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Snork
04-06-2011, 05:49 PM
Post #1: Narodnaya Solyanka, "Peoples Soup", V14.08 & other versions.

Post #2: Troubleshooting, Tips, Optional files (weather, graphics, gun packs and other mini mods).

Post #3: DMX Mod by Shadows. DKZ and Tecnobacon Releases. Expanded Versions of Narodnaya Solyanka.

Post #4: Long list of NS mod features, plus links to other mods: OGSE 6.9.2 R2 Mod and Secret Trails 2.

LATEST NEWS, May 12th 2014: A new expanded version of Narodnaya Solyanka is released.

Stalker Joint Pak 2 / OP-2. Сталкер Объединенный Пак 2 / ОП-2
I'm playing this now, with an early translation. More details here: http://forums.steampowered.com/forums/showpost.php?p=35511992&postcount=1582

Two TRANSLATED earlier versions are ready to play.

April 27th 2013 Narodnaya Solyanka NS Joint Pak PLO + K + MA (English) by Achillesdave
Includes Combined Weapons pack 1.1 (BUUSTY), The Collector 0.5.5, and Master Addon 1.1.
For SOC patched to V1.0004. Steam patch level SOC V1.0005 plays after applying NS_adaptaciya_k_1.0005-1.0006, and then the Joint Pak adaptation to SOC 1.0005/6.

http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=22013&sec_id=17#370897

April 7th 2013 NS DMX 1.3.5 ENGMOD v1.0 Beta by Boutch71 (See Post #1511)
For SOC patched to V1.0004 but also has a mod patch and files for SOC @ V1.0006.
http://forums.steampowered.com/forums/showpost.php?p=34261723&postcount=1511
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=21994&sec_id=16
http://stalker-forever.bestgamesforum.com/t465-ns-dmx-135-engmod-v10-beta-by-boutch71-6-4-2013

Aug 14 2013 New DMX DKZ 1.3.2 torrent link. Apr 1 2012 New Cave save links. Feb 19th 2012 Guide from A185 for Narodnaya Solyanka & DMX gets an update. Feb 2nd Patch to V1.07b for Boutch71's DMX 1.3.4 Translation. Jan 28th 2012 Mirrored Achillesdave's translation of April-1-2011. Sept 11th Crash fixing Script Patches by Shadowman. August 21st Buusty Weapon Pack Final (70 guns) add-on for NS. August 2nd 2011 STALKERSOUP Tecnobacon's NS-DMX 1.3.4+ open beta test released, July 30th 2011 DMX 1.3.4 Translation by Boutch71.

TECNOBACON.COM site is live, August 1st 2011, with their STALKERSOUP Mod (Narodnaya Solyanka + DMX DKZ + DMX 1.3.4, open BETA). This is a test version, under active development, and a fun sandbox experience. You can help by testing and reporting. Want to play through the entire plot? The released versions of Narodnaya Solyanka, DMX DKZ 1.3.2, or DMX 1.3.4, linked and discussed within this thread, have all been played to completion. Most new players should try the Stalkersoup mod (more players to help you, and the mod team is on the Steam forums). See post #3 for more Stalkersoup and DMX Mod information.

Guide by A185 for Narodnaya Solyanka (DMX & Stalkersoup plot source), with Pseudostomp/Snork Tips, from re-aktor.ru. Updated February 19th 2012, released Oct 7th 2010, 38 pages. I've translated what Google missed, added a few tips, some "SPOILERS" hidden in white on white text, and uploaded a 3 Mb searchable PDF, with pictures (thumbs & full screen links). Link: https://sites.google.com/site/friedsaltysnacks/Stalker_Guide_NS_8-26-2010_Feb-19-2012_re-acktorru.pdf?attredirects=0&d=1

Expanded Guide by Burger, Updated 11-11-2010. The A185 Guide is updated to include events from more recent versions of the mod, better pictures and maps (zoom in on them), tips to ease your passage, and improved English translations. http://www.gamefront.com/files/17504407 Guide Nov 11 2010.rar (14 Mb file).

Supplement to the A185 guide, by MAV, Last Day - Dead City, for the August 2010 Expansion Pack, Google translated. https://sites.google.com/site/friedsaltysnacks/Stalker_Guide_NS_Expansion_8-14-2010_Nov14.pdf

Guide @ AMK-team.ru (Russian): http://www.amk-team.ru/forum/index.php?showtopic=5784&st=0
Guide @ re-aktor.ru : http://www.re-aktor.ru/forums/index.php?showtopic=3&st=0
Mini FAQ: http://www.amk-team.ru/forum/index.php?showtopic=8763
Mod forum index at AMK: http://www.amk-team.ru/forum/index.php?showforum=38
Mod director site, with screenshots of new features: http://www.arhara.ucoz.com/
Google translate tips: Try the Google Chrome browser with this extension https://chrome.google.com/extensions/detail/aapbdbdomjkkjkaonfhkkikfgjllcleb Also edit the end of the link and jump to a later post, change "&st=0" to "&st=2" etc.. Sometimes translate more of a page by translating twice.

"BRIEF DESCRIPTION OF THE PEOPLE'S Solyanka"
(... from the Russian download page). (BTW, I am a fan, not a mod author).
- 30+ Locations: Cordon, Swamp, Garbage, Dark Valley, Forgotten Wood, Not Reconnoitered Territory, SRI Agroprom, Bar, Wild Territory, Yantar, Military Warehouses, Radar, Pripyat, CHAES1, CHAES2, Sarcophagus, ATP, Red Forest, Limansk, Hospital, Old Village, Generators, Underground Research Agroprom, Lab x18, X16, X10, Varlab, Cave, Labyrinth, Merv, Zaton.
- 14+ Mutants: jerboa, rat, leech, marsh bloodsucker, a chimera, elktrohimera, controller, kink, poltergeist, fire poltergeist, byurer.
- 13 Factions: Loners, Military, Mercenaries, Bandits, Environmentalists, Duty, Last Day, Freedom, representatives of the "C"-consciousness, Monolith, Clear Sky, Hunters, Avengers + dealers and repairers (even rumors of the presence in the Zone of women).
- Huge number of weapons, from fists and knives to heavy machine guns and grenade launchers.
- Great variety of armor, with the possibility of upgrading.
- 5 types of detectors. 15+ anomalies. 4 mobile teleport devices. 45+ artifacts.
- Huge number of quests (200 to 300 hours of content). Unique quest caches.
People Soljanka - this is not a game, it is - virtual reality. Here you are guaranteed a different experience with every game. Here everyone can find something to their liking."

The game becomes much better after the Cave level. Be warned, for some of us that love the Stalker series, this mod is addictive "Stalker crack". We can't stop playing it.

>>> INSTALLATION <<< The Easy Way

Downloadable v14.08 Gamedata folders. Two sets to choose from, posted by Napalms, or by Achillesdave. Copy either gamedata folder to your Stalker SOC game directory. Everyone should add the newest translation (below). STEAM users must add the adaptation to SOC V1.0005. Edit fsgame.ltx before playing any mods. Change "false" to "true" ($game_data$ = false| true| $fs_root$| gamedata). Add -noprefetch to the game shortcut so the mod has more working memory (other options: -nointro, -noshadows). Read the "Hard Way" instructions for more tips.

Achillesdave's 8 part version, posted 18-9-2010: Narodnaya Solyanka v19.04+14.08+03.09 for SOC V1.0004. "This is the latest version of the mod with all patches and translation files already applied...". Extract each archive with 7-Zip. Carefully combine eight Gamedata folders into a single Gamedata folder. You should never find a Gamedata folder within the Gamedata folder. Gamedata Properties: 14,614 files in 990 folders, 6.44 GB. Restore default crosshair: edit Gamedata > Config > System.ltx cross_length = 0.015

Torrent option for the the eight Achillesdave Gamedata archives. Thanks to ChimmyChanga. http://ks201493.kimsufi.com:8080/stalker/stalker-megamod.torrent Mouse over this link, Right Click, Choose: Save Link As...

Gamedata folder, from "Napalms" at amk-team.ru/forum. Narodnaya Solyanka Mod of Apr-19-2010 + Aug-14-2010 + all patches and fixes to Sept-3-2010 (for SOC V1.0004). Download two files, which unpack with 7-Zip to 6.9 GB, 991 folders, 14602 files. Add the Translation and [Optional] Adaptation to SOC V1.0005/6.
http://fileshare.in.ua/4069037[DEAD] 1.9 GB, 2,044,723,200 bytes, MD5 = 1bf953d5af19a72a59df0421d6ebc762
http://fileshare.in.ua/4069030[DEAD] 402 MB, 421,786,323 bytes, MD5 = 33dcdf46f6b502279fc1433e54db41f0
Click on "Скачать файл" ("Download File" in Russian), the blue-green rectangle. Then look under the tab marked Бесплатное скачивание ("Free Download") and click the gray rectangle marked "Скачать файл...". Enter Captcha & click on "Скачать файл". Select the button on the left for high speed download, wait 60 seconds, and try not to look at pictures (celebrities, the nearly nude, or simply bizarre). Click on "Скачать файл" (top of the page).

TRANSLATION to English Compilation, by Achillesdave. Updated 1-4-2011 (April 1st, fixed for v1.0004 users), Updated 25-3-2011 (Trader fix), released 18-3-2011. New translations for many parts of the game, plus previous contributions by Nutbag, Lord_Santa, Jamie1992/Steelhawk & Rangda. Includes Sapsan Script patches of 18-11-2010. XrGame.dll "babah" file is optional, supports a few guns with computer sights. File: NS all in one translation.7z 6.7 MB. MD5=9c998c9b69119cf01915652bbe94567b
- Add Achillesdave's collected translation pack. Copy the translation Gamedata folder into your Stalker SOC directory. Mirror at http://www.mediafire.com/?uz68huwf0h9guxl6.7 MB
Fix a typo. Edit sak.script file. Change "dogfriend" to "dogfrend" (line 376, do your editing with Wordwrap off).

ADAPTATION for STALKER SOC V1.0005 V1.0006 Patch Levels. Play this mod on a V1.0005 install, or V1.0006. Steam or GFWL version? Use the V1.0005 adaptation. Install last on top of all the other mod files. Note: "...includes the reduction of fonts from Grisli. If fonts are too small - delete the file gamedata \ config \ fonts.ltx". XrGame.dll file is optional, supports a few guns with computer sights. NS_adaptaciya_k_1.0005-1.0006.7z 4.14 MB MD5=c9fa1a6e5fd1bbca3ead1120733f3620.
http://narod.ru/disk/23740322000/NS_adaptaciya_k_1.0005-1.0006.7z.html Do captcha & press green button. Uncheck the box for a toolbar. Click on the link just above the check box.
http://rghost.ru/2349577 (Uploaded by Sapsan on 15-8-2010, 4.15 MB)

Discussion & Download Threads GSC-Game.com (English, 4500 posts). Good place to get some help from those who have been playing for a while. http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=18594&sec_id=16 http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=18718&sec_id=17

Cave Level Saved Game from Achillesdave, SOC 1.0005 version. Drink the potion to exit the Cave. http://www.mediafire.com/?4dve2qk3dngtad7 http://mir.cr/KHPZKZZW

INSTALLATION, The Hard Way: Start with Stalker SOC V1.0004. Use 7-zip to extract the mod files. Must start a new game to play.
- Add the 19.04 base mod of April 19th (19-04-2010).
- Add the 14.08 expansion pack of August 14th.
- Patch with: Cumulative Patch 20.08, AND Patch 03.09 of September 3rd.
- Fix 3 filenames: 'aaz\m4a1 sopmod\tacstoñk' by renaming "tacstock" to "tacstoñk".
- Keep texture settings above the midpoint or see HUD and inventory icon corruption.
- Edit user.ltx and add the line: "bind turn_engine kx" (where x = the keystroke you choose for starting engines).
- Editing the cam_inert line in user.ltx will change the head bob effect.
Skip ahead to the Translation to English section, or to test the mod in Russian:
Edit localization.ltx in gamedata\config, changing "rus" to "eng".
Copy the gamedata\config\text\rus directory. Rename the copy from "rus" to "eng". A new game should start ok, in Russian. Delete the "eng" folder before adding Achillesdave's or Nutbag's translation pack.

==============================================
=== Source Files for Manual Installation, "The Hard Way". ===
==============================================

Full mod version 19.04, April 19th 2010 (19-4-2010), in 8 parts.
Place all 8 parts in a folder, and use 7-zip to extract the mod files.

http://narod.ru/disk/19901394000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.001.html http://webfile.ru/4652783
sol_19.04.002, MD5: 0b940f09cc400be9765526c4e87e4272
http://narod.ru/disk/19903921000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.002.html http://webfile.ru/4652784
sol_19.04.003, MD5: c98904f10aa41e2cf96e793a5ba7a9e4
http://narod.ru/disk/19906116000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.003.html http://webfile.ru/4652844
sol_19.04.004, MD5: 847449a33048f4d7deb87811678dedb6
http://narod.ru/disk/19907011000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.004.html http://webfile.ru/4652846
sol_19.04.005, MD5: cc451fb0eba3d219e2b26ab2870a071f
http://narod.ru/disk/19907850000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.005.html http://webfile.ru/4652847
sol_19.04.006, MD5: fb17d5145f719f389a35e792fe4f0b24
http://narod.ru/disk/19909327000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.006.html http://webfile.ru/4652892
sol_19.04.007, MD5: 76f599ba1d85821dc9b5932168e4c8d5
http://narod.ru/disk/19941332000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.007.html http://webfile.ru/4652894
sol_19.04.008, MD5: 941aabe33bc17f27a8ce78d060d2f699
http://narod.ru/disk/19943146000/%D1%81%D0%BE%D0%BB%D1%8C%2019.04.008.html http://webfile.ru/4652885
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Expansion pack of 14.08, August 14th 2010 (14-8-2010), three 250 Mb parts.
Place all 3 parts in a folder, and use 7-zip to extract the mod files.

Filename: dopolnenie_ot_14.08.10.001, MD5: 80509cb158114205329726ae960b8d2d
http://webfile.ru/4665989
http://goldfiles.ifolder.ru/18890661

Filename: dopolnenie_ot_14.08.10.002, MD5: 375a64b698e6c6281f9a73759ca062c5
http://webfile.ru/4666044
http://goldfiles.ifolder.ru/18890505

http://webfile.ru/4666015
http://goldfiles.ifolder.ru/18890503
From the Readme File: "Owners of large, oval, triangular and other monitors, the resolution other than 1280x1024 will have to install to save your file STALKER \ gamedata \ config \ ui \ ui_custom_msgs and handles to make his tail now the following line after # include "ui \ ui_custom_msgs_doc_viewer.xml":
# Include "ui \ ui_custom_msgs_stco.xml" (Edit: Users of widescreen adaptations may need some file editing to read the in-game documents that are placed in the pistol slot).
"Inhabited only city of Merv. There will be a bonus shift in Zaton - for review... Need a new game."
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Cumulative Micropatch 20.08, corrected. Released 20-8-2010.
Скачать файл патч 20.08.10.7z 40.89 Mb, md5: 4214a16e9d6110480e233b047d07b561
"Revisions to raven, black people in the rain, white-haired at the ATP Gulag Bandos on the cordon, anomalies, prisoner miner in the maze, on hide from emissions in Agra.
Fixed bugs in config and scripts. Added 2 new din.anomalii and upgrade aks74m from Ray. Added to the board and the new bump on many textures of Chorika. Added texture slate of Argus in the adaptation Chorika.
Install on a clean mod version 14.08...".
http://narod.ru/disk/23900157000/%25D0%25BF%25D0%25B0%25D1%2582%25D1%2587%252020.08 .10.7z.html
http://ifolder.ru/18959535
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Patch 03.09 from Arkhara, released Sept 3rd 2010 (3-9-2010).
"Description: Fixed Strelok on the Agra again. Removed crash for fixing the bone when entering into MG. Fix came from "V92". Note: The patch includes the patch from 23.08, 25.08 and 31.08. Install on any of the above, or on the patch of 20.08. Obviously, the final patch.". http://ifolder.ru/19148450
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Cumulative Patch 03.09, released Sept 3rd 2010 (3-9-2010), by a 3rd party.
"Description: includes all the patches that were released after 14/08/2010.".
Note: install on a clean Solyanka mod V14.08, or over previous patches.
http://webfile.ru/4708886
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18.11 Test Patch by Sapsan with xrGame.dll, Dated Nov 18th 2010 (18-11-2010).
(Now included in the Achillesdave Translation Compilation of 18-3-2011.)
(Combined Weapon Pack (PLO) by Buusty, is said to have problems if you use these scripts).
- Optimized "job" of explosives;
- Edit for crashes with invalid vertex errors;
- Fixed a recipe for cooking artifacts; (fixed a typo).
- "Landing" hanging in the air, ground equipment.
Installation: 1. Gamedata folder to throw in the game folder; 2. From the folder that corresponds to versions of the game, take xrGame.dll of subfolders babah and throw in the bin folder. To rollback, there are optional xrGame.dlls from the original and previous solyanochny. You can bet everyone who knows how otkopirovat replaces files towards a "just in case." (save your original files?). Pre-scripts have been tested by a master of it, Shadowman.
New in 30.09 test patch:
- Fixed protection quest, unique items and weapons.
- Added to protect a bunch of new items.
- Maybe faster synchronization at startup.
- Changes the quest to Le Havre - unique weapons, items, and book they hide in a box behind his back, and the rest is "missing" as before.
New in 26.09 test patch:
- Fixed jamb to protect the quest items.
- Slightly optimized the use of night-sight on a crossbow.
New in 19.09 test patch:
- Edit crashes gamedata \ scripts \ rx_wmgr.script: 709: attempt to index a nil value.
- Revision to ban NPC pick quest and prohibited items.
- Small fixes to the castle (Protection of crash for explosives).
- In the script voice set removed debug output in the console.
- Slightly optimized caching config.
- Fixed jamb with neotobrazheniem bioradar.
"New game is not necessary". Apply over mod V14.08 patched up to 03.09 (Sept 3rd).
http://narod.ru/disk/27633172000/scripts_20101118_0053_sapsan.7z.html
http://gettyfile.ru/653812
http://rghost.ru/3292032

Snork
04-06-2011, 05:50 PM
TROUBLESHOOTING
CNews.ru site is excellent. Click on and open the section "Departures and how to deal with them".
Narodnaya Solyanka Technical Problems at CNews.ru: http://live.cnews.ru/forum/index.php?showtopic=55179&st=0
Technical Support Service at AMK NS Forums: http://www.amk-team.ru/forum/index.php?showtopic=10019
Stalker Crashes Quirks & Bugs from the ZRP site: http://www.metacognix.com/stlkrsoc/index.html

Tell us what your PC has (OS, 32 bit, 64 bit, memory, cpu, video).
What are you playing (SOC version & patch, base mod, and any add-ons).
Include the last part of the error log, starting a few lines above "Fatal Error". After a crash, open Notepad or any text editor and press Control + V keys (paste), or select the option "Insert" or "Paste". Saves are in the Savedgames folder, located on the same path as the logs.
Log file is located in:
XP: C: \ Documents and Settings \ All Users \ Documents \ STALKER-SHOC \ logs \ xray_ <your username>.
Vista: C: \ Users \ Public \ Documents \ STALKER-SHOC \ logs \ xray_ <your username>.
Win 7: C: \ Users \ Public \ Documents \ STALKER-SHOC \ logs \ xray_ <your username>.
Russian ХР: C:\Documents and Settings\All Users\Документы\STALKER-SHOC\logs\xray_<ваше имя пользователя>.log

Search the GSC-game.com forums with Google: <search terms> site:http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr

Trouble getting started, using the "Easy Way" installation:

Make sure you have a working Stalker installation before you start adding a mod.
- A corrupt User.ltx file can prevent the game from loading. Rename or delete the current User.ltx file. The game will create a new user.ltx file.

Can have a "broken" mod installation from many causes.
- Installing into an existing Gamedata folder belonging to another mod (so start CLEAN).
- A Gamedata folder can be found within the Gamedata folder (be very careful extracting and copying the files).
- Achillesdave's Gamedata is not a single archive in several pieces (as you might expect). It was uploaded as eight discreet pieces. These eight gamedata folders must be extracted, then merged into a single Gamedata folder, with the subfolders intact. Could easily miss a part, or end up with a gamedata folder within the gamedata folder. Either one would mess you up.
- Adaptation to SOC v1.0005 (Steam patch level) gamedata folder was not installed correctly. A missing adaptation will crash the game with this error: "XR_3DA caused BREAKPOINT in module" & in the log "msg_box_kicked_by_server".

- Trying to use old saved games (must start a new game).

Game starts but looks like ordinary "vanilla" Stalker.
- Missing or misplaced mod Gamedata folder.
- Fsgame.ltx must be edited to enable loading mods from a gamedata folder.

In-Game Issues, and some Gameplay Tips:

The translated Guides answer most gameplay questions, but also expose spoilers which were kept hidden on the original online Russian guides.

Crashes in Cordon, early in the game, when talking to Wolf or Sidorovich. Broken installation. Reinstall the mod in the correct order. The adaptation to SOC 1.0005, if needed, is installed last.

Exit and restart the game every hour or two. Make frequent named saves. The mod is filled to bursting, and crashes now and then. Most crashes are one-off. Simply load a saved game and keep going. Autosaves will usually load ok. Saved games may not work in a few places (center of Labyrinth & crowded multi-story underground levels).

Sometimes an object (gun, npc, or mutant) is in a bad location, and causes a crash. First try loading the Autosave from when you entered the level. Next try loading an older saved game, made at the previous location. You may have to wait for an emission to come and go, then reenter the problem area. Very rarely, a more stubborn crash may require editing to remove a buggy object from the game, or changes to alife detection distance.

Play a clean game by picking up junk. Sell it to a trader, or toss it into a fresh corpse. Don't load NPCs with junk. And the Russians say, don't be a hamster. Big stashes put a big load on the game engine.

Cut the load on the game engine. Make more ram available to the game. Be sure to run the game with -noprefetch. Have a large swap file. Consider using the Deadmoroz optimized texture pack. Go to Static Lighting (DX8) or reduced visibility Dynamic Lighting (the usual fix for Swamp Level rendering crashes). Don't take on too many jobs at once, especially when you are cooking many artifacts at the same time.

Never transition from level to level, or save your game, during emissions, or between 10 and ~10:30 every night (Horror Time). You might catch the "can't sleep" bug, or something worse. Horror Time events in underground levels may also cause problems.

Very long loading times are normal. Devs postponed a planned release to do a major reworking, chasing down bugs and optimizing the mod. A good thing IMO.

HUD and Inventory Icons are corrupt. Game starts ok.
- Mod lacks low-res versions of these textures. Go into Video Options and make sure the Textures slider is set above the midpoint. A patch is available for truly weak video cards.
================================================== =====

Crash fixing patches, for TEMPORARY use, when needed. Play from the last good save, created before installing these scripts. Recommend saving copies of your original files. Restore the original files after passing the problem area.

*** NEW *** Smart_terrain xr_gulag se_stalker se_monster Script Patches, by Shadowman. Filename: test_fix_20110720_for_NS1408.rar, 30 KB. Posted to http://webfile.ru/5513551 on 2011-08-28.

