mm SP-5 'classic' re-enabled. Higher accuracy and distance, found rarely on VSS Vintorez users.
Armor:
*Merc SEVA & Exoskeleton removed from Owl's inventory.
*Ecologist Suits can be acquired from the Professor.
*Faction SEVAs modified for more inherent differences - unique upgrade trees.
*Exoskeletons modified - vastly impaired anomaly-based durability, but still 'hands down' best for gunfire and explosives. Upgrade trees tailored for each faction.
Sounds:
*Monolith 'battle-talk' lowered in volume - simultaneously makes the Tactical Helmet a life saver, while adding more challenge to the end-game.
*Mercenary talk replaced with FEAR Replicant speech - like Monolith, makes them sound more distinct from the run of the mill bandits and renegades.
*AK-74SU, AK-74, AN-94 firing sounds replaced. They actually sound like AKs now.
Silentmonkfish
03-25-2010, 11:09 AM
Any idea how long till v9d? cant wait:D
Tornhelix
03-25-2010, 08:11 PM
Me too! I think I've about done all I can do in vanilla CoP and am liking what I see for this mod! Is it up yet?
Kellervo713
03-26-2010, 01:37 PM
Due to some RL issues, I had to delay D, but it should be up before next weekend. Going to be adding some more tweaks to it to make things a bit more stable, and hopefully add flavor text for all the new upgrades.
Tornhelix
03-26-2010, 06:59 PM
Yay! I eagerly await! I'm playing SMRTR now to pass the time ;)
lordfrikk
03-29-2010, 03:29 PM
I'll add few suggestions from my (first) vanilla playthrough.
1. Traders buying only things over 70%. That's stupid. I doubt they have the luxury of choice, we're in the Zone after all. But allowing them to buy everything requires the next step.
2. Decrease the drops and decrease the weapon condition of dropped weapons. Also, decrease buyout prices. I feel these 3 changes would compensate for removal of the "over 70% only" rule.
3. Remove the blowout warnings. I don't understand how we hear the guy anyway, either telepathy or he has loudspeakers on every corner... This way blowouts will be a bit more dangerous. There's enough shelters anyway.
4. Can something be done about NPCs seeing me on a pitch dark night? I loved how you could sneak up on mercs in Rostok and knife em in ShoC Complete 2009.
That's all I can think off the top of my head right now.
Silentmonkfish
03-30-2010, 01:03 AM
Nother idea, could you get rid of the abilityfor the camps to lock you out for killing people? Kinda annoyed me that a bandit squad killed of loads of stalkers then i snipe them them way away from skadovsk an i get considered an enemy of stalkers:eek:
Tornhelix
03-30-2010, 01:12 AM
I'll add few suggestions from my (first) vanilla playthrough.
1. Traders buying only things over 70%. That's stupid. I doubt they have the luxury of choice, we're in the Zone after all. But allowing them to buy everything requires the next step.
2. Decrease the drops and decrease the weapon condition of dropped weapons. Also, decrease buyout prices. I feel these 3 changes would compensate for removal of the "over 70% only" rule.
3. Remove the blowout warnings. I don't understand how we hear the guy anyway, either telepathy or he has loudspeakers on every corner... This way blowouts will be a bit more dangerous. There's enough shelters anyway.
4. Can something be done about NPCs seeing me on a pitch dark night? I loved how you could sneak up on mercs in Rostok and knife em in ShoC Complete 2009.
That's all I can think off the top of my head right now.
I totally agree, those would be great changes. Although I'm not sure what you mean by "buyout" prices in #2.
Also, is it just me, or are the bandits ridiculous? They die easy but I swear, the times I've been killed by a bandit in 2 shots from 100 meters away and the bandit was using a half-broken MP5... I think the condition of the weapon should affect NPCs as much as it does for the player - jams, accuracy decrease, etc.
One more (for now) - add more stuff to do in Pripyat or freeplay! Faction War stuff in Pripyat/freeplay would be so much fun.
lordfrikk
03-30-2010, 01:24 AM
Although I'm not sure what you mean by "buyout" prices in #2.
