• Register

This member has provided no bio about themself...

Comment History
XandreUK
XandreUK - - 28 comments @ Stalker Reconstructed - Patch 2022

Not gonna lie, it took me slightly longer than one might consider rational to realise that the mod did not generate none.ogg if you didn't pick those options. There may have been some swearing before I posted that. Hence the annoying way.

It's good to know you updated the mod, usually mods of mods this old tend to be forgotten entirely, so everyone has to do the fix manually if they want the fix at all.

Incidentally, I was going to try and see if I could get the Full Upgrades for Weapons and Armors Mod 1.0 working on this mod, because whilst more dakka is fun, all the dakka is much more fun.

As it turns out, you can just install the mod and it'll work. It looks like any mod that does not generate a weapons/upgrades or misc/outfit_upgrades folder should be compatible with that full upgrade tree mod.

I don't know if that mod inadvertently fixes the SVD issue or not, I usually pony up for the Lynx if I want that kind of precision firepower during a playthrough.

Good karma+2 votes
XandreUK
XandreUK - - 28 comments @ Full Upgrades for Weapons and Armors Mod 1.0

so quick heads up. I dropped this mod into the STALKER reconstructed mod and it worked fine afterwards. I think a good way to see if this mod might work with whatever modification you're playing with, would be to see if the main mod you run generates a "gamedata/configs/misc/outfit_upgrades" or a "gamedata/configs/weapons/upgrades" folder. If neither of those folders are installed by your mod, then there is a good chance this mod will work.

Reconstructed installs Arsenal Overhaul 3.1 with Pripyat Reborn so if your modpack runs AO3.1, then this mod has a good chance of working with your modpack.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Stalker Reconstructed - Patch 2022

I have some bad news pyp. It turns out that the file none.ogg is ONLY generated if you choose to install the full package (the one that has openscopes, HUD Rework, etc.) or the "adds masks" etc... option. If neither of those are selected, then the mod WILL NOT generate the file none.ogg or, more importantly, any of the OTHER files needed for the HudRework mod. I have a sneaking suspicion that if you added the file none.ogg into the correct location then the crash would just cascade into the next missing file.

One of the things I found out the annoying way is that if you install one set of options and then deselect it, the installer will not delete the files. If you just re-ran the installer to make the non-mask patch then it would not remove scripts added by the HudRework mod. In other words, even if you deselect HudRework through the installer and run it again, it will not actually uninstall HudRework. You have to specifically uninstall the mod through the uninstaller it generates if you want to edit any settings.

I think the reason so few people have reported this, is because most people just install the complete package for the most immersive experience. I personally find the breathing and mask effects to be more irritating than immersive, so I just ran without it, and I found myself dealing with the same issues detroit_77 encountered the first time I tried to install your patch.

I only recently started running this mod, hence the way late response to this, but I thought it might be worth knowing.

As for those of you who read this far, if you want the patch but don't want the irritation of a permanent breathing sound or mask overlay, if you go into the folder for this patch, edit actor_effects_data.script and delete everything between the brackets of "outfits = {" and "helmets = {", the game will think you are not wearing an outfit that requires a mask, and will therefore not load the relevant sounds and textures. Note, however, that you will still need to install HUDRework in order to not crash.

Good karma+2 votes
XandreUK
XandreUK - - 28 comments @ Hack of the Oasis - Base Game

Komrade XandreUK thanks you

Good karma+3 votes
XandreUK
XandreUK - - 28 comments @ Zero Weapon and Armour Degradation - Vanilla game

I'll be making versions for other mods as I get them downloaded, installed and tested. For now, AO3, OWR, STCoP and Warfare are up for zero degradation mods.

Good karma+3 votes
XandreUK
XandreUK - - 28 comments @ All Upgrade Tiers - Base Game

By the Blessed Notepad++...

Yeah, when I said not a lot of free time, I meant it.