Smart_terrain xr_gulag se_stalker se_monster Script Patch, by Dennis_Chikin. Released Dec 23rd 2010 (23-12-2010), Updated Dec 25th & Jan 10th. "The next minor version of the smart terrain. Knurl those with departures on smart_terrain.script, be prepared for what vylezut errors...". Jan 10th Readme: "Added checks, plugged a couple of suspicious places, correct errors, the remainder of the "test" version of scripts, added an edit by WhatAbout...".
Dec 25th 2010 old version smart_terrain.script http://gettyfile.ru/675506

Temporary Fix for Bugs Smart_terrain.script Xr_gulag.script, "Not all, of course. Disadvantage: very long transition between locations, and even longer - out of the game, redness in the console.". Released Dec 10th 2010 (10-12-2010), File: smart_terrain.script xr_gulag.script, 18KB. http://www.sendspace.com/file/ppz40y [404 error Aug-2011]

Smart_terrain.script - Previous Patch, Fixes psy_dog_phantom Errors. By Shadowman. Released Nov 30th 2010 (30-11-2010). Links : http://depositfiles.com/en/files/vilvc9fgq
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Optional Widescreen Adaptations by Ikar, from the AMK NS mod pages. Usually installed last (over all the other patches). http://webfile.ru/4728129 19.5 Mb
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Optional Texture Pack, released by Deadmoroz, Oct 6th 2010 (6-10-2010). FPS said to increase by 20%. Especially useful for weak computers. "Contains edits Shadowman on 02/10/2010, my edits on 03/10/2010 and 05/10/2010.". "...make a backup copy of your Textures folder before installing.". tex_prav_06102010.7z 302 Mb 1960 files.
http://gettyfile.com/662747 (better link, thanks to Sverbot)
http://www.shareforweb.com/file/Fo90sL5EsVGzD4DDhoTZugBB/tex-prav-06102010
http://narod.ru/disk/20316641001/tex_prav_06102010.7z.html
http://torrage.com/torrent/B94C00412BC0E144F8A6A5D6BD1E960BC9857354.torrent (Needs Seeders).
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HUD & Icons Fixes for Weak Graphic Cards. First put Texture Slider at midpoint or higher. Still bad? Try these patches. Tested with "... Solianke 4.19 + 8.14 + cumulative patch 9.3 + sapsan edits 26.09, laptop with 64mb video card, it works.".
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Combined Weapon Pack (PLO) by Buusty, released August 21 2011. This latest version gives you about 70 new guns to play with. And now the pack includes some quests, stashes, and monsters in the new Solyanka territories of East Pripyat, Lab X-8, Zaton, and Jupiter. A new game is required.
Filename "ООП (финалка).7z", 308 MB, md5 = a80cb18af68f7cc98d65586fdf7e5392.
Torrent: http://rutracker.org/forum/viewtopic.php?t=3700007
Forums: http://www.amk-team.ru/forum/index.php?showtopic=11463
http://live.cnews.ru/games/index.php?showtopic=71622&st=450#
Expect some Cyrillic text crashes in non-Russian Windows OS. Most are easily fixed by copying the name from the error and renaming the Cyrillic text mod file or folder.
Some installation tips: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=18594&page=501&sec_id=16&sort=ASC&no_transl=#346493

[Older] Weapons Pack for Narodnaya Solyanka 2010 by Buusty. June 2011. About 60 new guns, plus other features. Two versions, the one-part version requires a new game. The four part version, installed piece by piece (1+2+3+4) allows playing with your existing NS 14.08 saved games.
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=&thm_id=18718&page=5&sort=ASC&sec_id=17#342879
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S.T.A.L.K.E.R. WEATHER OVERHAULED S.W.O. v3.1.1 by Trojanuch, released 28-09-10. Adapted 21-03-11 by Darius K Zoot for NS or NS-DMX. Seven unique 24 hour weather cycles with high quality graphics. Random but realistic weather, with smooth transitions. Consult the readme.txt file for instructions. Only tested on a new game (so far).
http://www.mediafire.com/?wj0rm85ot7icb7w http://mir.cr/1V7HI9XM

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Open Levels Patches, by Lord_Santa, Released Aug-4-2011 & Feb-18-2011, original author unknown. Just for fun, most transitions between levels are open from the start. Wandering through the zone this way may break the scripted plot. ATP > DeadCity crashes with "wrong fixed bone". Save and restore your original amk_mod.script file to play a normal game. Must start a new game. Filename open_levels_Soljanka.rar http://www.megaupload.com/?d=NNLL5NDN. DMX DKZ 1.3.2 version http://www.megaupload.com/?d=S1VKS2C0.
* New * DMX 1.3.4 version http://www.megaupload.com/?d=7TQ1O0Q9.
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Golden Autumn Mod V4.0 by Chimaera. An optional texture pack which brings a new look to the zone, changing the trees, shrubs, and grasses at all locations. Filename: Мод Золотая Осень 4.0 (Народная Солянка).7z, 33 MB, revised 24-8-2010. http://narod.ru/disk/24046909000/%D0%9C%D0%BE%D0%B4%20%D0%97%D0%BE%D0%BB%D0%BE%D1%8 2%D0%B0%D1%8F%20%D0%9E%D1%81%D0%B5%D0%BD%D1%8C%204 .0%20(%D0%9D%D0%B0%D1%80%D0%BE%D0%B4%D0%BD%D0%B0%D 1%8F%20%D0%A1%D0%BE%D0%BB%D1%8F%D0%BD%D0%BA%D0%B0) .7z.html http://chimaera.ifolder.ru/19010869
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Widescreen Timer Fix, By Nutbag. Released Oct 19th 2010 (19-10-2010). "It is only for 14.08 and newer. It moves the timer which fixes a problem for widescreen users where the timer would appear in the middle of the screen".
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Optional 1154 HUD by Darius6, edited by Nutbag to correct Timer placement. Released Oct 19th 2010 (19-10-2010). "...according to the readme it works with all resolutions...".
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Optional V1.0004 xrGame.dll, NOT FOR STEAM V1.0005 USERS. Posted by A185 (Walkthrough author) at http://dump.ru/file/4755427 . Suggest renaming and keeping the original DLL file in your Bin directory. Computerized sniper rifles will not shoot without this patched XRGame.dll (FN2000 Executioner, etc.). Also fixes another issue, some weapons appearing to be "too close to the nose". This DLL file tested ok when it was examined by 43 antivirus programs at Virustotal.com. MD5: 7273990ecae26a3fe1754fb6521b06a1.
(Obsolete? Sapsan patch of 18-11-2010 includes xrGame.dll's for V1.0004/5/6).
http://openfile.ru/611887/ or http://webfile.ru/4516193
http://narod.ru/disk/19945975000/bin.7z.html
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Translation to English By Nutbag. Already included in the Achillesdave Compilation of 1-4-2011 (April-1-2011). Updated Dec 2nd 2010 to fix a late game crash. Now tested through the main plot, and some of the side quests. Includes Achillesdave's V2 translation touch-ups of Oct 12th. http://sites.google.com/site/nutbagsassortednuts/nutbag_trans.7z
================================================== =====

V4 TRANSLATION Add-On, by Achillesdave. Already included in the Achillesdave Compilation of 1-4-2011 (April-1-2011). Released Jan 15th 2011. Improved text for: "... the last three chapters of the storyline.", plus Transmutator controls, Artefact containers, and some SMS text. Install on top of the latest Nutbag translations. Optional script files are only for use over the Sapsan 18.11 script patches. http://www.megaupload.com/?d=AGDLSC2A < Jan 18th revised version.

Snork
04-06-2011, 05:53 PM
DMX Mod by Shadows, Optional Expansion for Narodnaya Solyanka
New weapons, sounds, textures, shaders, and gameplay options. You can even buy a car.
"The mod is designed for powerful machines!" (Recommend 4G ram, x64 OS).

STALKERSOUP Project an English language version of the popular Russian mods Narodnaya Solyanka + DMX 1.3.4, from a group led by Tecnobacon. Released July 30th (30-7-2011) as an open BETA test. The mod team is adding new features and rewriting the game code. The standard version retains the dark decayed look of the DMX DKZ 1.3.2 Mod. New texture packs, and revised scripts, offer improved performance. An optional mod add-on, The Collector, is integrated with the package.

We are lucky to have Tecnobacon on this forum. Find the latest information, or post your questions and comments in his
Stalkersoup Discussion Thread at GSC: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20951&sec_id=16
Steam Group: http://steamcommunity.com/groups/stalkersoup.

Tecnobacon.com is the go-to site for the latest Patches, Links, and information.
Get the Main Files from Tecnobacon.com, or from the Torrent. Then patch as directed by Tecnobacon.com:
V1_0_9 Releases, Feb-11-2012. A Cumulative Patch & a Full Version Torrent:
V1_0_9 Full Version Torrent created 2-11-2012: file “TB3D_STALKERSOUP_1_0_9.7z” 4.96 GB.
The MD5 file verification checksum is: e45f36d6a06c2546ea685c9a433d6607

Patch! Get the latest patches from Tecnobacon.com

Old Version, V1_0_1 Magnet link: magnet:?xt=urn:btih:ea72ebbfdee7b0cac28ab1de9f9bfd 454f3ca76a&dn=Stalker+SoC+mod%3A+Tecnobacon%5C%27s+NS+DMX+1.3 .4+MOD&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.ccc.de%3A80
Three Texture Packs optimized for Stalkersoup: Released November 18th 2011. Choice of Autumn 1_0_1 Summer 1_0_1 and Decayed 1_0_1.

This is a playable BETA release, poised to become the best English version of Peoples Soup, and to continue growing from there. But do not expect to play through the complicated 200 hour+ plot, after all, this is still a Beta version of the mod. Many issues have already been fixed, jump in and have fun. You can help by testing and reporting. Send those reports to the tecnobacon.com email address.

Installation: Copy mod Gamedata folder to a clean install of Stalker SOC patched to V1.0005 (the Steam patch level). This mod needs 13 Gigs of HD space. You can edit the TB3D_Modders.script file in Gamedata>Scripts for the type of game you like. Add -noprefetch to the game shortcut so the mod has more working memory (other options: -nointro, -noshadows). Game graphics look better if the User.ltx file gets some small edits. Recommend at least a dual core system with an x64 OS, 4 Gigs & a strong video card. Tecnobacon suggests lower spec machines can try playing with reduced Vision Distance, or switch to Static Lighting (with brightness and contrast turned down one notch).

TRANSLATION to English for DMX Mod V1.3.4, by Boutch71, first release v1.0 29-07-2011, Current version v1.07b from 28.01.2012 (Jan-28-2012). Detailed description & instructions: http://stalker-forever.bestgamesforum.com/t154-dmx-mod-134-traduction-anglaise-maintenant-disponible . Filename: NS_DMX_1.3.4_English_Translation_boutch71_Complete _v1.07b.rar, 54 MB. Download: http://www.mediafire.com/?dt8tzibt3lr5ttz.
Patch "bind_stalker.script" FIX http://mediafire.com/?9ahdhcy7a0gfjki 33KB.
For Stalker SOC @ V1.0005 + Achillesdave's Gamedata + DMX 1.3.0 + DMX 1.3.4 [Not for Tecnobacon Stalkersoup DMX].

DMX 1.3.4 Cave saved game for SOC V1.0005, from olivius74. (Not for the Stalkersoup version of DMX 1.3.4). http://www.megaupload.com/?d=FSKY7Q2M

DMX DKZ V1.3.2 Mod. DMX is Patched, Translated, & Tweaked by DariusKZoot.
SCREENSHOTS: http://dariuskzoot.imgur.com/
See his posts in Mod Downloads & the Mod Discussion forums on GSC for some important updates. DKZ package is 4.65 Gigs (compressed) & uses STALKER SOC V1.0005 (STEAM PATCH LEVEL). Requires a strong computer. Bar level is using 3.3 Gigs of ram with Full Dynamic Lighting on an x64 system.
Recommend the torrent for the main part of this mod (and please keep seeding):
http://blackbyte.org/NARODNAYA.SOLJANKA.DMX.DARIUS_1.3.2_.torrent.
"The Directories on the Server are numbered in regards to the Installation sequence ... so. just follow that order ..
The ADDONS are not dependent upon one another, so they do not require any special installation order ...
Just make sure to install the 21-03-11 Culmulative Patch BEFORE adding the Weapons Expansion Pack vol.01 if you intend to use it ...DKZ".
DMX DKZ English Forums at GSC:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20443&sec_id=16
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20437&sec_id=17

Crashes from ammo_20x85 or stalker_no_yurik.ogf. GSC forum member Pepcok studied these DMX DKZ 1.3.2 issues. Patch 21-03-2011 added the ammo and changed Yurik, leading to crashes. The Weapons Pack file Arsenal.ltx fixes the ammo bug. The Unterminateable Mod fixes the Yurick bug. Pepcok recommends installing the Patch of 21-03-11, Weapons Pack, and Unterminateable mod (preferably with a new game to enjoy all of the add-on features).
Facepunch forum user "Teh Zip File" posted fixes are a convenient source for some individual files. http://filesmelt.com/dl/FixingSoup0.1_.7z http://filesmelt.com/dl/FixingSoup0.1_.zip March 28 2011 post: http://www.facepunch.com/threads/1065739-S.T.A.L.K.E.R.-Series-Megathread-whay-can-t-I-hold-all-these-bloop-bloops/page104

The Collector CS134 Mod, by _dAVROs_. Re-released 16-6-2011 (June 16th). Expansion pack for NS+DMX+DKZ V1.3.2. Not tested with vanilla NS or DMX. A version of this mod add-on is included with the Stalkersoup DMX 1.3.4 project.
"The Collector was an experienced Stalker that roamed the Zone finding rare Artefacts and Fauna. He had a special ability to find them but this exposed him to the dangers of the Zone. In his travels, he left Stashes with some of his Artifact finds and notes which had clues of other stashes in the Zone. They are well hidden, look carefully and think about the cryptic clues. Follow his clues in this Zone "treasure hunt" to find his main stash".
* 8 new Artifacts, * 8 new mushrooms. "Completely Redone English dialogue. Balanced artifact immunities and cost to fit NS + DKZ. Credits to 'Valerich' & 'Charsi' who originally created this mod. The Collector starts after dialogue with Sid".
Information: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20800&sec_id=17
Discussion: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20800&sec_id=17

DMX Widescreen HUD, posted by Oblakoder Nov 30th 2010 (30-11-2010): [url]http://www.filefront.com/17587220/SerafimHUD for DMX 1.3 1680x1050.7z

DMX V1.3 mod, 1.4 G. http://narod.ru/disk/25176938000/dmx_mod_v1.3.rar.html

DMX Patch to 1.3.4, Released June 26th 2011 (26-6-2011), 592 MB, md5=e14dc95189196a2cb0e28e3aa9250337. Installation: Narodnaya Solyanka 3.09.10 > DMX MOD 1.3 > 1.3.4 patch.
http://narod.ru/disk/17234044001/dmx_mod_patch_1.3.4.rar.html
DMX 1.3.4 Repacked without the mSize rendering crash fix, Released June 29th 2011 (29-6-2011), md5=3616d9b7154786901311fa4dec86790c http://narod.ru/disk/17509324001/dmx_mod_patch_1.3.4.rar.html
DMX 1.3.4 mini-patch from Shadows, June 29 2011: "...fix a crash when receiving transitions....". http://webfile.ru/5412523

DMX 1.3.4 repack by CDMan: http://rutracker.org/forum/viewtopic.php?t=3630796 (registration required).
DMX MOD + Patch 1.3.4 Updated Torrent, from volkkk: http://www.ua-torrent.com/showthread.php?t=37335
md5: e18c11ac485c82dcf79dbe4ae3ecbbbe --- dmx_mod_v1.3
md5: e14dc95189196a2cb0e28e3aa9250337 --- dmx_mod_patch_1.3.4

DMX Patch to 1.3.3, Released March 23rd 2011 (23-3-2011), 359 MB. [Dead link, 404 errors Aug-2011]

DMX Patch to V1.3.2, Released Dec 27th 2010 (27-12-2010), 178 MB. Install over DMX MOD 1.3 (Do not install on top of the V1.3.1 patch). "The new game is not needed (except for items where it is desirable)". http://ifolder.ru/21047818
DMX Tiny Patch for V1.3.2, Released Dec 31st 2010 (31-12-2010). "Fix appearance of cars and Suslov, set everything. Need a save game before taking the job on the stick sharper." [404 error Aug-2011]
DMX SOC V1.0005/6 Extra Adaptation for DMX 1.3.2. Revised Jan 3rd 2011 (3-1-2011) by Shadows. Installation: V1.3, then V1.3.2, then V1.3.2 patch, then adaptation to SOC patches 1.0005/6. [404 error Aug-2011]

Snork
04-06-2011, 05:59 PM
Narodnaya Solyanka (by Arhara, the mod "director"), the DMX add-on (by Shadows), and the Tecnobacon or Darius K Zoot English NS-DMX packages are amazing mods. Narodnaya Solyanka means Peoples Soup. It is a huge compilation assembled from many mods. The vanilla SOC story is still there, along with several hundred hours of new quest content. DMX has the same plot, with even more stuff added. Darius K Zoot put his own touches on DMX 1.3.2. Tecnobacon's Stalkersoup team has done a major rewrite, with the aim of creating the ultimate Stalker NS DMX 1.3.4 experience for English players. The standard mod plays well on a 2 Gig system. DMX might play ok on 2 Gigs with Static Lighting and a reduced view distance. The DMX-DKZ version uses 3.3 Gigs of ram in my game on Full Dynamic lighting and the Maximum quality preset.

Played through the entire plot, finally finishing the game back in the fall of 2010. Been playing these mods for about two years. Maintain a summary post, with links and instructions, on the GSC-Game.com site (the source material for this thread).

I've brought a few mod posts here to the Steam forums. These are Russian mods which have an English translation, and will play on SOC 1.0005, the Steam patch level. Hope you will enjoy playing these mods as much as I do. Go through the vanilla game first, maybe with ZRP, or another "bug fix" mod. Get a taste of some of these familiar mods (Priboi Story, Complete, Oblivion Lost & Lurk). Then play some Old Good Stalker Evolution Mod, OGSE 6.9.2 (Best Stalker mod I've found so far, now better, with the new Feb-14-2012 English hand-translated version) http://forums.steampowered.com/forums/showthread.php?t=1824965, Secret Trails 2 Mod (An entirely new plot. Tougher than NS) http://forums.steampowered.com/forums/showthread.php?t=1824790, and the big Narodnaya Solyanka / DMX mods.

Priboi Story Overhaul is a good mod to try after finishing the original game. LoboTheMan on the GSC forums has been refreshing the Priboi Story mod. The original mod, developed in English by Team Dez0wave, gives you a new story to enjoy in the familiar SOC locations. Link, original mod: http://www.moddb.com/mods/priboi-story. This version adds new guns, textures, sounds, and more. Read about it here: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20987&sec_id=17 and in the back of the big Priboi mod thread: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=11630&sec_id=16

NARODNAYA SOLYANKA - Features
(Long list of features, text translated from Russian).
• Included in this mod:
- AMK 1.4.1 (patch 1 and 2)
- NLC 5.08 (Author: Syak)
- A new story 3 (Author: Dan)
- Addon "Hand teleport and search for caches v0.7" - a new chain of quests to find taynkov (Author: Kostya V)
• Added 18 new locations: ATP Undiscovered Earth, Labyrinth, The Cave, forgotten woods, marshes, Limansk, hospital, Red Forest, a military lab, Generators, Old Village, Dead City, Zaton Surrounding Jupiter, X8 Laboratory, East Pripyat Undergrounds Pripyat
• Added a great storyline, covering all locations. Added a huge number of unique characters and items. Just sounded all plot SMS
• New group: Clear Sky, Hunters, the last day, the Avengers. Also added new dealers, repairers and girls
• New costumes:
- Exoskeleton: Duty, Freedom, Monolith, Clear Sky, mercenaries, bandits
- Scientific costumes: Duty, Freedom, Monolith, Clear Sky, Mercenaries
- Camouflage exoskeleton, Skat-15, Suit Tirex, Gravikostyum, Overalls Clear Sky and many others
• New monsters: Librarian, Chimera, Ghost chimera Elektrohimera, Fracture, Rat, Burer, Cat, Black Dog, Tushkan, Zombies, Zombies, "Ghost, Zombie Skeleton, Zombie" Woman ", mutating Comptroller eared creature Cockroach (Authors: Wawka, kalinin11)
• Added a mobile marketer. Can be found in the agricultural industry and ATP
• Added weather mod Dynamic Reworked Weather v1.3.2 + Ambient Audio Overhaul v1.8 (Author: ivar)
• STALKER `s sound remake mod v3.0 (Author: MulleR & Mongol)
• Arena Extension Mod - New fighting in the arena (Authors: kstn, IG-2007; Adaptation: Wawka, Kto)
• GPS-tags with a swag v2.1.3 - option to view the content of your caches by setting the beacon (Author: idler)
• Added missing recipes artifacts AMK
• New weapons:
- AK-47 PP-19 "Bison", HK MP-7, Kriss super V, PKM, Saiga-12C, FN P90, Mosin rifle, crossbow, PCA-41, AWP Iglomet, Author Vintorez, FAMAS Prototype3, Colt M16A2 , SIG SG552 Commando, HK XM8 Para, HK 417 Sniper, Knights SR25 Mk.11 Mod.0, APS, Revolver, FN 2000 "The Executioner", Samopal, Gauss Specter, Abnormal M16 Anomalous Buffalo, New TOZ hunter, Minigun M- 134SM, Tavor TAR-21, IMI UZI, Maschinengewehr 42, B-94, TT-33, Gauss pistol, Desert Eagle with optics, Protecta, Scorpion, M-79, MP5K-PDW, Walther WA2000, M4A1 SOPMOD, M4 super 90, AKS-74 "Cobra"
(Authors: Zenobian Mod, Arsenal Mod, Simbion Mod, TIREX, giAdolf, Aahz, jgar, Alwen, eNdimiOn, ZEN, Kolyny, Death, Sm0kE, Sin!, Zeka1996Korneev)
• New mufflers and optics (Arsenal Mod)
• New gauges and smoke grenades
• New voice of all weapons (Author: MulleR)
• Fixed arms TTX (Author: N6260)
• Added "Color tracers" of weapons
• Bioradar beings. On sale at the Sakharov (Authors: xStream, BAC9-FLCL, tolusha, Z-Vertoz, Nekt, Rusya)
• 12 slots for artifacts on the belt - tailored to the needs Bioradara
• Duplication of quests in the death of Kvestodatel - the quest can be taken to another character (Author: WaWka)
• Added Linspiro Addon v1.1 - selling rare caches of stalker-friends (Author: Linspiro)
• Added new dreams - Nocturne Mod 1.0 (Authors: Khorn, malandrinus and nemnogonado)
• Stalkers now smoke cigarettes while sitting by the campfire (Author: p-09)
• More HS treatment friendly NPCs (Author: Shaman-13)
• Added RagDoll Mod v1.3 - returned to the erstwhile speaker models (Author: LexMalin)
• Combined emissions of AMK and ABC
• After the release of dead bodies NPC is transformed into a zombie (Author: TAG_SPB)
• Dynamic HUD costumes (ABC Mod)
• Added OGG-Player. Just stick with the music added to it (Authors: Ferrari314, Vergas)
• New Hud (Authors: Redux Mod, Vergas, zayaz)
• Checking the quest armor and trunks of depositing them on the quest - damaged vesh you already do not pass, NPS will send you its repair
• Repair of the weapon and bronekostyumov (OGSE Mod) + implemented "Sophisticated repair weapons" (Authors: Black 777 Team)
• Upgrade armor for night vision and durability - Upgrade produce vendors, each of them upgrade their armor types
• Weapon upgrades - Upgrade engaged in the Long Bar (Author: Ray)
• Added LootmoneyMOD v1.0 - getting money from the corpses of NPCs (Author: Babuin 119)
• Capsules for the activation of anomalies. In the PDA added detailed information about them (Sources taken from Simbion Mod)
• zombie Spot ejection or supervisor (Author: Spot-shooter)
• Added a new weather phenomenon - Hour of Terror. At the time he develops a zombie (Author: Spot-shooter)
• New Menu, Screen zagruzkisohraneniya (Author: Serafim12)
• Added the ability for big money to change the ratio of groups to HS - at Sidorovicha (used to draw from a FAA)
• Added 4 vehicles: Uazik "loaf", a tractor and Kamaz on ATP; Baggi on Wetlands
• Added special forces assault on the agricultural industry. Dubldesant special forces on a cordon
• Added 11 new knives - including a mount and blade of the samurai (Author: Kirag; Authors models: Aahz, Gosuke, Bender, Bak and others)
• Added ability to fight with fists
• Added bronekostyum SCAT-15 with the functions avtolecheniya and other features. On this bronekostyumu created a chain of quests (Author: Spot-shooter)
• Added smoke from fires (OGSE Mod)
• New detectors - a unique detector and a detector of the hologram. The latter defines all kinds of anomalies
• Added Doc Viewer v1.0 RC - view documents on Hood (Author: 7.9)
• New story videos. Just restored cut plot points
• cleaner carcasses and rubbish at the locations (Authors: Shadowman, Sapsan)
• Added Inventory Mod - reduced inventory slot and Trade (Authors: Rusya and Co)
• Added 8 new species of NVS on costumes
• Added several types of teleporting between locations. Appeared tame teleports and quests for teleportation
• Added mod "Repair Boxes" repair kits for armor and weapons (Author: DEXXX)
• Added hours - after purchase, Hood appears on the time (Author: Vergas)
• Added a new transmutator (Basis: Refresh; Kordinalnaya modifications: Sapsan and others)
• Added Healing Enemies v0.3 - now you can treat the wounded enemies (Author: DEXXX, adaptation to AMK: Skunk)
• Added mod "Detector Artifacts 0.1" (Author: Singapur22)
• Added a night vision device on the Crossbow (Author: Kirag)
• Changed and Improved the many textures. Just added a new asphalt (Authors: Argus, Chorik and many others)
• Improved inventory icon (Author: stalker69 and others)
• Added Bullet mod beta 2 - Laser sight of the automaton Storm (Author: SERGEY)
• Changed the face labeling. Now he is on the scene as a video (Author: Argus)
• Implemented modes Terrorizm Demo v0.2 - adds a variety of mines and explosives with a detonator (Author: 4ufak)
• Added "Pictures-Pack 2" - replacing posters and textures in paintings (Author: n6260; Basis: Argus, Domestos)
• Added mod "Water COP" - water as a call of Pripyat
• Added Intellectual Marauder Mod 1.5.1 - the ability to shoot the armor of dead NPCs (Author: DEXXX)
• Added AI pack Final - new patterns of behavior LDC (Author: xStream)
• Added the addon "adapting Zone" - to change the level of difficulty depending on the quality of the passing game (Author: Sapsan)
• Changed the icons for map symbols - targets, hits, etc. Style and Clear Sky Call of Pripyat (Author: V92)
• Added the gravity gun (Authors: Malandrinus, Kirag)
• Rebalansirovany properties of all the artifacts (Author: Ray)
• Added a new food, beer, water. Just added mushroom "Amanita", which grows on the locations. In a backpack, over time it deteriorates
• Changed the icons on the minimap anomalies in the detectors (Author: AndyLy)
• Added a positioner of fashion "Device for determination of geographic coordinates v0.7.1" (author: 7.9, with the participation of Malandrinus and kstn)
and much more.