I'm not sure if it's the correct word, but I meant how much traders give you when they buy your equipment. In SoC I could come loaded to neck with loot, sell it and it netted me thousand or two BARELY... and by loaded I mean I could barely walk, lol.
Later I was thinking about the exoskeleton changes. I don't think they should be toned down stat-wise, rather than made disgustingly expensive. If you ever apply the reduced value of things I think that about 160K for an exo should do it :D
fake edit: I thnk that by creating large gaps between armor prices we MIGHT even re-introduce some kind of linear progression. For example, I went from the very first Stalker suit right to Exoskeleton I ordered from Nimble...
edit: I discovered THIS (http://stalker.filefront.com/file/Realistic_Combat_Overhaul_with_Artifact_Guns;11048 9x#1947967) mod. It looks very promising! I'll get to it as soon as I finish my first playthrough.
Silentmonkfish
04-04-2010, 12:26 PM
Something with the spawns in this mod seems seriously messed up, i went into the pripyat school in freeplay, and after dispatching the two merc teams that were there i started looting them only to find another squad just appear right next to me. after killing them the same thing hapened and mercs from outside entered the building aswell. This happened NINE times, and got so much that they were spawning faster than i could kill them all!!! Has this been fixed yet? Not that it wasnt fun, its just that it gets a little dificult to leave an area after a while. this has also happened elsewhere, but most often mercs and zombies in pripyat. :confused: :eek:
Kellervo713
04-05-2010, 03:49 PM
The spawns aren't configured/modified in any way at all aside from squad size and 'chemistry'. No idea why that happened - it might be a 'if player has killed <x> Mercenaries, spawn new squad' bug, which the larger squads would trigger more often.
The exoskeleton prices have been cranked up significantly as well, along with the SEVAs to reflect their statistics.
Weapon handling's been modified a bit more extensively - real world RPM for all weapons, most importantly. I never realized how slow guns are in CoP until I finally booted CS up again, which was far more realistic.
PenGun
04-05-2010, 04:22 PM
I dunno 'bout the gun mods. I'm sure they are fun but I have every weapon in vanilla COP in my various boxes and I only use two, ... well three.
Second time through so I kinda know what's happening and a Tunder, either one 5.45x39mm or the 9x39mm with under barrel grenade launcher, and a GP 37 are all I need. I mod em' to the moon and rebuild em' every time but still there appear to be plenty of guns of many kinds in the vanilla game.
The harder stuff I like and higher level wandering enemy's are a great idea. Some real tough monsters too would be cool.
Tornhelix
04-05-2010, 04:58 PM
Inquiring minds want to know... do you have an updated ETA on the new version of the mod?
Kellervo713
04-05-2010, 05:08 PM
It's crunch time at University, and combined with the earlier 'RL stuff', things slowed down a bit. That said, hoping to get a new version out before final exams begin.
The main point of the tweaked stats, PenGun, is to make weapons more accessible - to put it bluntly, yes, every NATO and Warsaw assault rifle aside from the Tunder & GP-37 are frankly kind of useless and unnecessary when you can get either of those guns fairly early on if you know the game. The process has involved nerfing them only slightly, but mostly in giving the other weapons slight tweaks and boosts. This, accordingly, makes the AI much more challenging as their own weapons are more effective. With the tweaks to the Veteran / Master / 'Fake Master' ranks, they're still the cream of the crop in combat, but now the inexperienced masses can give you a real challenge.
It's not a 'realism' mod - STALKER's ballistic engine is actually already quite realistic - it's more of a balancing / difficulty modification at this point.
Tornhelix
04-05-2010, 05:20 PM
Soumds good to me!
PenGun
04-05-2010, 05:38 PM
It's crunch time at University, and combined with the earlier 'RL stuff', things slowed down a bit. That said, hoping to get a new version out before final exams begin.
The main point of the tweaked stats, PenGun, is to make weapons more accessible - to put it bluntly, yes, every NATO and Warsaw assault rifle aside from the Tunder & GP-37 are frankly kind of useless and unnecessary when you can get either of those guns fairly early on if you know the game. The process has involved nerfing them only slightly, but mostly in giving the other weapons slight tweaks and boosts. This, accordingly, makes the AI much more challenging as their own weapons are more effective. With the tweaks to the Veteran / Master / 'Fake Master' ranks, they're still the cream of the crop in combat, but now the inexperienced masses can give you a real challenge.