So! To clarify, I'll have this sucker fixed soon(ish) if not a bit later, mostly because I need to re-install and the patcher likes to take its sweet time going about things and I try to acid test this nonsense with as many mods as possible. The first stage is just to get a base-version going.

@ Manelag, I hope to get an all upgrades availability mod going at some point, but that is a much more complicated affair than this one.

@ Bodyguard, if you had to over-write something when installing this mod, you're gonna have a bad time. Either way, I intend to do this thing for multiple mods so you should find one coming your way, ideally before end of month(free time. I had more of it before this job thing. Then again, I like money.)

@ Zealot K, pre-1.26.and.change, easy enough, just somewhat tedious and more prone to me making a mistake somewhere, which is why I made the decision to just do it as an all-in-one affair, and people who wanted to keep T3 to forester, could just not upgrade to T3 anywhere else. That was my reasoning, and I hope it clears things up for you. Now? I need to poke around the files to make sure the devs didn't change too much, because patch notes might as well be Japanese to me. Wait, the ARE Japanese. Well then.

Good karma+2 votes
XandreUK
XandreUK - - 28 comments @ Love Live! School idol project Skin Pack

I strongly suggest you re-name the skins for these planes. Timesymmetry are rolling out their own skins and I've already had to re-build my planes list because of it. Re-naming the files doesn't take long on our end, granted, but if we take these skins into multiplayer, with different people renaming them different things, it's going to cause either confusion or crashes depending on how well the engine handles these kinds of conflicts. It's better that the mod author sets their own custom skin names so that we have continuity across the board

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Air Patrol

It's the vector thrust universe's equivalent of a traffic cone on a telephone pole. Somebody was partying hard, and the authorities figured getting it down would be more dangerous than leaving it up there.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ All Upgrade Tiers - Base Game

Mind clarifying that? Did I miss one of the upgrade trees or what? If you're running vanilla you should be able to go to Tier 3 without a toolkit, unless you mean something along the lines of this mod:

Gamewatcher.com

which would take a while for me to reverse-engineer...

Good karma+2 votes
XandreUK
XandreUK - - 28 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Having fun with the mod, but the military helicopters are really, REALLY getting on my nerves. It doesn't matter where I am, even if there's nothing military, hell even if the only thing within 500 metres of me is ME, that thing will come to where I am and wreck my day.

The worst instance, I'd started a new game as a Loner, was in the village getting the mutant hunting quest when Pilot Naechance and General ******** decided to fly that hind of theirs over the village and end that particular playthrough before it even got started. Less than three minutes and I didn't even draw my gun.

And I've lost count of how many times one comes for me in the middle of an anomaly field. I don't approach the field with the chopper there mind you; I'm in the field, hunting an artefact when all of a sudden the distinct sound of "Oh not bloody again" comes down from the heavens and ends the playthrough. It's gotten to the point where I save the military the effort, unequip everything and jump into the nearest anomaly, 'cause there's no way you're escaping that field alive when the HIND arrives. Hell, sometimes all I have to do is see the bloody thing for it to start heading my way!

I guess what I'm trying to say is, is there any way to disable the military helicopters? And a better question, why are helo sounds off by default, when hearing that thing is the best way to avoid it? Better yet, why not make a "Disable Helicopters" option? Because I'm honestly considering adding an RPG7 and three rockets to every loadout, just so I can live long enough to get better gear.

Good karma+2 votes
XandreUK
XandreUK - - 28 comments @ A.I. Merge mod 2015.

And a further addendum. If I talk to an NPC before going to the two guys at the boiler anomaly, the game won't crash...

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ A.I. Merge mod 2015.

Expression : !m_error_code
Function : raii_guard::~raii_guard
File : D:\prog_repository\ sources\trunk\ xrServerEntities\ script_storage.cpp
Line : 748
Description : ...ll of pripyat\gamedata \scripts\dialog_manager.script:458: attempt to index local 'PTID_subtable' (a nil value)

That's the error I can past into notepad, with a few spaces to get around the 50 character limig

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ A.I. Merge mod 2015.