Jashin
04-06-2011, 07:52 PM
You Pseudostomp?

Snork
04-06-2011, 07:59 PM
Yup, I'd be Pseudostomp here too, if the forum registration email would ever come through. Ah well, Snork isn't that bad, it's a kick ♥♥♥ name. :cool:

princej3
04-07-2011, 05:22 AM
Loving this mod, just found it about a week or so ago. Tried NS DMX dkz first. Cave pissed me off sooooo much and I had to use the save to get past it. The mod was just too much though for my PC it seemed (constant stalling) and I'm trying vanilla NS now. Tried my damnedest to get through the cave again but still had to cave in (*groan*badjoke*) and use the save to skip it too. Seriously, I hate that cave, but everything else is amazing

04-07-2011, 05:37 AM
I haven't the patience to really sort through all this.

TecnoBacon
04-07-2011, 10:36 AM
I still cannot get either yours or the DKZ to be stable in steam, the swamp is unplayable for both but at least DKZ dosn't crash in the vanilla areas. I think more attention is needed before the steam version will be stable. Trying to get 1.3.3 patch is a pain, it never worked for me.

Snork
04-07-2011, 12:50 PM
SOC game engine struggles to render the CS Swamp features. Static Lighting or reducing visibility for Dynamic Lighting gets me through the Swamps ok. Low memory PC's, 2G or 32 bit OS, might also want to try the Deadmoroz texture pack on a standard NS install.

DMX 1.3.3 is just out, and still untranslated. I'm waiting for Darius K Zoot to work his magic. An updated tweaked and translated version is in the works, but slow going (work is keeping him busy).

@Bad_Motha, Just hit the highlights. Key install sections are bunched together in the top post and marked in bright yellow.

wooki
04-07-2011, 01:40 PM
Will try! Sounds amazing!
Just finished CoP for the fifth time (twice with complete. Beautiful!.. beautiful!) which is far too pedestrian and streamlined :P
I need to get LOST in the zone! :)

Evandaman
04-08-2011, 07:57 AM
Maybe some nice person could make some torrents out of these?

TecnoBacon
04-08-2011, 11:36 AM
Don't know if this is what worked but, I reinstalled steam on an ssd last night which forced it to install outside the programfiles(x86). Steam asked me to remove compatability settings which did not exist so I hit cancel and installed anyway. Now I am running at extreme without CTDs in ALL locations (radiation is toooooo much tho).
win 7 64bit
I5 16gig
radeon 5874 (oc'd dual dvi from fact)
full DMX DKZ most options