It's not a 'realism' mod - STALKER's ballistic engine is actually already quite realistic - it's more of a balancing / difficulty modification at this point.
I buy my Storm then troll the apartments near Jupiter factory for Monolith ;)
I'm sure you are right that giving the NPCs better weapons will improve the combat. It's sometimes a bit much I can sit in my exo and deliberate about what weapon to use while taking inaccurate and weak fire. Now some of the Mercs are badass even stock. More like that will be just fine.
What's an exo worth from Nimble in your mod? 80,000 is not that steep when you know how to make $s.
Kellervo713
04-05-2010, 05:50 PM
Due to the increased cash flow with the artifacts, I'm looking at around 120k for the 'base' Exo - 160k from Nimble. The faction Exos (the ones you can buy) are around 175k.
PenGun
04-05-2010, 06:17 PM
Yeah the cash flow is pretty large when you figure out how. I'm going to Prypiat and after spending big time on repair, more mods and mucho ammo to get ready I still have 42,000 left.
http://70.67.231.246:90/pics/prypiat-equip.jpg
Tornhelix
04-18-2010, 05:01 PM
Hi, forgive my impatience, but I and I'm sure others were wondering if there is any news about the new version?
.\wulfie
06-22-2010, 03:35 PM
Optional steps:
2. Names will not display properly if you are using an English or European copy of Call of Pripyat - this mod was done with a Russian copy. In the text\rus directory, copy the 'st_items_weapons.xml' and 'st_items_outfit.xml' to your localization's directory.
So that will fix the problem with displaying the names?
marie pavie
06-22-2010, 05:25 PM
D...around 120k for the 'base' Exo - 160k from Nimble. The faction Exos (the ones you can buy) are around 175k.
??
Nimble charges me 60. What'da ya do? Shoot at him or something?
PenGun
06-22-2010, 05:55 PM
??
Nimble charges me 60. What'da ya do? Shoot at him or something?
I'm even nice to Noah but Nimble charges me 80,000 for an exo.
Hortator
06-28-2010, 09:24 AM
Did you not pay for one of his items? If you didn't he will charge you extra in future purchases.
Any news on this mod? I'm really enjoying 0.9b and have been adding in a few tweaks here and there for a few months.
PenGun
06-28-2010, 10:20 AM
What is the deal with all the guns? I've played the game more than once and I just score a Storm off Nimble and take a GP 37 off a dead guy near the factory. An exo from Nimble and I'm done.
I have filled boxes with weapons, all of em' and I just carry the Storm and GP 37 to every fight. The grenades from the Storm and the firepower from the two guns are all anyone needs. Mod those guns a bit and there is nothing to compare. I leave all the other guns where I find em' unless they are perfect then I sell em'. I will take the duty 9mm Groza though.
Kellervo713
06-28-2010, 06:35 PM
I didn't even realize people were still playing this!
Things got hung up because of a bug X-ray engine refuses to properly report (apparently changing the sounds for the L85 broke the knife, what?), as well as some serious real life issues. I assumed when I came back people had moved onto other mods, but... seeing as to how that's not all the case, I'll see what I have left for the next version.
Bad_Motha
06-28-2010, 06:36 PM
Strelok's SIG is still the best!
Kellervo713
06-28-2010, 08:21 PM
What is the deal with all the guns? I've played the game more than once and I just score a Storm off Nimble and take a GP 37 off a dead guy near the factory. An exo from Nimble and I'm done.
I have filled boxes with weapons, all of em' and I just carry the Storm and GP 37 to every fight. The grenades from the Storm and the firepower from the two guns are all anyone needs. Mod those guns a bit and there is nothing to compare. I leave all the other guns where I find em' unless they are perfect then I sell em'. I will take the duty 9mm Groza though.
Funny thing is - the GP 37 Expert always spawns, even in a vanilla game. Something about the higher squad numbers however makes him tend to spawn closer to the Skadovsk and take more risks then normal. In a vanilla game he tends to stay far away, beyond the saw mill where most players don't go.
