Absolutely
Yeah I have the exact same problem!
During the mission to defend Skadovsk from the Bandit invasion, I have an issue with Bandits unrelated to the mission going hostile, followed by Loners going hostile to me, one at a time. No matter how much care I take to avoid killing NPCs that aren't the Bandits scripted to attack as part of the mission, this always seems to happen. Anyone know what I can do to resolve this?
Does this include the AN3 hotfix you posted earlier?
Spectrum question that I'm cross-posting here since I'm using this repack of the mod:
I can't figure out the helicopter evacuation mission in Pripyat. I manage to destroy the helicopter on the roof, but no matter what I do, the second helicopter kills me a few seconds later. If I stay on the roof and fight it, it kills me with it's first rocket. If I go back down into the building, it kills me with it's first rocket, if I jump off the back or side of the roof, I just die for no apparent reason after a few secionds, even if I just mash the quick medkit button. In short: how do I not get insta-killed by the attack helicopter that spawns after destroying the heli on the roof?
I don't know if anyone is still watching this, but I can't figure out the helicopter evacuation mission in Pripyat. I manage to destroy the helicopter on the roof, but no matter what I do, the second helicopter kills me a few seconds later. If I stay on the roof and fight it, it kills me with it's first rocket. If I go back down into the building, it kills me with it's first rocket, if I jump off the back or side of the roof, I just die for no apparent reason after a few secionds, even if I just mash the quick medkit button. In short: how do I not get insta-killed by the attack helicopter that spawns after destroying the heli on the roof?
n/m I guess it will just work for ONE MORE save. Does COP have an issue with rapid, repeated reloading of a save without hitting "quit game" each time? I'm just trying to figure out some something I might have done wrong.
Okay, if I go back to the last manual save before entering the Oasis, (it's linked below), I can load it, avoid the oasis, and keep playing normally, and new saves made after this work. idgi
Mediafire.com
I should also mention I have Absolute Structures installed.
I made some changes to some config files, but nothing that seems like it would be an issue, and I tested the saves with a fresh setup of the mod (with fix) and the ones that loaded before still do, and the ones that didn't still don't. The autosave from finding the oasis that I mentioned is attached.
Mediafire.com
Yes. I've started new games a few times, but eventually I run into this, usually on map transition or loading a save. Sometimes it's just the last save, other times it's all the way back to the last autosave that is corrupt. Right now I can load the last autosave (finding the oasis), but any new save or level transition I make after that point is corrupt. By corrupt I mean the game CTD's with the above error when trying to load those saves.
Really want to play that SGM 2.0 + Geonezis AIO thing, but eventually I always run into this:
FATAL ERROR
[error]Expression : !m_error_code
[error]Function : raii_guard::~raii_guard
[error]File : D:\prog_repository\sources\trunk\ xrServerEntities\script_storage.cpp
[error]Line : 748
[error]Description : ...stalker call of pripyat\gamedata\scripts\news.script:879: attempt to index field 'actor' (a nil value)
stack trace:
Okay, apparently if I use a combination of basic Full HDR (NOT DX10 or DX11) setting, the experimental LUAJIT, and the basic prefetch only mod, I can get through that area.
In X16, after climbing the ladder to the second floor, when I approach the door to the circular room, the game crashes. Can reproduce this with 100% reliability. End of error log is this:
! Unknown command: dump_infos
intro_start game_loaded
* MEMORY USAGE: 345875 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
stack trace:
0023:094D0875 xrRender_R4.dll
0023:094FB5F3 xrRender_R4.dll
Is there no English localised installer? I had to just guess at the install options.
Looks like you're right: I can have Atmosfear and Absolute Structures installed and it's okay. I don't know enough about STALKER modding to merge shader files so I'll go without AN. Thanks for making this mod BTW, I get bored to tears with Clear Sky if I have to go through it using the same 2 guns the whole game.
How did you get Absolute Nature/Structures installed? When I tried the game crashes immediately because "Shader 'models\model_pn' not found in library.", but loads okay if I only have AO + Atmosphear.
Yeah same here, the main menu is at a resolution much higher than my desktop resolution, I thought that was fixed a few patches ago?
Is there a config file where I can manually set the starting resolution?
Are there plans for a post-release Linux port? Voted this on greenlight immediately because the trailer looked great. Also, is that line-shading style in the game or just the trailer?
Crazy. Good to know it's expected behavior tho.
Oh yeah, my mods.txt has:
enabledModNameCount 4
enabledModName "SoGE R1073 Reb - Alliance"
enabledModName "SoGE R1073 Reb - CIS"
enabledModName "SoGE R1073 Reb - Republic"
enabledModName "SoGE R1073 Reb - CORE"
I also get a SuperCap death + "We have lost a titan!" message when the Executor was done building, right before it actually spawns. The ship name in the death notification is different from the name of the titan that spawns. Not a big deal since I still get my ship in the end, but it's a little weird the first time you hear it.
It occurred occurred even if my fleet was already there. They could hyperspace in, land in range, and hyperspace out unhindered. Likewise I could move the Interdictors in in the middle of a fight and the stragglers would escape as if I hadn't. I didn't test the stationary gravity generators. I noticed that the effect seemed to work early game, but at some point just stopped working. I haven't loaded enough autosaves to pinpoint exactly when it stopped working. Thanks for fixing the Executor though! It was really frustrating waiting out the time it took to afford and then build one only to see it spin in place whenever I tried to get it to move anywhere.
Mediafire of my autosaves: Mediafire.com
Do one or more of the factions have abilities that negate hyperspace jump suppression? I mouseover my interdictor ability icon in the command menu to see it's range, and move the Interdictor in range for the ability to have coverage, but the enemy ships don't show the debuff in their abilities list, and and can still jump away.
If it means less work for you then go for it.
Thanks for the update, I was wondering how Dead City was going
Also hoping for widescreen version
J3ph_42
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