the ssd is the hybrid 500gb seagate ($99.00!!!!) 1000 times faster! PenGun 04-08-2011, 01:01 PM Anyone else have part 3 throw errors? I get a file already there to overwrite or not. She's not working for me. I will persevere. Evandaman 04-09-2011, 10:05 AM Is there an open level patch for the save that starts after the cave? PenGun 04-09-2011, 12:16 PM Got the DMX DKZ running and it's very nice. I can't get in Sids door and zombies and military managed to coordinate an attack on the rookie camp. No knife? I have been looting the battle pretty well and have military armor and several nice guns. A little more light and I'll go and finish off the few military left and hopefully Sid will talk to me. Very good, thanks guys. Commissar1032 04-10-2011, 02:43 PM Wow holy cr@p I just found out about this today. I am so glad this is on the steam forums. Snork 04-10-2011, 04:25 PM Got the DMX DKZ running and it's very nice. I can't get in Sids door... Sids door should open for you after passing through the hated Cave level. DMX DKZ package includes a post-Cave save IIRC. Sometimes, rarely, Sids door is buggy, and you may have to replay from the Cave save (or use someone else's post-cave saved game). More info in the Guides, top post. Zombies? Be careful not to save your game or transition between levels during emissions or the Hour of Terror ( & save some Zombie hands for a quest). If passing the plot is important, try to keep quest givers alive. That may mean staying away from them during Horror Time. BTW, even Kuznetsov, the military guy under the rail bridge, has quests for you. @Evandaman, Open Levels cheat gives a nice sandbox to play in, but don't expect to pass through the entire plot. Not all transitions are opened, and some don't work. Try starting a game with that post-save cave, and then adding the Open Levels patch. It might work ok. LMK. Fairly sure you cannot return to playing a normal game with any saves created while using Open Levels. PenGun 04-10-2011, 04:41 PM Sids door should open for you after passing through the hated Cave level. DMX DKZ package includes a post-Cave save IIRC. Sometimes, rarely, Sids door is buggy, and you may have to replay from the Cave save (or use someone else's post-cave saved game). More info in the Guides, top post. Zombies? Be careful not to save your game or transition between levels during emissions or the Hour of Terror ( & save some Zombie hands for a quest). If passing the plot is important, try to keep quest givers alive. That may mean staying away from them during Horror Time. BTW, even Kuznetsov, the military guy under the rail bridge, has quests for you. Yeah I'm in the cave. LOL. On master as usual ... it's kinda tough I can see why there is a save you can use. I will get through it. It may take a while, I have never seen so many ... all in one place. Hilarious fun but I am dying a lot. Do I get to keep the fine stuff? I kinda doubt it. Snork 04-10-2011, 05:10 PM Cave Level. Minor spoiler & links to major spoilers. Cave level, map, and 3 previous tip posts linked by Pseudostomp Sept 21st 2010. http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=18594&page=160&sec_id=16&sort=ASC&no_transl=#319861 April 2010 version: Open the stash at your feet when you enter the level. Use the map you find at the entrance by putting it in your pistol slot. Follow the path shown to the lower left corner of the map. You know you are getting close when your PDA shows people in the area. Wasted hours in there 1st time, hated it. Map has some climbable walls, and walls you can walk through (one way, a dirty trick). I get in and out in minutes now, if I don't take a hard left at the start to grab artifacts. August 2010 version: Don't equip all of the antirad artifacts, they reduce your endurance, slowing you down. Also, put your chain gun away to allow running. After shooting the first bloodsucker, (headshots rule), you can run to the exit, dodging all or most of the mutants. PenGun 04-10-2011, 07:20 PM Thanks I did not know the exo would run. They mostly don't. It'll be a snap now .... ;) TecnoBacon 04-10-2011, 10:10 PM Anyone interested: I have created a group for sharing tips, news and additional stuff for the expanding zone. The focus will be on the NS DMX DKZ mod ... and beyond. It's a public group and I am hoping to get some officers that are involved with the existing mod compilation (you know who you are) and maybe some up and coming talents as well. I know, I know, another group, ok, fine, but my goal is simple; expanding to the limits of the zone! I will get LOST IN THE ZONE! Dot.Shadow 04-12-2011, 03:25 AM WAAAGH! I hate 7zip! It never get's anything done right. I try to extract the files and it just ends up giving me something useless. How does it manage to extract NS_v19.04+14.08+03.09part1 which has a size of 2173586 kB into a 32 kB file? Could someone please explain to me how this horror of a piece of software works? Edit: Looking at the file sizes on Megaupload I can tell something is seriously wrong with my downloaded files. I will try to re-download. Bad_Motha 04-12-2011, 04:43 AM You don't even need the actual 7-Zip program for .7z files, just use WinRAR for everything (7z, Rar, Zip, and so on...) Dot.Shadow 04-12-2011, 05:18 AM I tried using WinRar and it actually extracted the files into nothing. Hopefully the fresh download will fix that. TecnoBacon 04-12-2011, 06:03 AM They are in a series, put all of them in a folder and run 7zip on part 1. The individual parts will not unzip properly any other way, when done all parts will be unzipped and recombined into the mod. This has to be the biggest reason so many are missing oggs and other files when they try to run the game. Snork 04-12-2011, 06:19 AM 7-zip is pretty good, except when there is an error and 7-zip simply fails. And you do want to use 7-Zip, since other archivers may fail with good 7-Zip files. With luck you only need one or two files re-downloaded. MD5 checksums would help. If anyone has the Achillesdave distribution handy, post the MD5 checksums and I will add them to the top post. Already have checksums listed for the Russian source files (always did the "hard way" installation, and don't have a copy of the Achillesdave Gamedata). For DMX-DKZ 1.3.2 try the torrent, and then get updates and add-ons from the web site. Bad_Motha 04-12-2011, 06:30 AM It's not that hard to do really, even with WinRAR which is what I used. Make sure all the parts are in the same folder, open part1 and extract the root folder. Easiest way is to simply drag+drop the root folder within the compressed file (Part1) into the folder where all the parts of the download are present. The program you're using (7Zip, WinRAR, etc) will take care of the rest and go through each part to get the needed files, but you need to extract only from part1 or the process won't work. Once everything has been extracted successfully, then move the entire folder over where you need it to be. Dot.Shadow 04-12-2011, 06:35 AM They are in a series, put all of them in a folder and run 7zip on part 1. The individual parts will not unzip properly any other way, when done all parts will be unzipped and recombined into the mod. This is actually what I did. Shaun239 04-13-2011, 06:19 AM After doing the first 3 parts I get: XR_3DA.exe caused BREAKPOINT in module "c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\bin\xrCore.dll" at 0023:005A7CB5, xrDebug::backend()+165 byte(s) TecnoBacon 04-13-2011, 07:24 AM I know how diff it is to get this down (slugville download .com) then getting a stable game out of it in steam is a real pain. I have been working on this mod to get it running in steam and have a good portion done, things like correcting textures that use a DDS format that is not right for SOC but works in CS and up. (espec. the swamp which is extremely unstable (16 lmaps which is the main cause of CTDs there, I also discovered that the optional huds will cause save file corruption there. I hope to offer a highspeed download of my 'tweaked for steam version' soon, the link will be on my STALKERSOUP group page. If you have a newer version of 7z it should create the whole thing at ounce because files are actually split apart and recombined in some cases, these will be corrupt if done sep. TecnoBacon 04-13-2011, 08:44 AM Hi snork, Got this one again in the swamps; ! Cannot build GAME path! (object puzir_snork_strong) ! CURRENT LEVEL : marsh ! CURRENT game point position : [129.782166][0.625929][41.669098] FATAL ERROR [error]Expression : I != levels().end() [error]Function : GameGraph::CHeader::level [error]File : e:\stalker\sources\trunk\xr_3da\xrgame\game_graph_ inline.h [error]Line : 171 [error]Description : there is no specified level in the game graph : 236 got any idea where I should look? Snork 04-13-2011, 09:04 AM Monsters spawned where they are not supposed to be. The usual site says "something horrible" happened. :p Troubleshooting, click on and open the section "Departures and how to deal with them", top post, here: http://live.cnews.ru/forum/index.php?showtopic=55179&st=0 4.Code [Error] Description: there is no specified level in the game graph Something horrible beyond AIsetki. Should help loading saves or auto saves at another location. Secret Trails 2 mod has some new advice for that crash. Stay at least 150 meters away from the trouble spot, and take a nap. http://www.amk-team.ru/forum/index.php?showtopic=11104 - Вылет с таким логом: [error]Description : there is no specified level in the game graph : лечится переигровкой с предварительным сном подальше (более 150 м) от места вылета. - Departure from this ravine: [error] Description: there is no specified level in the game graph: replay can be treated with pre-sleep away (150 meters) from the place of departure. @Shaun239, Likely a broken installation. Try reinstalling the mod. TecnoBacon 04-13-2011, 09:19 AM Thanks Snork, I will try this, might give me a clue where I can trap and prevent this in the node manager (worth a try) PenGun 04-13-2011, 08:22 PM Cave Level. Minor spoiler & links to major spoilers. Cave level, map, and 3 previous tip posts linked by Pseudostomp Sept 21st 2010. http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=18594&page=160&sec_id=16&sort=ASC&no_transl=#319861 April 2010 version: Open the stash at your feet when you enter the level. Use the map you find at the entrance by putting it in your pistol slot. Follow the path shown to the lower left corner of the map. You know you are getting close when your PDA shows people in the area. Wasted hours in there 1st time, hated it. Map has some climbable walls, and walls you can walk through (one way, a dirty trick). I get in and out in minutes now, if I don't take a hard left at the start to grab artifacts. August 2010 version: Don't equip all of the antirad artifacts, they reduce your endurance, slowing you down. Also, put your chain gun away to allow running. After shooting the first bloodsucker, (headshots rule), you can run to the exit, dodging all or most of the mutants. Whu. That's fun. I ended up murdering most of what was in my way. The running thing did not work. Maybe next time now I know how it works. PenGun 04-13-2011, 08:30 PM So I get through and celebrate with a scotch. Then I have another and the bandits are just too much. I go play Fallout NV, no problem hardcore very hard LOL. TimM 04-14-2011, 08:04 AM Where do I find the unTERMINEable mod. I have looked everywhere, I can find everything else, but nothing called that. TecnoBacon 04-14-2011, 08:10 AM DMX extra addons No More Broken Quests Be carefull with it, makes most of them immortal which could interfere with things later. It can be real frustrating if you need to kill one of them cus ya can't. Also if you start a game with it you cannot change it as bad things can happen. I myself have tweaked it so i can still kill them but they are real tough, this seems to work well. TimM 04-14-2011, 08:16 AM Thanks for answering :) Game now works flawlessly :D Shaun239 04-15-2011, 08:13 AM Monsters spawned where they are not supposed to be. The usual site says "something horrible" happened. :p Troubleshooting, click on and open the section "Departures and how to deal with them", top post, here: http://live.cnews.ru/forum/index.php?showtopic=55179&st=0 4.Code [Error] Description: there is no specified level in the game graph Something horrible beyond AIsetki. Should help loading saves or auto saves at another location. Secret Trails 2 mod has some new advice for that crash. Stay at least 150 meters away from the trouble spot, and take a nap. http://www.amk-team.ru/forum/index.php?showtopic=11104 - Вылет с таким логом: [error]Description : there is no specified level in the game graph : лечится переигровкой с предварительным сном подальше (более 150 м) от места вылета. - Departure from this ravine: [error] Description: there is no specified level in the game graph: replay can be treated with pre-sleep away (150 meters) from the place of departure. @Shaun239, Likely a broken installation. Try reinstalling the mod. I've tried reinstalling twice using the easy way, still crashes on starting the game. Shaun239 04-15-2011, 08:55 AM Monsters spawned where they are not supposed to be. The usual site says "something horrible" happened. :p Troubleshooting, click on and open the section "Departures and how to deal with them", top post, here: http://live.cnews.ru/forum/index.php?showtopic=55179&st=0 4.Code [Error] Description: there is no specified level in the game graph Something horrible beyond AIsetki. Should help loading saves or auto saves at another location. Secret Trails 2 mod has some new advice for that crash. Stay at least 150 meters away from the trouble spot, and take a nap. http://www.amk-team.ru/forum/index.php?showtopic=11104 - Вылет с таким логом: [error]Description : there is no specified level in the game graph : лечится переигровкой с предварительным сном подальше (более 150 м) от места вылета. - Departure from this ravine: [error] Description: there is no specified level in the game graph: replay can be treated with pre-sleep away (150 meters) from the place of departure. @Shaun239, Likely a broken installation. Try reinstalling the mod. I've tried reinstalling twice using the easy way, still crashes on starting the game. Dot.Shadow 04-15-2011, 11:58 AM *sigh* I've installed it correctly going the easy way and it just crashes when I try to launch the game now :/ This mod is pretty much cursed and broken. PenGun 04-15-2011, 12:35 PM *sigh* I've installed it correctly going the easy way and it just crashes when I try to launch the game now :/ I could not get that to work either. I grabbed the torrent from post 3 DMX DKZ V1.3.2 Mod. DMX is Patched etc. And I have just the main mod and it works well. I should stuff some more in I guess. http://narodnaya.j5films.ca/ Is the nontorrent download. Snork 04-15-2011, 12:49 PM Two guys with trouble installing the "easy way"? Could be something going on. The Achillesdave gamedata folder is good. Hundreds have downloaded and played on it since last fall. Many of them are playing on SOC v1.0005 using the adaptation to v1.0005 (required for Steam users and anyone playing on SOC v1.0005). The latest combined translation pack is new. And it has needed two patches so far. Try the "Easy Way" installation without installing the latest translation. Assemble all the Achillesdave Gamedata files into one folder. Use 7-Zip to test the archive. Copy the extracted Gamedata folder to your Stalker SOC folder. If you are on SOC V1.0005, the Steam patch level, add the adaptation to SOC 1.0005 (don't use the adaptation if you are playing on SOC v1.0004). A new game should start ok. Can have a "broken" installation from many causes. Installing into an existing Gamedata folder belonging to another mod (so start CLEAN). Trying to use old saved games (must start a new game). Sometimes a Gamedata folder can be found within the Gamedata folder (be careful extracting and copying the files). PenGun 04-15-2011, 04:19 PM I had problems with the third package. My Linux 7z threw an error for a file already there and it wanted to overwrite a .??? file. I suspect it's a problem with my 7z so possibly older windows 7z might be the problem. I used a fairly recent 7z in windows to do the DMX-DKZ unpack with no problems. Snork 04-15-2011, 04:47 PM I'm downloading the Achillesdave files this weekend to test on SOC v1.0005. Needed to get the MD5 checksums anyway for those files, to update the top post. And you guys have me worried that something could be broken in newest translation. The last version fixed an incompatibility with SOC 1.0004, so it would be funny if the fixed version broke SOC 1.0005. Grand Cherokee 04-15-2011, 05:50 PM Hello Snork. I would like to know if I need a good system to run this mod. I'm running the game n Static Light with a Core 2 Duo 2.8ghz, Nvidia Geforce 7100 onboard and 3 gigs of RAM. The weak link with this system is the video card... I'm planning to use a Geforce 540 GT when they release it. The performance of this Geforce 7100 IGP is about a Intel x4500 I think. Only with better drivers. Thanks ! Snork 04-16-2011, 01:47 PM Edited "Easy Way" instructions. Added MD5 checksums for each file used. Built a working SOC v1.0005 mod Narodnaya Solyanka Gamedata folder from the files listed. Had previously only done "Hard Way" installations for my own game. Couple of possible pitfalls. Achillesdave Gamedata is not one file split into several archives (as you might expect). It was uploaded as eight discreet pieces. These eight gamedata folders must be merged, recombined with some careful copying. Could easily miss a part, or end up with a gamedata folder within the gamedata folder. Either one would mess you up. If the gamedata folder from the adaptation to Steam patch level, (v1.0005), is not installed correctly, the game will crash with this error: "XR_3DA caused BREAKPOINT in module" & in the log "msg_box_kicked_by_server". The adaptation to 1.0005/6 extracts oddly, seems to want to overwrite itself. Extracted ok, no overwriting, when opened and selected from within the 7-Zip File Manager. @Grand Cherokee, NVidia 7100 integrated video is extremely weak stuff. Look at the bottom of this chart http://www.tomshardware.com/reviews/gaming-graphics-radeon-hd-6870-radeon-hd-6850,2782-7.html There are files listed which may help (Deadmoroz texture pack, Hud and Icon fixes for low end video). Playing on an ATI 4850 1G DDR3 XFX card (often under 50US, snagged one for 20US, after a 20 rebate, around New Years). Rest of your system is ok. Do even better if you can overclock that dual core. PenGun 04-17-2011, 06:48 PM It's wonderful. It's driving me mad. Here's the deal, I have made it all the way to just outside the bar where Duty first see's you as you come in with a dog pack on your heels. She crashes right past the little corrugated steel bridge someone threw down there. I have turned on static lighting and even backed across the bridge. She crashes right on that line no matter what. So tough it's pretty well all tactics now. My escape with the papers was a thing of beauty, my best ever. I have an i5 at 3.4 Ghz, it's rocklike with a massive cooler, on a EVGA FTW. 4G ram. I have a GTX 460 1G with a small factory OC. All other Stalkers run very sweet. I'm all stoked now, guess it's time for more faction wars. I'm gonna order up another 4G for my baby. Snork 04-18-2011, 05:23 PM @PenGun, Probably an easy fix. Try to get the error message. Check out the recently constructed Troubleshooting section, post #2 in this thread. PenGun 04-18-2011, 08:14 PM @PenGun, Probably an easy fix. Try to get the error message. Check out the recently constructed Troubleshooting section, post #2 in this thread. Yeah I'll go make it crash. I have 12 Gig of ram now.;) It's cheap a dealer friend had 4 Gig sticks at pretty cheap. It's real smooth now, no hitches but still the odd stall. Maybe with that much RAM prefetch might be a good idea. It still does the same thing. I went to the Wild Territory and did some stuff for Duty, ambush, spring prisoner etc. Me and the weird sparkly chimera thing took down the bandits pretty good. You got to watch him though ;) I'm starting to get my chops back? Fighting with the military in Cordon with better guns. A great mod, really good. TimM 04-19-2011, 03:18 AM Yeah I'll go make it crash. I have 12 Gig of ram now.;) It's cheap a dealer friend had 4 Gig sticks at pretty cheap. It's real smooth now, no hitches but still the odd stall. Maybe with that much RAM prefetch might be a good idea. It still does the same thing. I went to the Wild Territory and did some stuff for Duty, ambush, spring prisoner etc. Me and the weird sparkly chimera thing took down the bandits pretty good. You got to watch him though ;) I'm starting to get my chops back? Fighting with the military in Cordon with better guns. A great mod, really good. I also have 12 gb ram. Prefetch is lovely and I also have those odd freezes, mostly when I am about to enter the start village. Welcome back to the zone, hope you have a smooth experience ;) TecnoBacon 04-19-2011, 07:38 AM XRay has always had this problem, it has to do with npc sync. It will happen when new npc are spawning, like approaching the bar, esp. just after bridge over ditch. Prefetch only really helps with large vmem and is real buggy, if an obj is missing it will cause a mem leak if its a child obj. ATI cards suffer more than Nvidea due to the onboard physx support in higher level cards. I went to a 2g vram card and slide through the world, dual sli cards do extrmly well too. cutting down vis dist helps too. PenGun 04-19-2011, 04:40 PM The Arsenal Mod does not have textures and .ogf models for some things in it's load script. Get a different error each time for the last thing it could not find. Not sure what to do. I'll look around. I could do it over and load the wider areas deal. PenGun 04-19-2011, 06:28 PM I deleted the whole thing, don't ask. It seems to be a problem wit Ammo dirs and ammo dirs in the same directory. I put it back with only the weapon mod and I am at the bar. I may try to put the behavior modification in we'll see. Stawkur 04-19-2011, 11:39 PM played about 6 hours of this.... Incredible, but was WAYYYYYY too hard, enemies saw me from miles away and 1-2 shot deaths.... Was fun while it lasted , great atmosphere, great textures.... just WAYYYY too hard, oh well, will try again if balanced! PenGun 04-19-2011, 11:57 PM Yup it's a bit hard. LOL. The bar entrance, for example. Two Chimeras to greet you. Anomalies everywhere including a good sprinkling of the invisible ones. Rats, hamsters, blind dogs everywhere, at least one pseudo pack. Entrance set well back so you won't be able to run all the way. A total pain. You think the Cave level is tough then you get to the game. Recommended. ;) Stawkur 04-20-2011, 12:24 AM Two guys with trouble installing the "easy way"? Could be something going on. The Achillesdave gamedata folder is good. Hundreds have downloaded and played on it since last fall. Many of them are playing on SOC v1.0005 using the adaptation to v1.0005 (required for Steam users and anyone playing on SOC v1.0005). The latest combined translation pack is new. And it has needed two patches so far. Try the "Easy Way" installation without installing the latest translation. Assemble all the Achillesdave Gamedata files into one folder. Use 7-Zip to test the archive. Copy the extracted Gamedata folder to your Stalker SOC folder. If you are on SOC V1.0005, the Steam patch level, add the adaptation to SOC 1.0005 (don't use the adaptation if you are playing on SOC v1.0004). A new game should start ok. Can have a "broken" installation from many causes. Installing into an existing Gamedata folder belonging to another mod (so start CLEAN). Trying to use old saved games (must start a new game). Sometimes a Gamedata folder can be found within the Gamedata folder (be careful extracting and copying the files). Yea it worked the first time for me, GREAT MOD!!!! One of the best! It is just WAYYYYY too hard for this ole man. Will play again after i finish a Custom OL2.2 Mega Mod for SOC that i am playing now. this is the BEST collection of Mods tho, the atmosphere and textures and lighting and Everything BLOWS "complete" away. It is just WAYYYYY too hard for this old man. Snork 04-20-2011, 06:45 AM Try OGSE, and Secret Trails, posted here. OGSE is the best vanilla plot Stalker mod around IMO. Secret Trails is new, and has an entirely new plot. Both load fast & seldom ctd. Thanks for the feedback on the installation. Did an "Easy Way" install last weekend and was surprised to find the Achillesdave files extract to eight parts, which you have to manually combine. Since rewrote the top post instructions, and added a Troubleshooting section. Tough game? - Post Cave saved game in the top post. - Fight or Flight? You will find better gear and "level up". - Headshots rule. Early guns are weak. 9x39 is overpowered. - Try "Veteran" instead of "Master", fewer anomalies underfoot. PenGun 04-20-2011, 11:03 AM Max at the Freedom base will not take his squad to fight Duty. Just stands there. I think there is some dialog with the soldiers that does not occur. Hi ho. Snork 04-20-2011, 11:45 AM Psychic powers are strong today. Sense that Max is waiting for a wounded squad member, perhaps one of the tower guards. (Actually, this is from page 12 of the translated A185 Guide with Pseudo edits, which has some tips about Max). PenGun 04-20-2011, 12:13 PM Psychic powers are strong today. Sense that Max is waiting for a wounded squad member, perhaps one of the tower guards. (Actually, this is from page 12 of the translated A185 Guide with Pseudo edits, which has some tips about Max). I'll have a look round. ;) Later: You are the man. One medkit lighter and much nice stuff heavier. Duty only just won, ;) PenGun 04-20-2011, 07:57 PM I also have 12 gb ram. Prefetch is lovely and I also have those odd freezes, mostly when I am about to enter the start village. Welcome back to the zone, hope you have a smooth experience ;) Anyone using a SSD yet? I'm thinking of one for Windows and Steam. I could squeeze my good games and windows into 128G I think. Fat Tuna 04-20-2011, 08:08 PM I've actually been running an SSD through a play through of OL and of Complete. I've noticed it most in areas that usually have a hefty stutter, i.e. entering the bar area from garbage. Most of the time I see almost no stutter in that area now. AMD Phenom II X4 965 @ 3.4GHz 4G RAM EVGA GTX 280 ADATA S599 SSD Windows 7 PenGun 04-20-2011, 08:42 PM The faster SSDs need SATA 3 now. About$50 or so plus the cost of the drive. A Crucial C300 128G looks good but not cheap. Be almost $300 with the SATA 3 PCIe controller. Wicked fast though. Fat Tuna 04-20-2011, 09:27 PM True, the cost for a good SSD is still fairly high. I bought the ADATA because I'm planning on updating my whole system and I wanted to try an SSD prior to spending a lot of money on a high end one. I definitely see an improvement across all applications, including STALKER so I will be buying a better one. PenGun 04-20-2011, 09:47 PM Yea it worked the first time for me, GREAT MOD!!!! One of the best! It is just WAYYYYY too hard for this ole man. Will play again after i finish a Custom OL2.2 Mega Mod for SOC that i am playing now. this is the BEST collection of Mods tho, the atmosphere and textures and lighting and Everything BLOWS "complete" away. It is just WAYYYYY too hard for this old man. Oh come on, old ... add yourself and we'll see. http://forums.steampowered.com/forums/showthread.php?t=1171384 ;) Jashin 04-20-2011, 10:11 PM Pseudostomp you have got to get word to the people making this mod to put out periodic point releases in a coherent all-in-one package, with or without an installer. You know, like a proper mod. TimM 04-21-2011, 03:09 AM Throwing in my recommendation now. This mod is too awesome. It is THE definitive version of STALKER the developers wanted us to play and you will know if you have played the STALKER 2004 version. It can seem overwhelming and hard at first, but perservere and you ill get to all the goodies. Also, has anybody but me met the librarians I spoke about and yes it is the librarians from MEtro 2033 in the game S.T.A.L.K.E.R.? TecnoBacon 04-21-2011, 07:30 AM Got it integrateg with DKZs mod and 90% of new content translated. Super awsome! 16 new places if you count the undergrounds, better play, better map, AND farrrrr less CTDs so far! Only thing is the treasure mod WILL NOT WORK, it has been removed from the .h compile files, no biggy. ALSO, DON'T use the bin from the update, steam considers it corrupt, use DKZs bin option for 10005. I will post a few pics on my group page and keep updates as I go, can't wait to compare my mod updates with DKZ and Snork. PenGun 04-22-2011, 04:02 AM Throwing in my recommendation now. This mod is too awesome. It is THE definitive version of STALKER the developers wanted us to play and you will know if you have played the STALKER 2004 version. It can seem overwhelming and hard at first, but perservere and you ill get to all the goodies. Also, has anybody but me met the librarians I spoke about and yes it is the librarians from MEtro 2033 in the game S.T.A.L.K.E.R.? Not yet. Three red barrels near the entrance of the Forgotten Forest? Oh sure. Deep in the zoo. ;) TecnoBacon 04-22-2011, 06:51 AM Hey TimM, You have just begun to discover!, they have added even more! sambob 04-22-2011, 09:03 AM Hey TimM, You have just begun to discover!, they have added even more! TechnoBacon, how do you get to your 'group page'? :) Snork 04-22-2011, 10:15 AM Saved some tips about the swamp monster, which was added to Narodnaya Solyanka in the August expansion. Ran into this beast while playing on a new and different swamp map in Secret Trails, the new Russian mod. Think the Metro 2033 game guys are former employees that used to work on Stalker games. Small Raswell posted Feb-5-2011 on the Russian forums. Librarian 5) бронебойными из ВАЛа, винтореза и подоб. 5) anti-armor from the shaft, Vintorez and likeness [9x39 AP ammo]. Either 6 or 5 shots of Supergauss. You can cut it with knives, when you have good armor in terms of resistance to tearing (70% unique kombeza hunter debt or fortified black monolith kombeza) and several rupture artifacts - 2 plasma caterpillars, 2 younger brothers of the giant, etc. Achillesdave recommends the PKM, which Ensign Sherstuk sells in Agropom, under the power lines. BIG I've heard that this creature does not like to get wet. KarlMonster 04-22-2011, 12:12 PM TechnoBacon, how do you get to your 'group page'? :) @Sambob I was going to toss you a link, in case Bacon hasn't thrown you an invite yet. I was going to, but I wasn't aware how many STALKER Steam Groups there were, and it turns out this is an entirely different group than I thought it was. [And I'm wondering if there was a need for another group] To see the group that he was talking about on page 2 of this thread, go to Steam Communities, Browse Groups, and search for "Stalkersoup". That gets you one hit, or else you'll be looking at hundreds of groups. Otherwise, Bacon and I are in a group called "The STALKER Complete Series (STALKER)" TecnoBacon 04-22-2011, 02:25 PM Thats my NS DMX 3.3.3 group page, hope to get the downloads going in about a week with the 3.3.3 fully integrated and optimized for steam (pain in the...) My personal page is TecnoBacon without the H (started the site in Brazil) in '96 with crystal3D. Hope to get lots of feedback to make it better and better, also did alot of indexing to make the next integration easier. I think it should be available as it really fixes alot of the gameplay and CTDs. sambob 04-22-2011, 02:49 PM Sorry for the miss-spelling; thanks to you and KarlMonster for your help! :) KarlMonster 04-22-2011, 07:54 PM @ Snork I've put off downloading and sorting the mod files until just today. The first link for the Adaptation file (narod.ru) could stand to have a short comment telling the english speakers to uncheck the yellow box, so they don't install the *optional* search engine toolbar. Link #2 is more self-explanatory, but I was determined to sort out what the heck narod.ru wanted me to do. Or not, English-speakers can jolly well sort out how to use a translator too! LOL Snork 04-23-2011, 06:17 AM Thanks, updated top post. Had narod.ru download tips in the Secret Trails mod post, but totally forgot to put those instructions into this thread. TecnoBacon 04-23-2011, 07:25 AM You can translate but if you want to update to 1.3.3 with the DKZ stuff it is not that easy. The mod is a collection of mods that have some that use global scripts while others use local, big pain. I am hoping that my compilation will be much more stable, many linearity fixes and mem leaks. I made the mistake of just translating and discovered that there are variables in russion that you cannot change, debug nightmare! i hope that those that use the STALKERSOUP version will submit thier translations, observations and bugs thru this group to keep expanding the map, I am already planning to hook in Lost Trails (portions of). Approx. 300 files need to be trans'd and 173 need modifications. Scourge 04-23-2011, 02:28 PM Every time I try to load a save game it crashes with the exception of the autosave all.sav file. Here is the exception reason XR_3DA.exe caused BREAKPOINT in module "c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\bin\xrCore.dll" at 0023:00597CB5, xrDebug::backend()+165 byte(s) I can give you more if you need. I have the 8 rar files extracted and reassembled into a clean gamedata folder, the translation file, and patch for the 1.0005 version, which I installed last. It runs fine from the all.sav or starting a new game. edit: Tried the cave save game and it loads fine, but if I save after that those crash as well. edit2: Phenom 2 970 quad 6gb ddr3 GTX 460 1gb Windows 7 64bit home premium. JBBooks 04-23-2011, 04:54 PM OK, I'm having crash issues too: XR_3DA.exe caused BREAKPOINT in module "c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\bin\xrCore.dll" at 0023:00777CB5, xrDebug::backend()+165 byte(s) I also created a clean gamedata of the 8 compressed files. I copied that, and added the "NS all in one translation.7z" & "NS_adaptaciya_k_1.0005-1.0006.7z" gamedata. I copied the contents of the bin10005 directory to the SOC bin directory. Did I miss something? This fracking cave is hard enough without crashing every 90 seconds... Oh, system specs: i5 W7- 64 8 GB RAM ATI 5770 Snork 04-23-2011, 06:44 PM @JBBooks, Try to get us a crash log. The cave is known for psi dogs going where they should not go. The smart_terrain etc. script patch in the first post may help. This is a guess though. Really need the useful part of an error message, which is automatically pasted into the windows clipboard, and looks like the following: FATAL ERROR [error]Expression : Ran out of memory [error]Function : TW_LoadTextureFromTexture [error]File : E:\stalker\sources\trunk\xr_3da\xrRender\Texture.c pp [error]Line : 132 [error]Description : D3DXCreateTexture( HW.pDevice, top_width,top_height, levels_exist,0,t_dest_fmt, D3DPOOL_MANAGED,&t_dest ) @Scourge, Same thing applies, really need the Fatal Error part at the end of the log or from the Windows clipboard. Your crashes are more puzzling. The only other times I've heard of all saves being bad, reinstalling a mod somehow fixed it. Skip the optional xrGame.dll file for now (can always add it later). Sometimes a saved game will not work. A few areas of the mod are known to have that problem. First, make named saves, and don't trust quicksaves. Sometimes, in parts of the mod, a saved game will load if you exit and restart Stalker. The same save might not load if you were playing and died & tried to immediately reload that saved game. Another thing to try, switch the renderer to less demanding Static Lighting, exit and restart, then try to load these saves. Everyone should be using -noprefetch on the command line. Scourge 04-23-2011, 08:11 PM This is the only thing that got pasted into the clipboard after the crash. Expression : hFile>0 Function : FileDownload File : E:\stalker\sources\trunk\xrCore\FS.cpp Line : 106 Description : c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\gamedata\config\ My E:\ drive is my bluray burner. Not sure why that is there. I'll try reinstalling the mod from scratch. I did try both quicksaves and named saves a few times. Got the same result. The only ones that seem to work are the autosaves. But, I'm not absolutely sure about that because I haven't had a map change yet. I'll post back if the reinstall works. Also, I am using the -noprefetch command. Scourge 04-23-2011, 09:07 PM Reinstalling seems to have fixed it. JBBooks 04-25-2011, 06:37 AM [QUOTE=Snork;22039269]@JBBooks, Try to get us a crash log. [QUOTE] Snork, thanks for the help. Here is the latest crash log: Expression : fatal error Function : CScriptEngine::lua_error File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engi ne.cpp Line : 73 Description : <no expression> Arguments : LUA error: ...w of chernobyl\gamedata\scripts\smart_terrain.script:12 14: attempt to index local 't' (a nil value) What I have done so far: Deleted and re-created the gamedata folder, from scratch Added the -noprefetch option (d'oh) Reduced graphics to "medium" & objects dynamic lighting, instead of full. None of that had any effect, the game crashes 10-30 seconds in, every time now. I'm going to re-start from the beginning, I'm not that far in. EDIT: I got as far as the cave. No crashes. Had to re-load a save a few times in the cave, now it's crashing again... same error as above. Snork 04-25-2011, 08:18 AM @JBBooks, Smart_Terrain script error. Often can clear errors without file edits, loading old good saves from previous locations, waiting for emissions etc (post #2, Troubleshooting). Can still try Static Lighting before going to the cave and/or waiting for an emission before doing the Cave. Or try adding a patched smart_terrain script file before visiting the Cave. Link is dead for the usual script patch (Jan 10th), EDIT: added another link. Updated 2nd post Troubleshooting with the new March 15th file link. Some comments from the author made me hesitate to recommend it (could just be bad translation). http://www.amk-team.ru/forum/index.php?showtopic=8830&view=findpost&p=576681 Older Dec 25th version patch link is still good. JBBooks 04-25-2011, 10:35 AM @JBBooks, Older Dec 25th version patch link is still good. The webpage is there, but the download link connects to nothing... you don't have copy of that file floating around anywhere, doya? Snork 04-25-2011, 11:47 AM Try the January 10th version of smart_terrain scripts. Fresh link added to post #2. JBBooks 04-26-2011, 12:50 PM Try the January 10th version of smart_terrain scripts. Fresh link added to post #2. Snork, thanks for the help. That (and bunches of quicksaves) got me past the cave. BUT! I tried to acceptrt the mission from Wolf, and this happened: XR_3DA.exe caused ACCESS_VIOLATION in module "c:\program files (x86)\steam\steamapps\common\stalker shadow of chernobyl\bin\xrGame.dll" at 0023:05DE24C3 The crash log looks like this: stack trace: Yep, it's blank. The xrGame.dll file that's refernced- it's the one from the NS_adaptaciya_k_1.0005-1.0006.7z file, I copied it to the SOC/Bin directory. I've tried a fresh copy, and even the original. Same crash. Any ideas? Or is this MOD just not for me? Snork 04-26-2011, 04:58 PM This is what the Russian Troubleshooting site has to say about no log crashes: "Departures without log - this is usually a consequence of excessive or curved configuration setting fashion. Lower the setting [video settings], check your installation." Should not be seeing a crash when talking to Wolf, or any NPC. Most likely a broken installation. Could try the torrent version of NS DMX DKZ, which is already translated and patched to v1.0005. If you re-install, keep it simple and skip the modified xrGame.dll until later in the game, when you have a gun that needs it. Or keep trying that bit to see if you eventually get a better error message. Or try a torrent version of the mod from the Russian site, and add the translation & adaptation to v1.0005. JBBooks 04-26-2011, 05:55 PM The torrent version is referenced in post 3, yes? I'll try that, as I have already reduced the video settings quite a bit. Again, thanks for the help. I'm chomping at the bit to get into this already.... PenGun 04-26-2011, 06:35 PM The torrent version is referenced in post 3, yes? I'll try that, as I have already reduced the video settings quite a bit. Again, thanks for the help. I'm chomping at the bit to get into this already.... That's what I'm using. Works well mostly, I had a few problems at the bar entrance, but reloading the mod seems to have fixed them. At the kill bloodsuckers for Skinflint part now. TecnoBacon 04-26-2011, 06:39 PM Hi all, I am about to release 1.3.3 but have a question; Since everyone finds the cave unplayable, I would like to know your opinions on removing the bloodsuckers as I feel they make it the most irritating (just won't let go d...), but the cave really needs to be played as part of the story. Also, the 'no more broken quests' makes some NPCs unkillable which can interfere with game-play so I have been playing with these NPCs having a small head-shot injury which, as long as they don't use a med pak will die after app. 10 hits, works real well for me. What do you think. I have also discovered a bug that is being introduced because of 4gig awarness, net_packet_pda_create can get a sid that is greater than 64k which will crash the game with a msg in the log the it could not find its save file, I will try to add a fix this week. PenGun 04-26-2011, 06:56 PM Hi all, I am about to release 1.3.3 but have a question; Since everyone finds the cave unplayable, I would like to know your opinions on removing the bloodsuckers as I feel they make it the most irritating (just won't let go d...), but the cave really needs to be played as part of the story. Also, the 'no more broken quests' makes some NPCs unkillable which can interfere with game-play so I have been playing with these NPCs having a small head-shot injury which, as long as they don't use a med pak will die after app. 10 hits, works real well for me. What do you think. I have also discovered a bug that is being introduced because of 4gig awarness, net_packet_pda_create can get a sid that is greater than 64k which will crash the game with a msg in the log the it could not find its save file, I will try to add a fix this week. Nooo. The cave is fun. The bloodsuckers are ridiculously overpowered, rip your head off in an instant with an exo and many artifacts. Don't change a thing. I died many times to figure that beast out now you are gonna nerf it. Nooo. I'm fighting bloodsuckers at the village now and they can kill you with one hit, on master. I have three dead and the other two, I think that's what's left, are going down tonight. Snork 04-26-2011, 07:45 PM I'm looking forward to trying some of the DMX 1.3.3 features. Would it be hard to have a standalone translation for the original Shadows version of DMX? Lots of guys don't have the hardware to run the enhanced versions, like DKZ's DMX. Edit: Nice thing about modding, you can make the game you like. Given a choice, I'd prefer to see the mutants unchanged. But, make what you like. The Cave does not even fit the game IMO, especially at the beginning. But it is not that hard, depends how you play it. TecnoBacon 04-26-2011, 11:33 PM Thanks, I will leave it alone for now, will put it in the options. I plan to have the option to use DMX standard textures, DKZ textures and optimized low-res textures, each will be in thier own download. This way you don't have to download textures twice unless you want too, the texture folders will be verified to have all textures, so you only need to download 1. I am 99% done, need to finish playing the game now to insure it's all working, old pripyat is sorta cool, a few ai glitches tho. By the way, the cave is important.... Monolithian! JBBooks 04-28-2011, 10:16 AM Could try the torrent version of NS DMX DKZ, which is already translated and patched to v1.0005. Outstanding! That worked great (after a short download). I installed,and started a new game. Just cleared the car park- much more difficult than vanilla or complete. Thanks! PenGun 04-28-2011, 01:10 PM Outstanding! That worked great (after a short download). I installed,and started a new game. Just cleared the car park- much more difficult than vanilla or complete. Thanks! Did you enjoy the Cave? Have you installed the IMPROVED ENEMY CHARACTERISTICS mod? I found it made a bit of a difference especially the instant step in and kill problem. Before I literally would lose about half the engagements with my gun trained on the door he comes through. He steps in and shoots perfectly accurately in an instant. This puppy is tough enough without skill three reaper bots. An ancient reference BTW, from Quake. Scourge 04-28-2011, 08:43 PM I think I'm going to try the torrent version as well. I did get the saved game load fixed but then started having some of the same crashes as JBBrooks. JBBooks 04-29-2011, 05:18 AM Did you enjoy the Cave? Enjoy? Like a trip to the dentist... It was challenging. GD Burer- I coudln't see him in that &^%$ mist....

Have you installed the IMPROVED ENEMY CHARACTERISTICS mod?

I found it made a bit of a difference especially the instant step in and kill problem. Before I literally would lose about half the engagements with my gun trained on the door he comes through. He steps in and shoots perfectly accurately in an instant.

This puppy is tough enough without skill three reaper bots. An ancient reference BTW, from Quake.

Where is this MOD you speak of? I searched this thread... is it here or somewhere else? It was most annoying, creeping up to where one of the bandits was hiding, peeking around the corner.... and having my head blown off the INSTANT I saw him.

Edit: Snork, PenGun- I wanted to rep your posts, but I'm being prompted that I need to "spread the rep around". So here's some "Air Rep" Enjoy!