PenGun
06-28-2010, 08:58 PM
Strelok's SIG is still the best!
Not as accurate as the GP 37 but a better all round gun. I use a Storm/Tunder along with it and that more than makes up for the GP 37's failings.
Hortator
06-29-2010, 10:33 AM
I've been playing for a while and where are the monolith outfits? Did I just miss them or are they on someone?
Kellervo713
06-29-2010, 01:23 PM
The Monolith outfits are on specific characters, depending on your build. In the most recent build I've been working on, the Preacher has one, as does the 'lead' sniper atop a certain Monolith stronghold, and the last is available from the Monolith Fighter at the docks. All of them need some kind of rebalancing - they're currently rather broken in that they're equivalent to a Tier 3 upgraded suit even before their own upgrades.
Bad_Motha
06-29-2010, 04:32 PM
I've yet to check this mod out, but I suppose I'll get around to it eventually. Keep updating it if you can and try to fix whatever needs fixing. Sounds good though!
Hortator
06-30-2010, 02:19 PM
Is there any reason the SEVA suit and it's variants always show no armor?
Tornhelix
07-01-2010, 09:24 PM
I, too, have been playing this mod for a good little while, and I'm still hoping a new version comes out! The only gripes I have at the moment -
1) Its such a pain in the ♥♥♥♥ to use the MG... you have to side with Duty to be able to buy ammo for it.
2) Once you get to Pripyat and get the tier 3 upgrades, there's not much to do. I'd like to see either more stuff to do in Pripyat ( a lot more!) and/or the calibration tools moved out of Pripyat. I had an idea to move one set to the "dangerous cave" near the burnt farmstead in Zaton (where a controller lives - maybe switch out the controller for a pseudogiant, just to make it challenging to get the tools so the player can't get em until they've beefed up some) and move the other set of tools to somewhere in Yanov... somewhere well guarded so the player can't just stroll up and nab them.
Great mod thus far! :)
Dot.Shadow
07-05-2010, 02:12 PM
Is this mod still alive? I realise modding takes a lot of time and work, but I haven't seen any update of this amazing mod in some time now.
Bad_Motha
07-05-2010, 03:49 PM
I tried it, but it seems way too powerful, unbalanced and more like cheating to me.
Kellervo713
07-13-2010, 10:53 AM
Yes, I'm still working on the mod. The good news is that I found a way around the annoying CTD bug that was more or less stalling the development, and it's picked up again.
To counter the fact experts spawn everywhere regardless of what is done with the A-Life (literally), I'm adding another weapon 'tier'.
In short, the odds of finding one of the mod's current, high-tier, 'overpower' guns is very low, roughly a tenth what it is now. Instead, most Stalkers who use them, especially Veterans, will spawn with 'Zoned' weapons which are similar in some areas, but as a whole deal less damage, handle more poorly and are significantly less durable due to being used in the Zone for quite some time, putting them more on par with the weapons used by vanilla Stalkers.
I'm toying with adding models into the game, but due to differences between SHoC and COP animation, that takes a bit more work.
That said, thanks for all the feedback, and hopefully I'll have another version of SoP near the end of July.
Tornhelix
07-15-2010, 09:13 PM
Sounds great! I await your brilliance! (is it possible to be a fanboy of a mod?...)
Dot.Shadow
08-16-2010, 01:35 PM
Any progress? :)
Tornhelix
08-17-2010, 12:39 PM
I hope so! I've been playing this with Atmosfear 2 and having a blast!
Kellervo713
02-25-2011, 03:16 AM
I was rather shocked earlier today when I was working on my resume/portfolio... and found out that quite a few people are still playing Shadow of Pripyat.
I still have the old files with the various new content features, so I may go ahead and finish another version that will bring it up to date and make it compatible with the current generation of mods. Perhaps with some work I can integrate a few other modifications into it and make it more of a proper 'content' mod rather then dozens of rescripted guns.
That said, thank you to everyone who supported the mod, and I hope once it's updated that even more people will give it a try.
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