PenGun
04-29-2011, 06:51 AM
Enjoy? Like a trip to the dentist... It was challenging. GD Burer- I coudln't see him in that &^%$mist.... Where is this MOD you speak of? I searched this thread... is it here or somewhere else? It was most annoying, creeping up to where one of the bandits was hiding, peeking around the corner.... and having my head blown off the INSTANT I saw him. I want this mod. Link, please? Edit: Snork, PenGun- I wanted to rep your posts, but I'm being prompted that I need to "spread the rep around". So here's some "Air Rep" Enjoy! Right by the torrent link: http://narodnaya.j5films.ca/ There are the addons etc. I am crashing repeatedly at the bloodsucker village and it's driving me mad. Hi ho. ;) I will fight with it today a bit. JBBooks 04-29-2011, 07:02 AM Right by the torrent link: http://narodnaya.j5films.ca/ There are the addons etc. I am crashing repeatedly at the bloodsucker village and it's driving me mad. Hi ho. ;) I will fight with it today a bit. D'oh. I downloaded the torrent version, so I did not explore the individual addons in the other link. Work intrudes, so I'll have a look later. Just an aside, when I came back from the car park, with a perfected vest for you know who, the place was under attack from the Military . Awesome! The rookies fight quite well, and I managed a few kills myself. Great loot! TecnoBacon 04-29-2011, 07:16 AM Did you see the new locations on the pda in my screenshots? I have them all done with DKZs tweaks as well, can't use the all locations unlocked tho as it is incomplete and needs alot of work, I don't like it anyway as you can ruin some of the story by going places too soon. Am having a little trouble with my web site as I have not edited it in a couple of years (d... lock outs) I hope one or two people will be willing to play and critique my version as 300+ hours of play and 16 new locations and (havn't counted) the new tasks are gonna take me toooooo long to fully test. I FIXED SEVERAL CTDs due to mem leaks too. I could use an administrator too, one who will test and help others, I will support STALKERSOUP everyday once the links are up. (I promise) DMX 1.3.3 really rocks! Shadow and others have done a great job on it. EyeRoNiK 04-29-2011, 03:25 PM What is the difference between this and the complete mod (http://forums.steampowered.com/forums/showthread.php?t=862481)? Or are they the same thing? PenGun 04-29-2011, 03:34 PM What is the difference between this and the complete mod (http://forums.steampowered.com/forums/showthread.php?t=862481)? Or are they the same thing? LOL. No. It's a study in brutality. After playing all Stalker games quite a bit, and FPS games since Doom, this is the hardest thing I've ever seen. I have and have played all the h2hmudfest Doom competition wads which I think used to hold the title of "most brutal". I enjoy this but I may be a bit crazy. It's really for veterans who know the game well. We lose enough players to rage quits already so unless you have a good streak of crazy in you I'd avoid this till you understood the game well. EyeRoNiK 04-29-2011, 04:41 PM LOL. No. It's a study in brutality. After playing all Stalker games quite a bit, and FPS games since Doom, this is the hardest thing I've ever seen. I have and have played all the h2hmudfest Doom competition wads which I think used to hold the title of "most brutal". I enjoy this but I may be a bit crazy. It's really for veterans who know the game well. We lose enough players to rage quits already so unless you have a good streak of crazy in you I'd avoid this till you understood the game well. Hahaha, thanks. Im just starting out, thanks for clarifying :eek: PenGun 04-29-2011, 04:52 PM Hahaha, thanks. Im just starting out, thanks for clarifying :eek: The Complete mod just fixes some things and adds some nice textures etc. Game play is pretty well the same as vanilla. I use it in all the regular Stalker games now that the one for COP is out. Recommended. Sort of needed for CS. PenGun 04-29-2011, 10:18 PM Did you see the new locations on the pda in my screenshots? I have them all done with DKZs tweaks as well, can't use the all locations unlocked tho as it is incomplete and needs alot of work, I don't like it anyway as you can ruin some of the story by going places too soon. Am having a little trouble with my web site as I have not edited it in a couple of years (d... lock outs) I hope one or two people will be willing to play and critique my version as 300+ hours of play and 16 new locations and (havn't counted) the new tasks are gonna take me toooooo long to fully test. I FIXED SEVERAL CTDs due to mem leaks too. I could use an administrator too, one who will test and help others, I will support STALKERSOUP everyday once the links are up. (I promise) DMX 1.3.3 really rocks! Shadow and others have done a great job on it. Will this need a new game if you are running 1.3.2? I imagine it must. Custom333 04-30-2011, 09:07 AM The Complete mod just fixes some things and adds some nice textures etc. Game play is pretty well the same as vanilla. I use it in all the regular Stalker games now that the one for COP is out. Recommended. Sort of needed for CS. Doesn't it add weapons too? Or is that an add-on? PenGun 04-30-2011, 11:46 AM Doesn't it add weapons too? Or is that an add-on? I think only a sleeping bag but I am no expert. TecnoBacon 04-30-2011, 01:36 PM Very HARD!!! But I have fixed this for all types of peopls!!! I will provide the mod in logical piecies, preconfiguered on your personal tastes. On my page will be the BASE package (not optional) and one from a few catagories; textures: vanilla DMX DKZ DMX optimized for speed and low mem other?/... gameplay: HARDCORE!!!!!! (DKZ tweaks too) STALKER more like SHOC or COMPLETE (artistpavel) Enthusiast not so hard with much greater immunities MOD TESTING almost GOD mode, except in certain quest results !!!!!!!!! this is meant for testing modifications, WONT WORK IN MULTIPLAYER!!!! you will be BUMPED!!! UPDATE: Arghhh.... didn't notice that the gameplay dialogs are not alsways matched to the right quest title or was translated literaly in the english version of 1.3.2.... i am fixing this.. things like 'a' and 'y' and 'u' that should not be there in english... possesive forms etc... I am going to due the books after I post the mod, should dowload fast as it is a 3gig FTP with NO signups, extras or ####, I actually have made this a FULL TIME HOBBY!! I do have a life tho, just really like bein at home with the wife and cat, just enjoy outings in the ZONE as well... TecnoBacon 04-30-2011, 01:52 PM Doesn't it add weapons too? Or is that an add-on? It incorporates parts of the realistic weapons mod and some that I believe only Snork has played. Its fun reading thru the code (I have a PHD in solids modelling)!! There are parts as far back as 2008... Shodow and Crihta (sorry if wrong spelling) have provided DMX 1.3.3 patch with work done as early as last February, they did many fixes and incorporated many of the things that are options in DKZ DMX 1.3.2. Of course some things are different now and unfortunately it turns out that more than one place holds progress data so its not possible, maybe a utility could be written to alow this on load but it would take quite a while to process and you think wait times are long now (gamdata is expanded files that have to be scanned, causes disk activity, everything slows down when parsing) the SDK has compilers that will optimize this when a package is created which is why the non gamdata version loads (or should load) much faster. OH LAST THING; The DMX mode does many things to your stuff!!! artifacts corode, items are removed, even your backpack can break, WATCH YOUR WEIGHT around campfires STALKER... many bandits here...) Sleepy Ben 05-02-2011, 12:20 AM Need a little help please - downloaded all 8 files and translation and adaptation to 1.0005 and installed it the 'easy way'. It runs okay but the HUD is a mess - nothing like the game's original HUD or what I'm seeing in some screenshots of this mod. I also see no warning indicators onscreen for stuff like radiation. In the inventory screen I cannot see the condition of weapons. Any ideas? FIXED: I noted the comments about stability and long load times so set Textures to 50% as most crashes with STALKER are memory related but that causes the HUD issues. Textures at 75% and everything looks as it should. Snork 05-02-2011, 06:06 AM Mod lacks the low-res HUD and Icon textures. Start SOC and go into the Video Options. Make sure your Textures slider is set above the midpoint. If you have a very low-end video card there is a patch listed in the top post (which I hope you don't need). Edited the top post Troubleshooting section to include this tip. Tolstoyevski 05-02-2011, 08:39 AM Must use 7zip, or can I be a Winrar? Never even heard of 7zip... And, Regarding the gamedata files that come with the installation of the vanilla game, Am I to leave them where they are or toss them into the gamedata folder with the rest of the modfiles? church_1md 05-02-2011, 11:43 AM What is the difference between this and the complete mod (http://forums.steampowered.com/forums/showthread.php?t=862481)? Or are they the same thing? They are two diferent mods OF COURSE THEY ARE NOT THE SAME. It ads 12 gigs of new content,a lot more than ~~~~artist's pavel ~~~~ uguuu overhyped mod that makes people skip vanial gameplay and use the ♥♥♥♥ty mod right away and removing the unique experience of a first unmoded playthrough AAAAAAA :o /rant Hahaha, thanks. Im just starting out, thanks for clarifying :eek: Protip : play vanila first. It will allow you to apreciate the changes mods offer. Custom333 05-02-2011, 11:57 AM Protip How can somebody with a rep of 1 give a pro tip? ;) PenGun 05-02-2011, 12:07 PM They are two diferent mods OF COURSE THEY ARE NOT THE SAME. It ads 12 gigs of new content,a lot more than ~~~~artist's pavel ~~~~ uguuu overhyped mod that makes people skip vanial gameplay and use the ♥♥♥♥ty mod right away and removing the unique experience of a first unmoded playthrough AAAAAAA :o /rant Protip : play vanila first. It will allow you to apreciate the changes mods offer. It thought I explained that rather well. You however need a forum for your hatred of Complete. Lame. Jashin 05-02-2011, 03:17 PM Hey Pseudostomp I've been looking at this mod called "Lost World Requital" I can only find this video by AP productions, http://www.youtube.com/watch?v=7RcFwhjb83o You know anything about it? Snork 05-02-2011, 04:38 PM Hey Pseudostomp I've been looking at this mod called "Lost World Requital" ... You know anything about it? Started a thread Dec-28-2010. http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=157&thm_id=20278&sec_id=16&page=1#329395 http://www.amk-team.ru/forum/index.php?showtopic=10697, was http://www.amk-team.ru/forum/index.php?showtopic=10176 http://gktmods.com/index.php?/forum/64-lost-world-requital/ Very popular mod right now for Russian players. Played part of the previous version, Lost World Condemned. It was very difficult, and very dark. There is a partial English translation by Achillesdave, for an earlier version. He lost interest in the project. StalkerFrance.com translation project also seems to have stalled. Looking for something new? Posted threads here early in April for Secret Trails 2, which I'm playing through now (tough new mod, for veteran Stalkers). And the OGSE mod: polished, stable, clever, highly recommended. Edit: Watched the vid. Thanks for the link. Reminded me why the mod was so tough, invisible anomalies. You had to creep along tossing bolts all the while. As for vehicles, NS etc. has them (bad physics, sometimes hilarious results). OGSE has the best driving physics I've found so far. Capsules creating anomalies, looked like the NS stuff, right down to the animations. Never used them much, but a well placed anomaly can do some serious damage for you. Secret Trails has a simpler version, toss artifacts with the gravity gun & create an anomaly. One of the new maps shown in play is used as the Peacekeepers territory in the new Secret Trails 2 mod. JBBooks 05-02-2011, 04:46 PM And, Regarding the gamedata files that come with the installation of the vanilla game, Am I to leave them where they are or toss them into the gamedata folder with the rest of the modfiles? Unmodded Stalker does not have a gamedata folder. You can switch from mod to mod just by renaming the gamedata folder (gamedata_complete, gamedata_dmx, etc...), and naming the one you want to play simply gamedata. TecnoBacon 05-02-2011, 08:36 PM Hey Snork, I have noticed that Shadow has incorporated OGSE or at least parts of it in this patch, actually saw some of it in th cave scripts. Please let me know when you finish Trails, if it would be a good addition to the zone, like I said, the zone is expanding! for those worried about disk space, this version of 1.3.3 takes 6.5g or less for the whole thing, optimization of resources without ANY detriment to quality or gameplay. TecnoBacon 05-02-2011, 08:44 PM I know what opinions are so you can save it,,,, I think Pavel (sorry abt spl), is a great artist and shows the traits of one who can keep control of his environment, just sayin. Anyone who can do what he has done for STALKER should be commended. If it's not your style, cool, there are other options. Not knowing what it takes to 'MOD' causes blissfulness (some of you might get it) among those that take them for granted! Stawkur 05-03-2011, 12:26 AM I know what opinions are so you can save it,,,, I think Pavel (sorry abt spl), is a great artist and shows the traits of one who can keep control of his environment, just sayin. Anyone who can do what he has done for STALKER should be commended. If it's not your style, cool, there are other options. Not knowing what it takes to 'MOD' causes blissfulness (some of you might get it) among those that take them for granted! All I know the time I have spent in this collection of Mods.. is the best....period. if anyone needs help installing or tweaks I am more then happy to help out. I am now playing a COP version of S.m.a.r.t.r with Many mods added (texture mods, atmosphear 2, weapons, I have it ALL working in an incredible experience...) Also I have Oblivion Lost working with Original stalker with Complete textures and many more add ons that has made it a brand new game... This MOD that techno is working on makin g"easier" for the masses to experience is the ULTIMATE Mod collection.. It is truly "getting lost in the Zone " experience that ANY Stalker fan should not miss, is it a Beeeyatcha to get installed ? yes.. But plenty of us here can help getting you up and running.... TecnoBacon 05-03-2011, 12:42 AM ALL BOW TO STAWKUR, HAIL STAWKUR, the all..... KarlMonster 05-03-2011, 09:42 AM Unmodded Stalker does not have a gamedata folder. You can switch from mod to mod just by renaming the gamedata folder (gamedata_complete, gamedata_dmx, etc...), and naming the one you want to play simply gamedata. Alright. I understand that, but this is the first time I've added a non-self-installing mod to ShoC. Do I need to do anything with the loose gamedata.dbx files? I have altered the fsgame.ltx file to$gamedata$=true| true|$fs_root$gamedata\ is that sufficient to cause the xray engine to ignore the loose gamedata.dbx files? Yes, I'm just completing the NS (Bast [sorry, I miss Natural Selection!]) Gamedata folder today. For the Steam 1.004/1.005/1.006 adaptation files, I understand (from OP) that the XrGame.dll file is optional. I should like to make a switch if the alterations are at all pragmatic. How are 'bahbah' and 'sol' different from 'original'? Or, more simply, which is better for a Windows 7 Steam user? Edit: Well, something is not working right, but I don't have much to report other than what I've already said. Can I just leave the original Steam gamedata.dbx files where they are? Should I put them in a folder named "Orig Gamedata" ? PenGun 05-03-2011, 11:55 AM ALL BOW TO STAWKUR, HAIL STAWKUR, the all..... ?????? Stawkur 05-03-2011, 01:42 PM ?????? ????? yea huh PenGun 05-03-2011, 02:00 PM ????? yea huh My money is on a fairly massive misunderstanding. TecnoBacon 05-03-2011, 05:25 PM Dude, You are really messing around with the mod the wrong way. Start over, read carefully and got thru all the same agrivation the rest of us non-rookies have gone thru. One thing you must adhere to is the lack of synergy within the mods and that gameplay data (all.sav AND your saves) realy heavily on the particular mod features when a new game is started. Example; the net_packet_pda services in OGSE are not the same as that of DMX 1.3.2 which is different again in 1.3.3, the first time it sees an artifact or special item that isn't 100% identical it throws an error. one of many many reasons you need to keep the release intact when it already contains multiple mods. Snork did well but did not know that there were differences for the steam version, for sure the bin stuff is not good. Use only the large address aware version of xrgame.dll for 10005. and leave the rest of the bin alone or steam will try to fix or abort the game. I believe but have no reason to find out, that it has to do with in-game overlays. PenGun 05-03-2011, 05:50 PM Dude, You are really messing around with the mod the wrong way. Start over, read carefully and got thru all the same agrivation the rest of us non-rookies have gone thru. One thing you must adhere to is the lack of synergy within the mods and that gameplay data (all.sav AND your saves) realy heavily on the particular mod features when a new game is started. Example; the net_packet_pda services in OGSE are not the same as that of DMX 1.3.2 which is different again in 1.3.3, the first time it sees an artifact or special item that isn't 100% identical it throws an error. one of many many reasons you need to keep the release intact when it already contains multiple mods. Snork did well but did not know that there were differences for the steam version, for sure the bin stuff is not good. Use only the large address aware version of xrgame.dll for 10005. and leave the rest of the bin alone or steam will try to fix or abort the game. I believe but have no reason to find out, that it has to do with in-game overlays. This becoming surreal. Are we even in the same thread? Who is SuedoCra..... I am just baffled by what seems to be an increasingly incomprehensible conversation. TecnoBacon 05-03-2011, 05:50 PM You know,... I kid around a little but, IT IS HARD to work with the Xray engine, don't care who you are! And when you throw in 16 different mod styles to make one kick-b game experience, it's gonna teater on mayhem, Murphy was an optimist you know! I was just proofing the new scripts for old Pripyat and when I looked for a page reference I was on 384!, Just one xml file out of hundreds, some even larger! Why is this important? Some of those xml script files contain imbedded text outside the localization folder so to really convert NS takes the editing and syncronizing of more than 200 files, mess one up, CTD with out a clue! Puttin' one in for the 'MOD GUY'! PenGun 05-03-2011, 05:52 PM You know,... I kid around a little but, IT IS HARD to work with the Xray engine, don't care who you are! And when you throw in 16 different mod styles to make one kick-b game experience, it's gonna teater on mayhem, Murphy was an optimist you know! I was just proofing the new scripts for old Pripyat and when I looked for a page reference I was on 384!, Just one xml file out of hundreds, some even larger! Why is this important? Some of those xml script files contain imbedded text outside the localization folder so to really convert NS takes the editing and syncronizing of more than 200 files, mess one up, CTD with out a clue! Puttin' one in for the 'MOD GUY'! Who are you talking to? TecnoBacon 05-03-2011, 05:59 PM Who are you talking to? Those who want to read it, KarlMonster for one, hope he gets it going as everyone deserves to be playing this mod, sorry it bugs you so much, little less red-bull maybe? Snork 05-03-2011, 06:09 PM @KarlMonster Changing fsgame.ltx tells Stalker to look for and use the files in your new mod Gamedata sub-folder, before using files of the same name that may be within your root directory Gamedata.DBx files (don't mess with any of your .DBx files). Skip the optional xrgame.dll file for now as you try to get the mod going. You can always add it much later in the game if you want to try the gun Akim offers, and even later another gun that also needs the modified xrgame.dll. Some people here have found it easier to get started with the torrented version of NS DMX DKZ 1.3.2 (but that version has higher system requirements). If you are fairly new to mods, I'd encourage you to check out the familiar mods (Priboi Story, Complete, Oblivion Lost & Lurk). Then play some OGSE (best Stalker mod I've found so far). Secret Trails 2 (tougher than NS), and the big Narodnaya Solyanka / DMX mods can be very challenging, even for veteran stalker players. @TecnoBacon, The mod is a beast, AMK + NLC5 + a hundred other pieces, with script quality ranging from good to awful. Just look at the loading times, and how the SOC engine struggles and sometimes fails while running it. When Nutbag took some criticism for the quality of the translations, he pointed out that the total mod text amounted to a huge novel, like Ulysses (and as you have found, the text is hidden all over in the mod files). The NS devs were going to release the next version back in February. They decided instead to do a major rewrite. Something to keep in mind as you work with the current files. I don't know how far along they are, but hope to see a much improved mod, sometime... In the meantime, having fun with it. Ever since the change log was posted I've been looking forward to playing some version of NS DMX 1.3.3. You might have the first one for us. DKZ's new job really cut into the time he has for modding. KarlMonster 05-03-2011, 06:20 PM Use only the large address aware version of xrgame.dll for 10005. and leave the rest of the bin alone or steam will try to fix or abort the game. I believe but have no reason to find out, that it has to do with in-game overlays. ... and which one is that? The folders with different XrGame.dll files that come with the adaptation zip files are labeled "bahbah", "original", and "sol." They might as well be labeled 'Lemon', 'Vanilla', and 'Cappuchino" for all I know. I'm reasonably sure that I can only use one of them. However. I am more concerned about whether or not I need my loose Steam gamedata.DBX files in their original location. KarlMonster 05-03-2011, 07:12 PM Use only the large address aware version of xrgame.dll for 10005. and leave the rest of the bin alone or steam will try to fix or abort the game. I believe but have no reason to find out, that it has to do with in-game overlays. ... and which one is that? Edit: (blatant rewrite) Cleared up most of the problem. Launched the game. Apparently I was referring to the DLLs in the translation pack, and hadn't even gotten to the adaptation files yet. Oops. PenGun 05-03-2011, 07:28 PM Those who want to read it, KarlMonster for one, hope he gets it going as everyone deserves to be playing this mod, sorry it bugs you so much, little less red-bull maybe? LOL just LOL TecnoBacon 05-04-2011, 08:09 AM @TecnoBacon, The mod is a beast, AMK + NLC5 + a hundred other pieces, with script quality ranging from good to awful. Just look at the loading times, and how the SOC engine struggles and sometimes fails while running it. When Nutbag took some criticism for the quality of the translations, he pointed out that the total mod text amounted to a huge novel, like Ulysses (and as you have found, the text is hidden all over in the mod files). The NS devs were going to release the next version back in February. They decided instead to do a major rewrite. Something to keep in mind as you work with the current files. I don't know how far along they are, but hope to see a much improved mod, sometime... In the meantime, having fun with it. Ever since the change log was posted I've been looking forward to playing some version of NS DMX 1.3.3. You might have the first one for us. DKZ's new job really cut into the time he has for modding.[/QUOTE] The beast is being tamed!, The final results will take a release or two, but the results will be mega!!! We (some retired eng. buddies) have established a build that is now parttialy running on the SDK tools, no small feat! ERRORS! One thing that makes it such a beast is the use of 'local strings' instead of the text xml's; causes many, many disk grabs! Bad enough that it spends Soooo much time searching 380+ xml pages at run time!!!! If DKZ wants, he can grab it when it's ready and use what he wants! Love the feedback! ONE MORE thing, most recent STALKER, due to certain changes to correct CTDs and smooth out play,...... it WILL NOT be compatable with other mods! Sorry! BUT I will take any addon (not full games) mod request (and the mod if I don't already have it) and I will make the needed conversions QUICKLY for you. TecnoBacon 05-04-2011, 08:17 AM [QUOTE=KarlMonster;22208893]... and which one is that? adaptacia 10005, xrgame.dll only, dated 2/29/2008, reason is that the newer ones also change the versioning info to play on-line, steam no likey. PenGun 05-04-2011, 11:55 PM Managed to get the bloodsucker village stable. New video drivers? Can't get the lab door open in wild territories. I have both keys checked in the mission PDA and the only thing that is keeping me out is maybe artifacts so I dumped em' on the ground. http://carnagepro.com/pics/artifacts.jpg The message also says apart from class 1, 2, and 3 artifacts I must dump Absolutes which I don't understand. I have even dumped my artifact enhanced guns and accumulators. The long gun trick is not working either. Snork 05-05-2011, 06:10 AM I was just there, in another mod. That is a Dark Valley basement near the entrance to lab X18. Borov, the Dark Valley bandit leader, gives you an X18 key for collecting some items from a helicopter crash site. Been a while, so I'm not sure if his key is for the first door, or another door inside the lab. Lab entrance announcement. The lab has a "protection" mechanism, and a warning (which used to be in Russian = Surprise!). High level artifacts will be turned into "useless" cobblestones when you enter. Have a good saved game before going in. Save your cobblestones too, for later in the game. "Ultimates" are the most valuable artifacts, the final result of cooking or transforming basic artifacts through several stages. Many artifact recipes can be obtained while playing, in stashes, or as rewards. TecnoBacon 05-05-2011, 07:49 AM Be carefull dropping artifacts as some will go through walls and others will react with each other, spec. during horror and blowouts. 133 has a quick backpack feature in the inventory that lets you drop everything at once into a backpack!, for those, I REALLY gotta lighten up moments. If you havn't noticed or hasn't happened to you but artifacts deteriorate over time! I was testing stability by leaving it on standing in a safe place for several hours and when I returned I had a bunch of cobblestones instead of what I had had! KarlMonster 05-05-2011, 09:51 AM Be carefull dropping artifacts as some will go through walls and others will react with each other, spec. during horror and blowouts. If you haven't noticed or hasn't happened to you but artifacts deteriorate over time! I was testing stability by leaving it on standing in a safe place for several hours and when I returned I had a bunch of cobblestones instead of artifacts! None of the Xray engine iterations have been particularly good with solid floor/ground surfaces. I made a BIG stack of scavenged guns on top of the cement factory (5th floor?) in CoP - and later found them on the second floor. This is unlikely to be an NS bug. Right after you start the game, North? of the Military guards at the railroad, if you cross from the ruined houses across to the ruined barns with the Flesh creatures inside, you should hear a transmission from a Stalker loudly complaining about the same thing - artifacts turned into cobblestones after a period of months. I suspect that the time to decay is shorter than months - or triggered by something else? In other news, I'm playing through the caves area, and find the instant crashes-to-desktop a little alarming. I'm trying to accumulate the logs, but I note that certain saves will always cause crashes on advancing. Or simply never load properly. Custom333 05-05-2011, 10:18 AM Yeah, stuff has fallen off of the Wild Territory sniper post before on me. PenGun 05-05-2011, 10:43 AM I was just there, in another mod. That is a Dark Valley basement near the entrance to lab X18. Borov, the Dark Valley bandit leader, gives you an X18 key for collecting some items from a helicopter crash site. Been a while, so I'm not sure if his key is for the first door, or another door inside the lab. Lab entrance announcement. The lab has a "protection" mechanism, and a warning (which used to be in Russian = Surprise!). High level artifacts will be turned into "useless" cobblestones when you enter. Have a good saved game before going in. Save your cobblestones too, for later in the game. "Ultimates" are the most valuable artifacts, the final result of cooking or transforming basic artifacts through several stages. Many artifact recipes can be obtained while playing, in stashes, or as rewards. I took down the bandits early on. There was a sparkly Chimera attacking them and I went through, avoiding him, and we took em' down good. They did eventually kill him but I did appreciate his help. I have both keys according to the PDA and the door should open. KarlMonster 05-05-2011, 12:22 PM @ Technobacon I have a request - if this can be done with relative ease. Is it possible to add code so that "applying" changes to the option settings causes user.ltx to be updated? As it is now, changes are not saved unless the game is exited normally. Since I'm working on the caves, that has not happened much. Arrrrgh. PenGun 05-05-2011, 01:27 PM @ Technobacon I have a request - if this can be done with relative ease. Is it possible to add code so that "applying" changes to the option settings causes user.ltx to be updated? As it is now, changes are not saved unless the game is exited normally. Since I'm working on the caves, that has not happened much. Arrrrgh. Just back it up and copy it back over. The cave was stable for me, other parts less so. I have the torrent version of 1.3.2 from http://narodnaya.j5films.ca/ Works pretty well. TecnoBacon 05-05-2011, 06:12 PM To KarlMonster, you are suffering from the net_packet_pda_create syndrom, they allowed max 32bit index to exceed because it is not aware of the large address scheme (wasn't an issue in 32bit machines). Best solution is to start again, sorry I don't know any other way as it is in the all.sav (which gets changed in game along with the save file. user.ltx right now is a tough one, not on my menu at present, mainly do to stability during testing, bla, bla, bla.... oh yea, almost forgot! Several settings have been moved to other files and some are over-ridden in includes of new mods so it's possible the changes are just getting ignored too.\ TecnoBacon 05-05-2011, 06:17 PM Read thru some stuff and, hey, all kinds of things cause deterioration, change, packpack breakage, arts that will suddenly fly away, so be careful stalkers, things are really tough out there! PenGun 05-05-2011, 06:40 PM Read thru some stuff and, hey, all kinds of things cause deterioration, change, packpack breakage, arts that will suddenly fly away, so be careful stalkers, things are really tough out there! I don't care about the damn artifacts. I want in the lab. Anyone got any clues? KarlMonster 05-06-2011, 12:35 PM What I've read so far in the NS Guide (http://www.gamefront.com/files/17504407/NS) ("Expanded Guide by Burger") is that the game may actually hold you up if you have not done certain other missions. The intent is to be able to complete many mission threads at the same time. @ Bacon - no worries. I figured you had plenty to do anyhow. I gave up on the cave, and have been playing NS relatively stress-free! PenGun 05-06-2011, 01:04 PM What I've read so far in the NS Guide (http://www.gamefront.com/files/17504407/NS) ("Expanded Guide by Burger") is that the game may actually hold you up if you have not done certain other missions. The intent is to be able to complete many mission threads at the same time. @ Bacon - no worries. I figured you had plenty to do anyhow. I gave up on the cave, and have been playing NS relatively stress-free! I have the guide. I don't like reading them much. I prefer to wing it like I was actually there. I have both keys. The door should open. If there is an unspecified action I have to take it's a bug. Snork 05-06-2011, 01:45 PM Some "enemies" are worth talking to. Don't be too quick to shoot. That "red" NPC may offer quests, and a few act as traders. I think everyone that gets far in the mod has restarted once or twice. From the very start an important quest line is closed if you do not get to a corpse under the road bridge and pick up a PDA. Then there is the issue of important NPC's dying before their job is done. How do you know who is important? The first part of the A185 Guide gives an outline of the important tasks, but tries to minimize spoilers. The Character section of the Guide has small writeups of the most important players. Dark Valley, first visit: Suggest restarting from where you first entered Dark Valley. Take care of the Duty Quests, then come back and heal Mongol, the wounded bandit near the transition to Garbage. This makes you friendly with the local bandits, and you will find they have some jobs for you. PenGun 05-06-2011, 01:52 PM I killed all the bandits and freed the prisoner. I got the key from Borov's corpse and the PDA says I am good to go to the Lab. Changing the game for a mod is fine but it should make sense. Mongul is dead, I dunno, it's a dangerous place. I helped the Duty guy get his buddy free, killed at least one bandit. Took the mission to free the prisoner so I killed the rest. How can one be friendly to a pile of corpses? I have a huge pile of PDAs. PenGun 05-06-2011, 02:06 PM Some "enemies" are worth talking to. Don't be too quick to shoot. That "red" NPC may offer quests, and a few act as traders. Then he should be yellow. It's a brutal enough game already. I'm supposed to guess which red guy wants me dead and which wants to trade. Red means hostile. I think everyone that gets far in the mod has restarted once or twice. From the very start an important quest line is closed if you do not get to a corpse under the road bridge and pick up a PDA. Then there is the issue of important NPC's dying before their job is done. How do you know who is important? The first part of the A185 Guide gives an outline of the important tasks, but tries to minimize spoilers. The Character section of the Guide has small writeups of the most important players. Dark Valley, first visit: Suggest restarting from where you first entered Dark Valley. Take care of the Duty Quests, then come back and heal Mongol, the wounded bandit near the transition to Garbage. This makes you friendly with the local bandits, and you will find they have some jobs for you. KarlMonster 05-08-2011, 11:10 AM Version of Narodnaya Solyanka, 14.08, Released August 14 2010 As detailed in the start of this thread, Installed "Easy way" The "Soul Drops" artifact is described incorrectly. The artifact also gives +2 radiation, which is slightly more important than the properties that are actually described. Actual description Health +350% Bleeding +67% Endurance -16 "... and speeds up radiation reduction..." However, if you open a shielded artifact container, you see all the artifacts that you are carrying which emit radiation. Among these, you can clearly see that "Soul" says "+2" I was wondering why my radioactive contamination was decreasing so very slowly. Aaaaaaaaaahhh! I will submit this report elsewhere, as needed. This just seemed a good starting place until I find the proper recipients. Edit: @ Snork - where should bug reports be directed? PenGun 05-08-2011, 11:40 AM Version of Narodnaya Solyanka, 14.08, Released August 14 2010 As detailed in the start of this thread, Installed "Easy way" The "Soul Drops" artifact is described incorrectly. The artifact also gives +2 radiation, which is slightly more important than the properties that are actually described. Actual description Health +350% Bleeding +67% Endurance -16 "... and speeds up radiation reduction..." However, if you open a shielded artifact container, you see all the artifacts that you are carrying which emit radiation. Among these, you can clearly see that "Soul" says "+2" I was wondering why my radioactive contamination was decreasing so very slowly. Aaaaaaaaaahhh! I will submit this report elsewhere, as needed. This just seemed a good starting place until I find the proper recipients. I use it. The slight radiation is handled by other radiation reducing artifacts and the benefits are pretty good. There are several with misleading descriptions. I fool with em' till I figure out the effects. I started Stalker with a Russian version of COP so not really understanding what is going on and dealing with poor and inaccurate translation is normal for me. ;) TecnoBacon 05-08-2011, 07:45 PM PenGun and KarlMonster, Make sure you do the stuff to get to the bar and get the save prisoner quest before entering DV or several quests will not work properly, should block DV til you get that task (arghhh). hope you noticed that several items can be irradiated and thus irradiate you by carrying or eating them. bread for example, there is some near the death truck, I didn't figure it out til I was dyin! irradited objects will look oldish in appearance TecnoBacon 05-08-2011, 07:49 PM [QUOTE=PenGun;22286279] There are several with misleading descriptions. I fool with em' till I figure out the effects. QUOTE] Please, tell me which ones so I can check them in my release!! ANYTHING now would be super useful in making the game more accurate, THANKS to all. JBBooks 05-09-2011, 05:59 AM hope you noticed that several items can be irradiated and thus irradiate you by carrying or eating them. bread for example, there is some near the death truck, I didn't figure it out til I was dyin! irradited objects will look oldish in appearance Is that what it was? I could not figure out what was making me glow- I thought it was a bug and re-started. When it happened again, I thought that storing things in the blue stash in Sidrovich's office was irradiating them. So the blue stash boxes are safe? KarlMonster 05-09-2011, 09:12 AM @ Bacon Will do. Can you send your email privately to my Steam profile? I would re-write some of these artifact descriptions myself, but I haven't been able to find the relevant game files. I'm also going to request that the PDA Encyclopedia be updated for anomalies. I've been trying hard to use the Quirk + Stone Blood recipe, but apparently I can't tell which anomaly is the "springboard". The artifacts and dog tail just lie on the ground, while the vodka bottle just lazily rolls away... Perhaps it is because I am too close to the anomaly, and the engine causes me to drop the dog tail behind me, or to the side. I'll play with it more to try to figure what I'm doing wrong. Also, the Steel Kolobok emits radiation, but its description only says "rupture +7%". Then I died and reloaded and the artifact was not where I had found it. Food radiation: Neat! I'm carrying 5 Stone Blood so I didn't notice anything when I picked up the food. KarlMonster 05-10-2011, 08:45 AM 'bad anomalies' I'm finding some anomalies that are not there, but really are. The anomaly is not visible, so nothing is being rendered. The Anomaly forces are present, but at significantly reduced power. At a guess, I would say that both times that I definitely encountered this, it was probably the "whirligig" anomaly. The first time it was obvious because some mutant dogs had been caught in it, and were obviously stuck in the air. These are new anomalies that are being placed in the aftermath of an emission, but they are not properly established. PenGun 05-10-2011, 11:42 AM 'bad anomalies' I'm finding some anomalies that are not there, but really are. The anomaly is not visible, so nothing is being rendered. The Anomaly forces are present, but at significantly reduced power. At a guess, I would say that both times that I definitely encountered this, it was probably the "whirligig" anomaly. The first time it was obvious because some mutant dogs had been caught in it, and were obviously stuck in the air. These are new anomalies that are being placed in the aftermath of an emission, but they are not properly established. I think that's a "Lift" anomaly. They don't do much just pick you up a bit and make it hard to move. A few meters wide usually. I ran into one just past the Duty gate on the way to the bar. Seems to be there fairly often. TecnoBacon 05-10-2011, 03:08 PM Thanks!, I will give those who want to contribute anything to NS 133 to insure a really excellent build an email address through STALKERSOUP as soon as I have it ready, watch for a notice. There are alot more things going wrong with 1.3.2, especially if you use the weapons mod, found many errors. The boxes and recipe transmutations also got screwed up in the release you are playing (many fixed in 133) 6 new areas on the map are not accesible in 1.3.2 that are in 1.3.3 as well. Some anomalies that are spawned during HELL HOUR do not function exactly as they should, some are even supposed to teleport you to another location like prebennik which you don't even see on your map. KarlMonster 05-10-2011, 06:25 PM I think that's a "Lift" anomaly. They don't do much just pick you up a bit and make it hard to move. A few meters wide usually. I ran into one just past the Duty gate on the way to the bar. Seems to be there fairly often. That's the second one I found. I think its a bug because the first one I found was in the cordon, north of the railway, with 4 dog corpses suspended off the ground and moving very, very slowly. In other fun ways to make NS crash; There is at least one way to make the repair kit crash to desktop. If the repair kit is not on a 'solid' surface - i.e. you did drop it, but somehow it's floating above the floor - there is a high likelihood of a CTD when you pick it up again. If you have it open, and then choose not to use it, the "TAKE ALL" button will CTD. Needs a non-CTD way to close it without using it. Proper usage should be; 1) make sure you REALLY want to use it 2) save the game 3) drop it in a big open area (good lighting is better) 4) use it, pick it up 5) save the game again - after successfully picking up the repair kit PenGun 05-10-2011, 07:43 PM That's the second one I found. I think its a bug because the first one I found was in the cordon, north of the railway, with 4 dog corpses suspended off the ground and moving very, very slowly. In other fun ways to make NS crash; There is at least one way to make the repair kit crash to desktop. If the repair kit is not on a 'solid' surface - i.e. you did drop it, but somehow it's floating above the floor - there is a high likelihood of a CTD when you pick it up again. If you have it open, and then choose not to use it, the "TAKE ALL" button will CTD. Needs a non-CTD way to close it without using it. Proper usage should be; 1) make sure you REALLY want to use it 2) save the game 3) drop it in a big open area (good lighting is better) 4) use it, pick it up 5) save the game again - after successfully picking up the repair kit I've bounced off a few other places too. I guess the poor dogs died of starvation. I've had very few problems apart from having to reload the mod to get the Bar to work. The bloodsucker village was a bit buggy too but I had a good save and worked my way through. Pretty stable mostly. I do make real saves fairly often. Snork 05-11-2011, 06:00 AM That repair box is a strange thing. - It can disappear for good. This may happen if you take it into the Arena at the Bar. Also got very careful with it around my stashes. Frequent saves, hard saves, always a good idea with this mod. - Trash can. Want something to disappear? Put it in the repair box. Not fun if it is your good armor, but very handy later in the game to remove junk items (clean game = less glitchy game). - CTD. Safely open and close the repair box by having empty gun or armor slot(s), click on a repair kit in the box, nothing to repair, nothing happens, and you can pick up the box again. - Crashes are common if you have multiple repair boxes in inventory. Sid supplies your first repair box. Replacement boxes? Bartender at 100Rads has them. Spoiler part 2, a cheaper replacement box? Haggle with the Bartender. Free repair boxes? Spoiler 3 Sarcophagus, near the Wish Granter. Find some in corpses. KarlMonster 05-11-2011, 12:45 PM I believe I tried to place the repair box inside a stash box (the small toolbox kind) only to have it appear on top of the stash box. Since the little toolbox is not on the ground, but in a small crevasse, the repair box was not on a 'proper' surface, which of course is a harbinger for a CTD in the near future. Normally, I wouldn't dream of trying to put the repair box into a stash. I'm still a uncomfortable with my traveling weight being 50-60kg out of 100kg max, and I was trying to get my weight down for picking up loot. But regardless, I am enjoying NS enormously. ... with the exception of 'Horror Time'. That's also pretty cool, but when ammunition is scarce to start with, when Horror Time its over, I've got like 5 bullets left. PenGun 05-11-2011, 01:53 PM I believe I tried to place the repair box inside a stash box (the small toolbox kind) only to have it appear on top of the stash box. Since the little toolbox is not on the ground, but in a small crevasse, the repair box was not on a 'proper' surface, which of course is a harbinger for a CTD in the near future. Normally, I wouldn't dream of trying to put the repair box into a stash. I'm still a uncomfortable with my traveling weight being 50-60kg out of 100kg max, and I was trying to get my weight down for picking up loot. But regardless, I am enjoying NS enormously. ... with the exception of 'Horror Time'. That's also pretty cool, but when ammunition is scarce to start with, when Horror Time its over, I've got like 5 bullets left. What is Horror Time? The only thing I've seen is at the start I had Zombies and Military attacking the Rookie Camp and the Zombies were hard to kill. All kinds of weird things happen so I may have not noticed it. The Pseudo attacks at the start of Emissions are a bit of horror I guess. Going to take down the Lab guards again and see if I can get in. I roamed all over the Dark Valley and hopefully the door will open for me. Snork 05-11-2011, 02:06 PM Your PDA will eventually have some local folklore, including a story about "A Nightmare Proof Bucket". Worth a read. Why would you want to avoid Horror Time? There are those physical effects, which don't seem to bother the guys shooting at you. The game can get glitchy. Key NPCs can get killed. I put up with it for 100+ hours, until it broke my game, with a persistent "cannot sleep" problem. Edited out the feature, and rolled back to good saves. I know many guys like to figure things out for themselves, so I am trying to keep spoilers hidden. Often wished the GSC forums had the spoiler tag option. Avoid Terror Time, Horror Time. Small spoiler, or tip: Get to sleep before it starts (before 10 pm). Disable The Time of Terror Here: gamedata > scripts > meceniy_utils.script Edit the file. Change the line "hell = 1" from "1" to "0" (zero). When to Disable the feature? Players might want to consider removing the feature after they have accumulated the 10 zombie hands needed to advance a quest line. Saving ammo. Let them approach and stab them in the head. PenGun 05-11-2011, 02:40 PM Your PDA will eventually have some local folklore, including a story about "A Nightmare Proof Bucket". Worth a read. Why would you want to avoid Horror Time? There are those physical effects, which don't seem to bother the guys shooting at you. The game can get glitchy. Key NPCs can get killed. I put up with it for 100+ hours, until it broke my game, with a persistent "cannot sleep" problem. Edited out the feature, and rolled back to good saves. I know many guys like to figure things out for themselves, so I am trying to keep spoilers hidden. Often wished the GSC forums had the spoiler tag option. Avoid Terror Time, Horror Time. Small spoiler, or tip: Get to sleep before it starts (before 10 pm). Disable The Time of Terror Here: gamedata > scripts > meceniy_utils.script Edit the file. Change the line "hell = 1" from "1" to "0" (zero). When to Disable the feature? Players might want to consider removing the feature after they have accumulated the 10 zombie hands needed to advance a quest line. Saving ammo. Let them approach and stab them in the head. I am not avoiding it, not noticing is what is happening. I have quite a few zombie hands. I am used to having my vision and balance screwed up, I drink a lot. Anti rad is rare and I just have another vodka. I can fight not bad in that condition. I attribute that to many hours of terrible lag on 28.8 modems playing Quake. I would often just shoot up a door 'cause I knew someone would come through it soon. It's probable I have not noticed it. lucid enigma 05-11-2011, 05:05 PM Downloaded 'main mod' from http://narodnaya.j5films.ca/ What's the keylogger asi about then? Mods come with keyloggers nowadays do they?!? :eek: PenGun 05-11-2011, 06:41 PM Downloaded 'main mod' from http://narodnaya.j5films.ca/ What's the keylogger asi about then? Mods come with keyloggers nowadays do they?!? :eek: Go read keylogger.script in /scripts. I think it's just an unfortunate translation. Snork 05-11-2011, 06:43 PM Keylogger utility is used to assign hotkeys to keystrokes, like the numpad. File dsound.dll, MD5: f278044bc22e365fa4ab2a7fe6e0a343, Virustotal.com passed all 42 AV scanners Dec-10-2010. That said, I rename the dsound.dll keylogger.asi files and don't want or use the feature, or any of the Bin folder files in that package. Guys that use the numpad for movement find the keylogger app has them eating all their medkits when they move forward. Expect the malicious sort of keylogger tries to avoid suspicion by having an innocuous name, like a Codec Pack, or Essential Update, or Not-A-Virus. Or is that what they want you to think.... :p Downloaded 'main mod' from http://narodnaya.j5films.ca/ What's the keylogger asi about then? Mods come with keyloggers nowadays do they?!? :eek: lucid enigma 05-11-2011, 06:55 PM Expect the malicious sort of keylogger tries to avoid suspicion by having an innocuous name, like a Codec Pack, or Essential Update, or Not-A-Virus. Or is that what they want you to think.... :p That was near enough my own thought process! :D TecnoBacon 05-12-2011, 08:21 AM The repair kit is being fixed, arena exp mod broke it in 1.3.2. There are a few other places that will take stuff and not return it so SOS! OK, email address to start sending me these issues: stalkersoup@tecnobacon.com Although many issues in 1.3.2 have already been corrected in 1.3.3, it is always good to verify with the community. Lift near bar is actually a portal that is not working, there are three that I know of, when you step into it, it should send you to the tunnel under the rr tracks, one is supposed to send you to unexplored earth. KarlMonster 05-12-2011, 11:14 AM OK, I expected that if these "teleports" were Lift anomalies, then they should have been visible in some way. I understand that improvements have been in the works long before I started playing, I'll just try to be as descriptive as possible in the title. And of course, switch over to the new version when it is available. @ Snork, Bacon, Pengun, other NS players... Found the vendor named Adrenaline in the Agroprom... he seems to have weapon specific silencers. I purchased some of these, but its not at all clear to me what weapons they are for. The silencer for 9mm doesn't fit the Skorpion, P-99, MP-5. The silencer for 5.45x45 doesn't fit my paratrooper's AK-74. Oh, also the rucksack(?) for making stashes desperately needs an additional description saying "SINGLE USE ONLY". I clicked "use", placing it in Sidorovitch' bunker... right next to the personal box. Yeah... right were I will never need it. PenGun 05-12-2011, 01:44 PM OK, I expected that if these "teleports" were Lift anomalies, then they should have been visible in some way. I understand that improvements have been in the works long before I started playing, I'll just try to be as descriptive as possible in the title. And of course, switch over to the new version when it is available. @ Snork, Bacon, Pengun, other NS players... Found the vendor named Adrenaline in the Agroprom... he seems to have weapon specific silencers. I purchased some of these, but its not at all clear to me what weapons they are for. The silencer for 9mm doesn't fit the Skorpion, P-99, MP-5. The silencer for 5.45x45 doesn't fit my paratrooper's AK-74. Oh, also the rucksack(?) for making stashes desperately needs an additional description saying "SINGLE USE ONLY". I clicked "use", placing it in Sidorovitch' bunker... right next to the personal box. Yeah... right were I will never need it. I never took that. There seem to be stashes all over, dunno how well they work but the one in the Bar stored my Lynx just fine. The Lynx in NS is a Vintar modded to 5.56x45 ammo and that Orsezy guy who is in the Rookie village after the Cave has it for sale. I worked hard for the$s then carried it around useless till I found my first NATO rounds, was given actually. Worth the pain. Accurate, hits hard and silent.

I have not used a pistol 'cause I had pretty sweet guns right away. I have many guns now including an AK 103 with a grenade launcher for tough targets. The silenced AK modded to 9x39mm you get from the Duty Col for ... I forget is very fine too. I'm carrying enough to use ammo I might find, the rest are stashed.

PenGun
05-12-2011, 01:47 PM
Made it into the lab. Stashed my artifacts outside.

Bug or something in the door. I could not get it open because it was open. It was closed but when I put a couple of rounds into it out of frustration, something I rarely do, it popped open a few inches. I fooled with this till I could push it open with my knife then shoulder.

I'm in! ;)

PenGun
05-12-2011, 04:46 PM
Converted the Guide pdfs to text documents and after a little fooling with Jedit I can read them now.

The originals were made in some strange text space and are way too wide and have tiny fonts. Well that's what I see anyway.

I see, as always, I'm doing it wrong.

Hi ho.

(Kurt Vonnegut's comment on the massive destruction at Dresden in WW2. He was a POW and had to clean up the "corpse mines" as he put it. I am using it in the reverse ironic sense.)

KarlMonster
05-14-2011, 08:54 PM
I definitely can see using the rucksack inside the ... X-10? compound, with another one somewhere along the road past Red Forest; providing either are the same as in ShoC. The stash lock is a neat idea - whose very existence makes me suspicious that items might vanish from stashes.

I know mission quirks are low on the list of NS fixes compared to integration, translation, and otherwise streamlining the code. I'm going to mention them anyway.

Took the mission "Kill bandits at the Agroprom" from Sid, and it just doesn't acknowledge that I've killed the bandits. I've killed at least three different groups of bandits, both above ground and below ground. Whatever the glitch is, it may be inherited from ShoC, I seem to remember that being problematic too. Got some neat Shadow Bizon guns from the last group of bandits. I don't quite understand what they are for, since there isn't much stealth in ShoC, but its a neat idea.

I'm reasonably convinced that there is no possible way to get Kruglov out of the Wild Territory alive. I ventured into Rostok and triggered the mission early, but that shouldn't have mattered. Previously in the game, there usually are no anomalies in/among/alongside large structures like the big "hangar" in the Garbage, Duty base, parts of Rostok, etc. Yet the burner anomaly tunnel and the road beyond is usually packed with anomalies, and Kruglov walks right into them. Before giving you his data, of course.

NS needs to prevent anomalies from appearing at the level exit locations. On the Duty Stronghold level there was an artifact placed on the map where I could not get to it, past the southern exit, and to one side. So I wandered over towards it and triggered the exit dialog. Go to next level yes/no? Well, I wanted another try at the artifact, so I said no. Crack! I was suddenly placed smack in an electrical anomaly. And of course I still wanted the artifact so I did it again, and died.

Snork
05-15-2011, 06:39 AM
IIRC They did add a convenient stash to X10, right in front of you, just as you enter from Radar. Permacorpse stashes are free, supposedly less of a load on the game engine. Sometimes had to look for one of my corpse stashes, which the wild animals kept dragging away. :p

Not sure about your Sid bandit job, which could be above or below. Some of those generic jobs will repeat, and bandits will respawn. Job might also finish if the bandit dies of what passes for natural causes in the zone. First visit Agro underground there may be a bandit around the far end of the electro tunnel. Worst job for me was shoot the rats in Wild (shot so many before the "right" ones were dead).

Save those anomalous Bison guns for a later quest. Good early gun too. They used to be overpowered, maybe still are. Have you been through the Forgotten Woods?

My Kruglov died a dozen times, walking out of the hot tunnel, and into anomalies that would chew him up and spit out a rib cage. Since got the hang of it. See the Kruglov entry, in the Character section of the A185 Guide with Pseudo edits (saves you 100,000 RU which otherwise goes to Snitch for that transition info). One of several annoyances in the mod which the devs could have fixed a long time ago (more tips in the Guides).

NS switched to dynamic anomalies in the August 2010 release. Some anomalies are still fixed in place, but, for good or bad, most anomalies will not be in the same place all through the game. The number of anomalies drops as you reduce the difficulty level. Sometimes grab artifacts after moving them with a grenade blast, tossed bolts, shooting them, or with one of Gordon Freeman's old tools.

Edit: Traveling outside normal boundaries, (for ATP access, or maybe that Southern Duty exit artifact). NS mod increased the default jump height. Maximum jump is attained with crouch + jump. Now it is possible, even required, to get beyond the normal map boundaries. Leaving the Bar checkpoint, going south, jump over the fence on your right, from the ditch in the dog area. Going past the usual bar-garbage transition may make those unreachable artifacts accessible. Transition to ATP is over that dog patch fence.

TecnoBacon
05-15-2011, 07:39 AM
We have 1.3.3 fully integerated att, it would be real useful if you guys could send some of these issues, fixes, suggestions to me while we are waiting for the new servers to be activated. If you send stuff to our email stalkersoup@tecnobacon.com it will be catagorized and prioritized automatically for us.

All six new locations are done, AMK artifact system revamped to properly spawn all artifacts.
Hell Hour, if you shut it off you will stop seeing several artifacts as they only spawn during that time.

I've been playing thru our final build and there are many things that don't work in 132, mainly because the options were not fully thaught out and things like Tuskano are changed when they shouldn't be.

The Books!, We are not translating and editing the books, someone sure had alot of time to write them! Maybe later, or as we hope; people will volunteer to do one and submit it, who knows.

Thanks to all who contribute to the next generation of NS!

KarlMonster
05-15-2011, 09:43 AM
The Agroprom bandits were a problem in ShoC as well. I can clearly remember cleaning out the entire underground, all the way to the military compound. But I didn't complete the mission until I went back underground from the Agroprom and killed one bandit who was not there on my first tour. Something much like that happened in NS; I came across a single wounded bandit that hadn't been there before - but killing him still didn't complete the mission. On the last pass, I killed all the bandits I could find in the Agroprom, outside, and underground, and still didn't complete it.

I'm willing to call it a Legacy glitch and move on.

Version?

I installed NS 14.08 "the EASY WAY" as per instructions in post #1 of this thread. Do I have DMX version 1.3.2 ?

Snork
05-15-2011, 10:40 AM
You have the latest version of Narodnaya Solyanka, from last August, with newer bug fix scripts from Sapsan (expert Russian scripter) and more recent translations (which DMX-DKZ v1.3.2 does not have). The DMX and DMX-DKZ add-on versions are in post #3. There is a DMX-DKZ v1.3.2 torrent version which may be the easiest version for Steam players, since it comes already patched and translated for SOC 1.0005, but you might not like some of the changes. The Russian DMX v1.3.3 came out in March. Really looking forward to trying a translated version (from TecnoBacon's crew, or DKZ. DKZ left game design school and got very busy in his new job). Version? I installed NS 14.08 "the EASY WAY" as per instructions in post #1 of this thread. Do I have DMX version 1.3.2 ?

TecnoBacon
05-15-2011, 06:54 PM
I installed NS 14.08 "the EASY WAY" as per instructions in post #1 of this thread. Do I have DMX version 1.3.2 ?

The easy way is almost a bare-bones NS AMk.

DKZ has a more expanded version with DMX/AMK/AEM and his stuff, plus more pices from de moraz and ogse.

Not all working tho as it turned out the options mess up dkz stuff.

I have dowloaded and studied siix variations of NS that date back to 2008 (2007 for aem)

Sorry, keyboard actin up (get alot of abuse)... anyway, we hope that the effort we are putting in to fix and actually activate all the content in the game, the 'waiting room' (prebennick for russion version) is looking pretty cool!
, will be worth it.

KarlMonster
05-16-2011, 10:51 AM
Yes, it looks like I've been bug-reporting something other than I thought. Hopefully that means that the 1.3.2 translations are much better than what I've been seeing. NS is still great fun though. Downloading the DMX 1.3.2 is slow-going as I 'torrent' so seldom that I don't have any clients installed.

PenGun
05-16-2011, 11:35 AM
I'm reasonably convinced that there is no possible way to get Kruglov out of the Wild Territory alive. I ventured into Rostok and triggered the mission early, but that shouldn't have mattered. Previously in the game, there usually are no anomalies in/among/alongside large structures like the big "hangar" in the Garbage, Duty base, parts of Rostok, etc. Yet the burner anomaly tunnel and the road beyond is usually packed with anomalies, and Kruglov walks right into them. Before giving you his data, of course.

You have to clear the area first. I got him through quite easily after that. The area is tricky with the invisible Chimeras and other special goodies to watch out for let alone the merc squads.

In the tunnel and on the road after that he seemed to be fine in his fancy suit, I however had to be very careful.

TecnoBacon
05-17-2011, 08:37 AM
You have to clear the area first. I got him through quite easily after that. The area is tricky with the invisible Chimeras and other special goodies to watch out for let alone the merc squads.

In the tunnel and on the road after that he seemed to be fine in his fancy suit, I however had to be very careful.

I will insure that his AI includes anomolie avoidance in 133!!!

KarlMonster
05-17-2011, 09:06 AM
I'm going to be able to put together 1.3.2 today (after more downloads) but it will take me time to reach that same point again to see if it is the same as NS/AMK.

PenGun
05-17-2011, 02:32 PM
I'm going to be able to put together 1.3.2 today (after more downloads) but it will take me time to reach that same point again to see if it is the same as NS/AMK.

So what have you been playing then? I thought you were playing the NARODNAYA SOLYANKA, DMX, DMX-DKZ one.

The torrent from the top of post three is what I'm playing with a couple of the extras from the link before it.

KarlMonster
05-17-2011, 02:46 PM
NS/AMK (I guess) from post #1 (the Easy Way). Its apparently NS without the DMK/DKZ mods. I found all the various references to mods and patches discouragingly complex and gravitated towards the part that said "EASY". I'm running 1.3.2 now, but haven't added the cumulative patch just yet. Maybe that fixes the transparent NPC character models (I have yet to upload screenshots of those). Mission-wise there doesn't seem to be any difference. Texture-wise its like night and day. In fact its the first day(?) and I need more gamma or contrast, as terrain and ground items generally look quite dark to me.

Edit: I got through the cave! Woah! The NS/AMK simply kept going CTD on me regardless of how I progressed. I still think that the cave is Brutal, but cave/monster contrast is somewhat better. I hardly explored all of it, but the ... lets call it the "damage per mile" ratio is high enough to prevent me from wanting to explore.

PenGun
05-17-2011, 03:13 PM
NS/AMK (I guess) from post #1 (the Easy Way). Its apparently NS without the DMK/DKZ mods. I found all the various references to mods and patches discouragingly complex and gravitated towards the part that said "EASY". I'm running 1.3.2 now, but haven't added the cumulative patch just yet. Maybe that fixes the transparent NPC character models (I have yet to upload screenshots of those). Mission-wise there doesn't seem to be any difference. Texture-wise its like night and day. In fact its the first day(?) and I need more gamma or contrast, as terrain and ground items generally look quite dark to me.

Ahh, I could not get that to work. I just went on to the torrent which is fine ... mostly. ;)

The only bad problem so far was the bar entrance and wiping and refilling gamedata from the unpack fixed that part. The bloodsucker village was a problem but new Nvidia drivers seem to have fixed those crashes. The door at the Dark Valley lab is a bit weird too but opens if you beat on it.

Been busy with friends but I am getting back to it tonight.

It's so brutal my common comment on dieing now is "well that was unfair".

Snork
05-18-2011, 06:17 AM
KarlMonster;...I'm running 1.3.2 now, but haven't added the cumulative patch just yet. Maybe that fixes the transparent NPC character models....

The V1.3.3 patch for DMX is installed over Narodnaya Solyanka 3.09.10 > DMX MOD 1.3 > 1.3.3 patch (not your current DMX 1.3.2 + DKZ tweaks version). DMX 1.3.3 has been out since March, but the various English versions in the works are unreleased (and I'm itchin to play it).

Always hoping we will see a straight up DMX translation some day. The present recommendation is to install DMX DKZ and revert to standard textures. That method still has you playing with various DKZ changes to DMX.

Darius went for a dark gritty decayed look in his version of the zone. Too dark for some. Edits to user.ltx, along with gamma, brightness, and contrast adjustments can help.

There are some high level NPC's with funky shimmering stealth exoskeletons (think of the Predator movies). A few have complained that it is unrealistic, which is amusing given the context of a game with weird and wondrous artifacts, anomalies, teleportation, and mutants with mental powers.

KarlMonster
05-18-2011, 07:49 AM
There are some high level NPC's with funky shimmering stealth exoskeletons (think of the Predator movies). A few have complained that it is unrealistic, which is amusing...

O.K. I saw that in the NS/AMK 14.08, but those same NPCs dropped the interesting artifact-modified Bizons. Since I couldn't understand the Bizon description, I got the idea that the semi-transparent NPC model was caused by the weapon - and that maybe that same affect would apply to me when I used it.

I had been using an (ATi) HD 4870x2 card which was slowly dying - since one GPU was throwing errors on startup and both CS and CoP refused to launch as the card became incapable of rendering the settings I had selected. The (ATi) HD 5770 card I swapped in still shows a transparent soldier under the bridge (http://i98.photobucket.com/albums/l273/karlmonster/2011-05-17_00001.jpg). That transparent effect was also on a Chimera that 'appeared' in NS/AMK at the end of an emission (it then ravaged the bandit base in the Dark Valley, which I was pretty happy with). I'll try some tweaking, but I'm pretty happy with my in-game settings (grass density low enough to find artifacts and mutant corpses, etc).

TecnoBacon
05-18-2011, 08:09 AM
Cool arn't they?

They require a new version of particle effects, not compatible with DKZ but is with the russion DMX.

The 133 update turns out to be a rather small change as AMK is no longer active, DMX tweaks and 6 new areas linked in, doubled the map size and reduced many icons (moved some around, 133 was a nightmare to fix!!!).

Major rework of AMK (2007-2008 GSC) being done ATT, extremely abused by several mods, causes MANY of the staggers as it overburdens disk caching. Reviewing Lost Trails for integration as well, seems a bit tough to play though, comments?

KarlMonster
05-18-2011, 11:46 AM
OK, added stuttering was one thing that I had noticed, but wasn't going to mention until I had invested more time.

It *looks* like the cumulative patch files fixed the transparent NPCs for me. I haven't done any rendering tweaks, and the cordon soldiers are solid now.
Edit: Not all off them, there's one crouching to the east who is transparent.

I did, however get stuck. I went to talk to Fox (in ShoC you save him from dogs, here I try to stay out of the way as the NPCs puree the dogs), and after our chat he pinned me to the wall while I was checking my PDA. I was able to get free by reloading, and could also have gotten free by loading one of many automatic saves. Its still disconcerting to get stuck that way.

PenGun
05-18-2011, 06:02 PM
Yeah I've seen the transparent whatever troops at the base in Dark Valley after eliminating the bandits. I was finished with the place so I just kept going.

Lots of transparent Chimeras around and the one electro Chimera was a great help at the same base.

Snork
05-18-2011, 07:34 PM
Reviewing Lost Trails for integration as well, seems a bit tough to play though, comments?

These active mods are a moving target. New versions keep coming out, often before guys finish playing the previous version.

Secret Trails 2 is poised to get a 300 MB update, any time now. Seems to me that NS-DMX has enough stuff, but perhaps you can find and pull some features you like from the ST2 mod.

Noticed that Shadows posted a partial changelog on May 5th for the next DMX patch, to V1.3.4. He won't say when it is being released.
Corrections:
- Fixed price ACA
- Fixed crash in sound in the X-18 (Author: Grisli)
- Fixed crash when using the new slots when they have not yet appeared
- In the inventory, fixed icons of the player in costumes (also use materials from BigBabay)
- Disabled increase in radiation machines
- Fixed the lack of mine detector for sale
- Added edit departure: gamedata \ scripts \ rx_wmgr.script: 709: attempt to index a nil value
- Fixed a crash: (bytes_need <= mSize) & & vl_Count) (Author: _Prizrak_)
- At the sight of the third person will get out of the dynamic thin costumes [3rd person view of the player without obscuring facemask view?]
- Fixed problem where the player is not sleepy
- Now a quick indicator of use, Bioradar, watches, etc. will not overlap hudami costumes (Author: Charsi)
- Fixed the sound of cats
- Fixed the lack of available add-ons for the night AKS-74

• Now to charge weapons should hang bullets and grenades on his belt (Authors: Kolmogor & Charsi)
• Added a blast gun with heavy wear (OGSE Team; Adaptation: Charsi)
• Restored sight effect on the dynamic Hood Costume (Author features: Bak; Adaptation: Charsi)
• Added a "New Guiders Mod v2.0 Final" - guides how to call of Pripyat. Added a new guide on Cordone (Author: Stalk15; Model Explorer: Aaz)
• Restored bludmarki of builds (Author: _Prizrak_)
• Added an AI scheme - the "Rumble in the bar - while trying to steal from NPC food from the table, it can give you a face, but if you try to escape, then he'll try to catch up (Author: erlik)
• Bolts are no longer infinite objects - they can pick up and throw away. Need to monitor their quantity (Author: Charsi)
• In cars added to the speedometer to thin. Just when you log into the machine, will remove all weapons from the hands (Author: Charsi; Minor improvements: Shadows)
• Added game-betting on the money. You can play with Suslov (Author: erlik)
• During the search boxes and caches added menu for quick sorting things into classes (Author: Charsi; Minor improvements: Shadows)
• Added the radio in the car. The button "J" - enable button "K" - off (Authors: Shadows & Charsi; Authors Tracks: Dmitri Plotnikov)

Minidobavki:
- The effect of entering the player of the builds (Author: Shadows)
- Changed the visual exploded APCs (Author: Feb2009)
- Activate the effect of "wet"
- Added own perepakovschik cartridges compatible with the cartridges on your belt (Author: Charsi)
- In the game options are added sliders to adjust the lighting (Authorship: NLC 6; Adaptation: Nir_CheiZ)

KarlMonster
05-18-2011, 08:06 PM
"Hang weapons on belt" reminds me... the tactical load bearing vest thing in 1.3.2; how the heck do you use it? It looks like it should be a neat feature, but the only thing that seems to work for me is the EXIT button.

In 1.3.2, I've just got AKm-74SU, and at 1280x1024 it is very tough to read the selective fire indicator. That number/letter is very important in my games, especially when I use up all the AK ammunition in the vehicle graveyard.

Also there's that pig Sidorovich. His prices completely changed after Horror Time on the first day. Did someone give him an intervention while I wasn't looking? I'm so used to being disgusted with his prices that I don't think I can handle this mod.

LOL

TecnoBacon
05-19-2011, 08:14 AM
KarlMonster, The invisible exo is part of the game, you even have a quest for one, dolg and military can get them randomly.

Snork, thanks, I have discovered that Shadows and Charsi are the power behind both these mods and there are already some crossovers made by them, should research deeper into thier activities.

Sid will change attitude several times, there is a bug tho in 132 that does not follow through the trade morale code properly. When you talk to the trader in the rookie village sid's feelings about you are dammaged but you don't get that message from Sid.

Hell hour is very important, it sets up several events and is the spawner of rare artifacts, part of the story.

Man am I having fun!... Play, debug, Play, tweak, been thru the cave a mill times, Arghhhh.

Snork
05-19-2011, 08:53 AM
...Also there's that pig Sidorovich. Sid has been taken care of. He won't cause you any more trouble. Just don't ask me any questions. :cool: http://img837.imageshack.us/img837/3860/sidorovichmustdie.jpg (love that screenshot)

IIRC the vests were taken from the NLC6 mod, but they are not good for anything (yet) in DMX.

About DMX patch 1.3.4, seems logical that readily useful ammo would be on the belt, and not in a backpack. Yet played NS with only 6 slots. Not sure I like limited bolts. Quick sorting of caches and stashes sounds good, as does an in-game menu for lighting adjustments.

PenGun
05-19-2011, 12:17 PM
"Hang weapons on belt" reminds me... the tactical load bearing vest thing in 1.3.2; how the heck do you use it? It looks like it should be a neat feature, but the only thing that seems to work for me is the EXIT button.

In 1.3.2, I've just got AKm-74SU, and at 1280x1024 it is very tough to read the selective fire indicator. That number/letter is very important in my games, especially when I use up all the AK ammunition in the vehicle graveyard.

LOL

Oh my. You should be able to squeeze out a single shot on full auto. I can reliably squeeze out a three or four round burst anytime.

I used single and three round burst settings for a while but I found it was not needed. All my guns are always on full auto except the snipers.

If surprised it can make a big difference.

Snork
05-19-2011, 06:31 PM
@TecnoBacon, Mentioned the StalkerSoup NS-DMX-DKZ project in the GSC-game.com DMX-DKZ thread. _dAVROs_, author of the unTERMINATEable mod for DMX-DKZ, spotted the post and replied. Some coordination could save duplication of effort (and the rest of us might get our grubby hands on the next version that much sooner).

From the GSC thread: "Other DMX modders? Didn't know there was a new team helping out with this mod. !!! ...Just so the new modders don't "double up" on the mods, I have reworked and improved "The Collector Mod" and this is intended to be in the 1.3.3 release. So no need to do any more work on this. I intend fine tuning the unTERMINATEable mod as well.".

You guys should get together on this project. Word is DKZ is very busy with real life stuff at the moment. Also, it sounds like you are having a blast tinkering with the new version. I can hardly wait to get in on the fun.

http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=20443&page=101&sec_id=16#340952

TecnoBacon
05-20-2011, 07:30 AM
@TecnoBacon, Mentioned the StalkerSoup NS-DMX-DKZ project in the GSC-game.com DMX-DKZ thread. _dAVROs_, author of the unTERMINATEable mod for DMX-DKZ, spotted the post and replied. Some coordination could save duplication of effort (and the rest of us might get our grubby hands on the next version that much sooner).

Sounds good to me, I am realigning the gameplay so it prevents going places before quest flags are set so things won't get confused, could def. share efforts. due to the cleanup of AMK I am behind, the last portion of tasks has not been gramatically translated yet, only literal is done (I,m not Russion so it's been a challenge).
Thanks Snork, I will make contact, I have been researching the mod for awhile and the history of it is, well, scattered at best.

KarlMonster
05-20-2011, 12:41 PM
... at 1280x1024 it is very tough to read the selective fire indicator. That number/letter is very important in my games ...
I used single and three round burst settings for a while but I found it was not needed. All my guns are always on full auto...

Yes, 'gun control' is using both hands to steady the weapon. My preference for selective fire depends on how the weapon performs. When I realized that the 2-bullet fire mode for CoP's Abakan was not nearly as precise as the weapon's description suggested, I had to adapt. I like the recoil to be realistic, so I happily accept that it does that, and switch to single fire for long-range precision work. Likewise, I get frequent mouse 'freezes', so I don't trust my mouse controller to be a fine instrument either.

Generally I follow my Fallout 3 rule of thumb; to prevent a surprise death, carry the most powerful weapon that you can discharge without accidentally destroying yourself. [Alternatively, this can be called the DOOM rule, or 'Rule of Keeping Fingers and Toes Attached'] Weapons like the... cant remember... AEK 971 ?? with integral silencer don't fit well with this rule. The integral silencer reduces damage, making the AKm-74SU a harder hitting weapon. Yet early in the game I have difficulty accumulating AK-74 ammunition (usually I only have the one artifact to trade to Sid, and that has to last me until I get to Barkeep, or until it is safe for me to trade with the Soldier). The need to kill bandits at Garbage, and soldiers at Agroprom (depending on what you do) requires a decent supply of rifle ammunition, making single fire necessary for me.

So, if I can't see that tiny little 1, I'm going to be stuck swapping weapons at a time when I didn't expect to. That's always a bad idea.

Um, but back on topic:
I went to Agroprom, but with low ammo, I attempted to help the Stalkers at Agroprom (they were all dead when I got there), and then grabbed the Militaries Documents in as quick a raid as I could manage. Then I fled. The idea was to get to Barkeep, get whatever ammunition and armor repair kits I could and go back for Strelock's stash (and maybe get revenge on the Military). But I'm getting a persistent crash when traveling between Garbage and Duty HQ. The game makes an autosave file, but loading that save crashes, and previous saves crash at that transition.

PenGun
05-20-2011, 12:51 PM
Um, but back on topic:
I went to Agroprom, but with low ammo, I attempted to help the Stalkers at Agroprom (they were all dead when I got there), and then grabbed the Militaries Documents in as quick a raid as I could manage. Then I fled. The idea was to get to Barkeep, get whatever ammunition and armor repair kits I could and go back for Strelock's stash (and maybe get revenge on the Military). But I'm getting a persistent crash when traveling between Garbage and Duty HQ. The game makes an autosave file, but loading that save crashes, and previous saves crash at that transition.

Yes I went through that for quite a while. Would crash right at the line just past the ditch. I ended up wiping and reloading my gamedata with a new unpack. That fixed it for me.

There may be problems with Ammo and ammo dirs in the AMK section, I'm not sure.

KarlMonster
05-20-2011, 01:35 PM
... Would crash right at the line just past the ditch. I ended up wiping and reloading my gamedata with a new unpack. That fixed it for me.

Huh, I don't even get placed in the Duty 'level'. Well, fortunately, I created a 'master' Gamedata unpack on a separate drive, and copied that to the ShoC folders. A system that has served me well, since the time that my NS 14.08 HUD became corrupted. I have had gameplay CTDs but not in the same place. I suppose the odd corrupted file could be a causing my current problem.

Edit: Alright, recopying 'Gamedata' folder solved it.

PenGun
05-20-2011, 02:53 PM
Huh, I don't even get placed in the Duty 'level'. Well, fortunately, I created a 'master' Gamedata unpack on a separate drive, and copied that to the ShoC folders. A system that has served me well, since the time that my NS 14.08 HUD became corrupted. I have had gameplay CTDs but not in the same place. I suppose the odd corrupted file could be a causing my current problem.

Edit: Alright, recopying 'Gamedata' folder solved it.

You will have fun with the beasts, there are lots. ;)

KarlMonster
05-20-2011, 03:08 PM
I like how the DMX-DKZ mod puts hunger into NS. You become hungry in NS/AMK, but without DMX its like Clear Sky; food is more a commodity than a necessity. 1.3.2 has the hunger... curve?? about right.

What DMX does do that is both cool and frustrating, is it makes handling artifacts actually harmful to your health. I think its a good mechanic that fits well with the different quality gloves that are part of the basic NS. What is driving me nuts is that I can't tell the anomalies apart, and some of the names are changed. If I'm trying to cook an advanced artifact, but I've picked out the wrong anomaly, or my items just aren't close enough to it, then I've got to pick up my artifacts again. Wait; is this a Springboard/Fruit Punch, or a Whirligig/whatever? Eeeowch! Eeeowch! (bleed bleed)

KarlMonster
05-20-2011, 03:12 PM
You will have fun with the beasts, there are lots. ;)

Thus far, most of the creatures are the same from NS/AMK 14.08, and

<Sven Hoek> Yah! Eeets real fun! </Sven Hoek>

(I'm just realizing that may not count as a pop culture reference...)

TecnoBacon
05-20-2011, 03:49 PM
I have discovered that the wrong w_AK74.ltx files are causing CTDs due to not being able to detach addons when talking to a trader and when you try to remove them.

The newer files need to be replaced with ones dated 8/29/10, 8/30/10, 10/5/10 and 9/4/10 respectively in your weapons folder.
The newer ones come from the weapons mod and are missing a critical bone in thier mesh.

KarlMonster
05-20-2011, 05:13 PM
The weapons mod is one of the things I didn't add ... I think. I was trying to keep everything comprehensible, while ensuring functionality of the game with DMX mod. ... Confirmed, I didn't even download it.

I didn't add the folder for tracer fire, or the improved enemy behavior files either. Am I missing much? Does it include enemy footsteps? I'd add that in a heartbeat.

PenGun
05-20-2011, 05:36 PM
The weapons mod is one of the things I didn't add ... I think. I was trying to keep everything comprehensible, while ensuring functionality of the game with DMX mod. ... Confirmed, I didn't even download it.

I didn't add the folder for tracer fire, or the improved enemy behavior files either. Am I missing much? Does it include enemy footsteps? I'd add that in a heartbeat.
Improved enemy behavior is good. It slows em' down a tiny bit, makes the "jump round the corner and kill you" less abrupt. I have not noticed much else but I've been running it since Agroprom underground.

KarlMonster
05-20-2011, 07:35 PM
Yes, my favorite ragequit moment: NPP rooftops, guy in exoskeleton has silently, and very quickly, come around a visibly clear corner behind me, crouched, and ventilated my skull.

TecnoBacon
05-20-2011, 08:25 PM
The AI is better but if you like to sneak and take your time, I find them easy to discover and attack silently or from behind close cover. Would be cool to sorta meld the aggressivness of SHOC with the expanded actions of the ai mod, lotta work!

The weapons mod is very popular mostly as it adds dual handed weapons, huge expansion of items, many realistic, especially for the arena mod.

We are currently working thru them to optimize the files as well as organizing the shear amount of them! Might have some help from others involved in this mod, hope so, could only make it better!

PhillB
05-20-2011, 09:43 PM
I may be brave enough and try to install this someday as from what I read it sounds quite awesome. By the way there's a vague mention of new shaders. I'm guessing these are the same as the old ones that were floating around (i.e. a combination of... that ones guy's shader pack and F32)?

KarlMonster
05-21-2011, 07:35 PM
What is bothering me most (and this is definitely more NS than DMX) is that artifacts seem to appear in cycles. First medusa/jellyfish, then stone blood, then quirk/wrenched - but just one at a time, for a certain time span, like a day or more. I've got just a handful of AK ammo because I could not locate any medusa/jellyfish or fireball artifacts to trade for it. While I could probably get this same ammo from the soldier trader in Agroprom territory (swap for vodka), I'd like to have that kind of ammo before I go there - to survive engagements with other soldiers.

There are a few other reasons, and I understand that it makes more sense to trade in artifacts. But trading in only those artifacts for goods is irritating me. Finally I found 2 medusa/jellyfish - after 5-6 game days.

TecnoBacon
05-22-2011, 12:14 AM
What is bothering me most (and this is definitely more NS than DMX) is that artifacts seem to appear in cycles. First medusa/jellyfish, then stone blood, then quirk/wrenched.

Is hell set to 1? if not you won't see a majority of spawns as this resets there spawn triggers, can't say how your version actually is as it is diff with each build. If you have the containers than you should see a quirk or gravi in the pit after every cycle.

there should be at least one art spawned on the road just before akim after each cycle as well. If not than you either have hell off or an older scaled down build.
Do the invisable exos shimmer or are just transparent?

segazot
05-22-2011, 10:43 AM
Hey guys, I'm having an issue with the area of Chernobyl 1 and 2, if anyone can help me out!

At the powerplant, there is a scripted blowout with a timer before the blowout occurs. My problem is that whenever I return to this area, the timer was at where it was when I left off (Say it had 2 minutes left and I left, the next time I went there it'd have 2 minutes left). This is now a MAJOR problem since I need to retrieve the bag for Sakharov, and the timer has now completely run out, so that whenever I go to Chernobyl, its in mid blowout.

I've tried to just go there for a few seconds, let some of the blowout run and get hurt alot, then teleport out so that the blowout might end given enough of those runs, but if you know anything about blowouts, you also know that near the end of one, being in a blowout is an instant kill from full health.

Is there any way to reset this timer, maybe with console commands or some patch? Or hell I'd even settle with an invincible console command so I can go get the bag and not die.

Snork
05-22-2011, 12:07 PM
Might need to roll back to an earlier saved game. Seems like a pain, but always get through tasks very quickly on replays.

Chernobyl Blowout Timer - Normal method and an Exploit SPOILER, Feb 8th 2011. http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=&thm_id=18594&page=399&sort=ASC&sec_id=16#333025

When to visit Chernobyl, Jan 8th 2011
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=18594&page=348&sec_id=16&sort=ASC&no_transl=#330248

Ghost, golden chunks, Le Havre & Pripyat decoder, Sarcophagus Chernobyl 2 Transitions, Oct 19th 2010.
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=&thm_id=18594&page=207&sort=ASC&sec_id=16#323093

Natvac Chernobyl timer editing 2009 post http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=120&thm_id=18298&page=3&sort=ASC&sec_id=16

Romale posts jan-30-2011 about stopping Chernobyl blowouts: Нужно сразу как нашел записку Меченого в Саркофаге идти за ПДА к Шахтеру, забирать и говорить с Б.Доком, тогда выброс станет несмертельным... It is necessary once it found a note in the sarcophagus Spot [the player] to go for the PDA to the miners, pick up and talk to B. Dock [swamp doctor], then emissions would be non-fatal ... И в промежутке между нахождением записки и разговором с Доком - на ЧАЭС-1 не заходить. And in between finding the notes and a conversation with Doc - the Chernobyl-1 not to go.

Another Russian forum poster: the Chernobyl nuclear power plant to go to the active tasks on the bag Sakharov, the brains kontriki for the miser(no, Lukash) and the Golden Chunks for Specter [Ghost]. Вот набравшись этих квестов, можно смело идти на Станцию. Here are plucking these quests, you can safely go to the station. В саркофаге возле Монолита жизненно важно не прозевать записку от Стрелка подобрать, а дальше можно уже бродить по сюжету.
In the sarcophagus near the Monolith is vital not to miss a note from the shooter [Strelok] to pick up, and then you can already surf the plot.

Yet another post on a Russian forum: Release of the Chernobyl one off [turned off] after you find the PDA Arrow. "подробней" "Details"
В Саркофаге, возле Монолита лежит Записка Стрелка, из которой узнаём об необходимости поговорить с Шахтёром, при разговоре с Шахтёром получаем наводку на ПДА Стрелка In the sarcophagus near the Monolith is Note Arrow [Strelok], from which we learn about the need to talk with the miners, during a conversation with the miners get a tip on the PDA's Arrow.

BFG posts: "Chernobyl Timer turns off after you find the PDA in the Arrow [Strelok] Cave, on the tip Miner."

segazot
05-22-2011, 12:28 PM
Thanks alot for the information, Snork, it's comprehensive and really helpful. On your other forum post, you mention the transition from x10 to chernobyl 1 directly, I hate to ask more questions but do you know who gives that transition? If not, I can just throw on the "open all routes" mod, I was thinking of doing that anyways since I can't find the zombified stalker that guides you to Dead City.

Also, further thanks because if I hadn't been linked to your posts on GSC under the name pseudostomp, I never would have found this mod. So you are basically my hero.

Snork
05-22-2011, 01:38 PM
You've gotten very far in the mod already. Wonder if you can finish a game using the Open Levels patch. It does not open every transition, and ATP<>Dead City crashed when I tested it.

Rolling back a bit, and some study of the New Quests & Transitions section in the A185 guide, should get you to the ending. May have missed a task here or there. Taking screenshots of the dialog can help, especially later in the game. Not all of the jobs show up on your PDA.

The X10<>Sarcophagus transitions come from the first of the new quest lines described in the guide, Search for the Lost Expedition. There are also Chernobyl-2<>Sarcophagus transitions. Any chance the fence trick might get you to Sakharovs bag?, or is it too late once the timer runs down (never tried it).

Not finding Chernomor in your game? He shows very late in the plot, on the grounds of the Yantar factory complex. Described in the "Lightning Quests and searches in Limansk" guide section. Probably have lots to do before that part of the game.

@PhillB,
This mod goes way beyond graphics tweaks. That said, here is the Graphics section of the DMX add-on Readme file:
• Added Photorealistic Zone: Locations 1.0 + 0.6 livestock (Author: Argus, Domestos)
• New shaders - Sky4CE -= SkyGRAPHICS =- MOD v2.0 RC4.1 (Under redaktatsiey OGSE)
• Added the textures of Domestos
• New textures almost all weapons (from different authors)
• Added Panoramic Textures v1.1 - panorama in the sky (Author: Shadows)
• New textures: Cave maps, guitar, PDA, first aid kits, blood, flashlight, binoculars, posters in the bar and ATP person Syaka gloves, HS, containers for artifacts, bolts, drop the artifact, locations on the map, etc. (Authors: Domestos, Shadows, Mr. Suicid, Vergas, Zeka1996Korneev and others)
• Changed the menu style, screen save / load, cursor, a dialog box and Trade (Mercenary stile by Serafim12)
• Changed the texture of "Dynamic skinny suits" (Mercenary stile by Serafim12 and Monnoroch)
• New visual Chistonebovtsev (Author: Pavlovich)
• Improved icons for the player in costumes (Author: Pavlovich)
• Perefotografirovany NPC avatars in the dialogues (Author: Shadows)
• Podpravlena global map: fixed many bugs, removed the clouds, to correct the general form of maps (Author: Shadows)

KarlMonster
05-22-2011, 04:29 PM
Is hell set to 1? ... There should be at least one art spawned on the road just before akim after each cycle as well. If not than you either have hell off or an older scaled down build. Do the invisible exos shimmer or are just transparent?

I had no idea that 'Hell' was enabled in this mod.
Is there a console command for this, or is a blood sacrifice required?

I don't recall any arts on the road that far north. There is a spot on the road just south of the 'car park' where I have seen artifacts appear. I don't know where 'the pit' is - is that the ShoC training area? I've been in there a few times, but no arts.

When I referred to transparent soldiers above, I thought that was some kind of bug. Then, after I killed him, I discovered he had the Anomalous Bizon. I last saw that Bizon in NS/AMK 14.08, carried by a bandit with 'shimmering' Exo. Yes, the soldier was 'shimmering'; transparent is a poor word for someone that I can see. This soldier wasn't wearing Exo though.

TecnoBacon
05-22-2011, 10:49 PM
I had no idea that 'Hell' was enabled in this mod.
look in \scripts\meceniy_utils.script

if you have the suits visible than you should have hell in the blowout scheme, this causes spawning of arts during hell and blowouts, a partially complete part of the mod.

I have talked with the modder responsible for the collectors mode and he confirms the presence of some of these bugs. Didn't get word on any realistic time frame from DMX but what Snork posted sounds encouraging.

KarlMonster
05-23-2011, 08:03 AM
I don't need a time frame, I'm enjoying playing the mod as it is. Well, OK, I'm enjoying it until the next time that I lose my Military Binoculars - again! - because I couldn't see the smoke anomaly.

The funny thing is that with all the different kinds of food, it reminds me of the food crafting tree in Fallen Earth. I keep thinking that I should be able to make sandwiches. At least I have pickles and olives to go with the vodka.

Oh, and the anomaly detector doesn't detect 'Fountain'.

TecnoBacon
05-23-2011, 09:53 AM
I don't need a time frame, I'm enjoying playing the mod as it is. Well, OK, I'm enjoying it until the next time that I lose my Military Binoculars - again! - because I couldn't see the smoke anomaly.

The funny thing is that with all the different kinds of food, it reminds me of the food crafting tree in Fallen Earth. I keep thinking that I should be able to make sandwiches. At least I have pickles and olives to go with the vodka.

Oh, and the anomaly detector doesn't detect 'Fountain'.

The detectors are not complete in your release, will be 100% in next release. I found it very wise to find a stash box somewhere safe to keep collecting items for later tasks and missions. I say safe as there are some boxes that will get searched by npcs and not to mention the fact that you may not always be able to get to the ones in occupied areas, such as the bar.
Smoke is a hazard, meant to be, the best way to spot smoke is to scan the road with the binos first and watch carfully for a swirling distortion on the surface, not in the air.

Those olives are important! don't waste em on a sandwich!!!

Snork
05-23-2011, 10:26 AM
Got in the habit of just packing sandwiches for trips around the zone. They don't weigh much, but seem to hit the spot when I am hungry.

Got out of the habit of running with binoculars. In the past this mod sometimes had trouble getting replacement binoculars to work again. There were some scripts you could run, but it was a PITA.

There are several anomaly detectors. The basic ones won't sound an alarm for some of the easily seen anomalies. Not obvious from the name, but you will get something better than the "Elite" detector.

Anyway, what is the matter with good old fashioned bolts? :)
Noticed the changelog for DMX 1.3.4 suggested that "Bolts are no longer infinite objects...". Not sure I like that one.

KarlMonster
05-23-2011, 02:13 PM
I did consider the possibility that this was the crappy basic detector, but decided to mention the 'issue' anyway. If it is only the basic model, then its description should be updated to reflect that it has limitations.

Whats wrong with bolts? Nothing. The problem is that my body makes the best detector.
I'm on fire/bleeding/broken/can't see/hair is falling out - I stepped in an anomaly. Therefore there is an anomaly here.
I sudenly have vertigo, I'm bleeding, screamed in pain and dropped my weapon somewhere - I've been shot. Therefore there is an enemy human here.
I hear strange noises, I'm bleeding, and I can't see clearly. Mutants are attacking me.
I'm dead. There was a bloodsucker here. Or a fountain anomaly.

But seriously. Binoculars are the best piece of equipment because you can spot mutants, anomalies, and artifacts from a great distance. Rats, hamsters, the 'drops' artifact (there are probably others) and smoke anomaly can be completely obscured by grass density when you are close to them, but are much more visible beyond a 'middle' distance.

Here's something that I'm considering mentioning in the GSC forum. Weapon selection is good. I have no complaints one way or the other about too many/too few/which weapons there should be.

What is bothering me (and I have looked at the LTX files to confirm this) is the 3 variations of the M-14 that Barkeep has. [the basic M-14 is mislabeled as using 7.62x54mm] Each of these rifles uses the 7.62x51mm NATO cartridge (trivial name .308 Winchester in the U.S.). Somehow the M-21(?) does twice as much damage as the M-14 - with the same bullet??? This is what CoD4:WaW did with its bolt-action rifles; put some glass on top, and suddenly the report is much louder and the bullet does 3x as much damage.

This appears to be part of the DMX mod - according to the folder name. I don't want to sound ungrateful because I'm really enjoying the mod, but some of these weapon specs are very strange. Does the Zavasta sniper rifle really deserve the specs that it has? I'm not familiar with it, so I'll have to look it up.

segazot
05-23-2011, 07:30 PM
I hate to just ask a bunch of questions without being able to respond to other people's questions, but does anyone know how to turn on the engine for the cars? Both for the trucks in ATP, and because I decided to do a fresh DMX mod with slightly more up to date translations, and there are apparently a bunch of cars.

segazot
05-23-2011, 07:42 PM
Oh, also if anyone is playing the DMX DKZ mod, have they hammered out the bugs with the swamp (bog area now) from clear sky? In my normal Narodnaya sloyanka run, basically any quest in the swamp was bugged to all hell, the alleged clear sky trader that was supposed to be there wasn't, and most quest givers had fallen through the ground, and were outside of the level.

Snork
05-23-2011, 07:51 PM
Driving on ATP. Forgot to use the parking brake. :)
http://img200.imageshack.us/img200/1500/nsmoddrivingatp.jpg

- Edit user.ltx and add the line: "bind turn_engine kx" (where x = the keystroke you choose for starting engines). Kind of hidden in the top post, under "Hard Way" NS installation instructions. Hope you avoid those odd Swamp problems this time.

ATP may be the least-worst level for driving around. BTW, of the various SOC mods, OGSE has the best driving physics. NS can have some hilarious results.

KarlMonster, Rule of thumb in NS, Nato guns were weak (although some were very accurate), and anything with the subsonic 9x39 round was overpowered. I know, it does not make sense. Never looked into the files. Don't know what sort of gun tweaks Shadows or DKZ may have put into their versions of the zone. Part of the fun with these mods is trying out all of the different guns.

segazot
05-24-2011, 03:25 PM
Thanks again, Snork. You're really ontop of things here.

Also, I thought I'd just throw this out there:
http://j5films.ca/externalsites/nondomain/zootmod/Narodnaya_Soljanka_DMX_1.3.2_dkz_02_English/

PenGun
05-24-2011, 03:39 PM
Thanks again, Snork. You're really ontop of things here.

Also, I thought I'd just throw this out there:
http://j5films.ca/externalsites/nondomain/zootmod/Narodnaya_Soljanka_DMX_1.3.2_dkz_02_English/

That's the one I'm running. It is a link in Snork's third post here. I took the torrent myself then added a few patches from that link.

My favorite so far.

KarlMonster
05-24-2011, 05:52 PM
Speaking of vehicles, is there any way to right a vehicle that is upside-down? I haven't actually driven any, and I'm afraid that they'll all be destroyed by the time I decide to try.

Also: you know what, ignore my weapon comments. I'll go through the LTX files myself and adjust the damages for my own purposes. Then, if there is interest, I'll make my files available. I expect that ShoC itself made sniper damage greater to get more effect for such a heavy and difficult to use weapon. [I did look up the Zavasta sniper rifle. Z is the successor to Crvena Zastava who did very innovative things with service pistols CZ-75, CZ-85, CZ-99. The rifle is based on the Dragunov but gets better ballistics from using the 8x57JS (Mauser) cartridge.]

I mentioned previously binocs are good because you can't see some arts in tall grasses. I failed to distinguish between NS/AMK 14.08 where that *was* happening often, and DMX/DKZ 1.3.2 where that has already been fixed and isn't a problem.

TecnoBacon
05-25-2011, 07:10 AM
Try driving a bus, you can shoot while driving!!!

Having trouble nailing down these versions!!! was givin the new Collector mod which fixes his stuff but trashes the latest DKZ DMX, arghhh.

Several missmatches in items, luckily our new Equipment Editor is in beta here, searches for all equipment references and allows you to scroll thru them and pic the icon, set attributes, create/edit description text, artifact editor to be in beta soon.

We are trying to decide if we should wait for DMX 134 or release 133 with our own fixes, dilemma.

PenGun
05-25-2011, 12:11 PM
Try driving a bus, you can shoot while driving!!!

Having trouble nailing down these versions!!! was givin the new Collector mod which fixes his stuff but trashes the latest DKZ DMX, arghhh.

Several missmatches in items, luckily our new Equipment Editor is in beta here, searches for all equipment references and allows you to scroll thru them and pic the icon, set attributes, create/edit description text, artifact editor to be in beta soon.

We are trying to decide if we should wait for DMX 134 or release 133 with our own fixes, dilemma.

Alright! Can I mount a PKM somewhere?

Looking good, get that out and I'll start a new game for it.

KarlMonster
05-25-2011, 04:51 PM
I'll leave the release decision up to you. The real question is, do you want it tested or not?

(tries to look innocent)

Also, I do really want to see what is in 1.3.3 before I start privately making changes to weapon files. I'm becoming increasingly interesting in making DMX/DKZ better. I'll end up trying to figure out which parts of code affect what elements in the game.

Snork
05-26-2011, 01:45 PM
Next version of DMX, 1.3.4, could be out soon. :)

Shadows mentioned the next patch two days ago in an AMK forum post.

"...already have a new patch, which will be released."
"...Generally speaking soon. Maybe this month ... Late May, early June. Somewhere like that."

V1.3.2 was out last December, V1.3.3 three months later in March, so a June release for V1.3.4 seems reasonable.

KarlMonster
05-26-2011, 04:44 PM
Just in time to make a streamlined 1.3.3 obsolete, OK, now I understand what Bacon meant.

I shimmer (http://i98.photobucket.com/albums/l273/karlmonster/Shimmer.jpg) with anticipation. These soldiers were waiting for me at the cordon. I just had my Abakan race-tuned, their loss.

segazot
05-26-2011, 08:00 PM
Hey, I'm doing the quest right now where you protect the hunters in Cordon from the Avenger group, as requested by Zahara in the bar. I'm supposed to bring back a bag to him, and the guy that I was supposed to talk to told me it was on a roof.

Anyone know which roof? I looked in every attic and on every roof in the rookie village (that back left corner house was a ♥♥♥♥♥ to get on).

On a different Quest note, I'm trying to start the Lost Expedition quest, by what the guide says is finding a soldier's corpse "in a viaduct" in cordon. Anyone know where it is?

segazot
05-26-2011, 08:05 PM
Hey, I'm doing the quest right now where you protect the hunters in Cordon from the Avenger group, as requested by Zahara in the bar. I'm supposed to bring back a bag to him, and the guy that I was supposed to talk to told me it was on a roof.

Anyone know which roof? I looked in every attic and on every roof in the rookie village (that back left corner house was a ♥♥♥♥♥ to get on).

On a different Quest note, I'm trying to start the Lost Expedition quest, by what the guide says is finding a soldier's corpse "in a viaduct" in cordon. Anyone know where it is?

segazot
05-26-2011, 08:06 PM
Oh cool, double posted, way to go crappy internet.

Snork
05-26-2011, 09:08 PM
Recommend taking screenshots of quest related dialog. This is especially important later in the game, where even the underlying NS mod adds many tasks which do not appear on your PDA.

Have not played through the Soul Cube part. May need to ask on GSC. Shadows made it an official part of DMX with the v1.3.3. release of March 23rd (along with a number of mod elements that DKZ picked up for his version of v1.3.2).
• Added a "Soul Cube" - the new weapon of DOOM 3 that allows you to kill at a distance (Author: Kirag)

The Lost Expedition Quest is important, and may require restarting the mod (or some cheating). If you are very lucky the pda is still there. At the very beginning of the game this corpse is under the main road, at the small bridge overpass, just north of the loner village. It tends to disappear after a few save/load cycles, taking away the pda you need to advance the plot. See the Guide by A185 with Pseudostomp edits, page 1, "New Quests plot, The Beginning:".

The bag of parts for Zahar information is in the Character section of the guide, see Zahar, on page 11.

Guide by A185, with Pseudostomp Tips, https://sites.google.com/site/friedsaltysnacks/Stalker_Guide_NS_8-26-2010_Feb15_re-acktorru.pdf
Expanded Guide by Burger, http://www.filefront.com/17504407/NS Guide Nov 11 2010.rar

segazot
05-27-2011, 06:21 AM
If the PDA for the lost expedition is in that square area with the broken army jeep under the road, that stalkers occasionally hang out in, then yeah I without a doubt missed the opportunity to get it.
I guess I'll just try and cheat the pda into the game, since I'm about 30 hours into this playthrough. I heard that you can edit the trader files, though I'm not really 100% sure how to do that. If anybody knows the name of the pda and how to add it to Sid's inventory then I'd be really grateful.

Also, for the bag quest, I looked at that guide prior to posting, but I have no idea how to make the "spoiler" show up next to bag location on page 11. I highlighted the area besides the text and nothing.

Snork
05-27-2011, 07:24 AM
30 hours, you are just getting started. :)
A185 Guide with edits, top of page 1: "SPOILERS ADDED in white on white text, where indicated. View spoilers by copying sections of "hidden" text to the clipboard, and pasting the text into an open document.".

"Cheating": Obtaining Lost Items, old and new method. Jan 16th 2011
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=&thm_id=18594&page=358&sort=ASC&sec_id=16#331020

segazot
05-27-2011, 08:53 AM
Yeah I know 30 hours isn't mega long with this mod, but I've already done alot of the really picky and easily broken quests, so going back would be really painful.

Also thanks for the link to the item cheating guide, I'm going to attempt to change the quest reward for acquiring a medusa or something to getting the information. Just to be clear, what starts the quest? Is it finding the corpse of the military guy Andrew in the viaduct, or do I find something prior to that not mentioned in the guide that starts it, and finding the corpse is just the first step once its started.
Also, do you know if the item I find on Andrew's corpse is a pda or documents, because I found this entry on the item list "voen_document note of the military (Andrew), which start quests New Story Plot". I think this is the item I need, I was just concerned since the name of the job is "Search for the Lost Expedition", not "New Story," but otherwise this seems right.

segazot
05-27-2011, 09:37 AM
Damn, that didn't seem to do the trick. It just said "Task accepted: find military documents. Task Complete: find military documents" and I didn't get any new quests. Welp I guess I'll just keep looking and trying different things.