So whenever I try to help the two STALKERS at the boiler anomaly, the game crashes as soon as I get to the downed one. I don't know if it's a one off thing or not, but it doesn't bode well for the rest of the mod. I've tried this mod, the standard 2015, Reloaded AND vanilla. This is the only version of the mod that has this problem.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ All Upgrade Tiers - Base Game

if you don't like it, just don't download it. All there is to it.

Good karma+18 votes
XandreUK
XandreUK - - 28 comments @ All Upgrade Tiers - Base Game

1 - you can keep forester relevant by not upgrading to tier 3 with anyone else. Or not downloading the mod. Either or.

2 - Eh, a lot of people were complaining about how rare it was to find a toolkit to begin with. The shop availability was literally to deal with the complaints. If I did clamp down on the toolkits, it'd be in a separate mod regardless.

Good karma+4 votes
XandreUK
XandreUK - - 28 comments @ All Upgrade Tiers - Base Game

it's more or less the same actually, there's just a lot more to tweak. Remember, this mod is based on Call of Pripyat so if you know (more or less) how to tweak things in that game then tweaking things in this mod becomes a lot easier.

Good karma+3 votes
XandreUK
XandreUK - - 28 comments @ OWR3 Addon Feedback

Okay, let's clear this up because when I see a comment about a Mosin 1891/30 PU in this game, it tends to be followed by someone complaining that the scope is detachable within five posts.

First, the PU designation means the weapon was modified to be issued to Snipers. This meant the weapon had a bent bolt, a scope mount was attached to the weapon and the sniper would be issued the weapon with a scope attached. The iron sights remained on the weapon.

Second, that the scope is permanently fixed. If you actually look at an image of an1891/30 PU that shows the scope mount, you would see that there is a single large screw holding the scope in place - the scope is installed onto the mount; it's the MOUNT which would be a hassle to remove. A STALKER's combat knife should be able to remove the scope safely enough.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Fixed starting loadouts

Don't think I ever saw that one when I was checking myself. Didn't even see it when I searched for loadout fix in the search. Whelp, technology. It hates me and I shall learn to accept it.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ The challenge of Adblock

I don't mind adverts when they a) don't add much to the loading times of a page, b) make no racket when I click on a page and c)don't destabilise my browser to the point of uselessness.

Last time I had this site white listed, I couldn't click on a link without hearing "Hi, I'm [D-list actor E] and I'm touting [Overpriced Product Y], here's why you should use it!"

And I would click on several links because I have decent connection speeds which meant that I had six or so adverts playing over Freddie Mercury, which is a sin regardless of where you are.

If you want a whitelist from me (and indeed many other adblock users) then get rid of the audio ads and maybe place some relevant (or at least amusing) adverts in tactical places.

I'd sub, but a) I don't trust paypal and b) my bank charges me a lot of money to make any non-£ transaction. Which doesn't help the fact that I'll be out of a job soon (damn short contracts...) so money's gonna get tighter for me.

So yeah, you know what to do.

Good karma+6 votes
XandreUK
XandreUK - - 28 comments @ Tactical Expansion Mod

Truly incredible! The 1.1 mod takes what was a great game and makes it excellent.

After Google turned up rather little, I have, for those who want to lengthen the replay value a little more, or to snipe some Koreans early in the game, made a weapons, ammo and attachments list for those who want to make a custom start, without learning to use the editor. The link is:

Dropbox.com

THESE ARE CHEAT CODES. If you dislike cheating then please do not download this file. Again, I have included it for those who wish to play around with the game without mastering a complex editor. I believe I mention it in the file but I will say it here: It is entirely possible that the list is incomplete and that some codes do not work properly. It is also possible for the weapons in the extra folder to cause instability within the game, but I'm mostly saying this to cover my bases...

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Report 051: Pre-flight Checks

Tried it, still had to skirt around far too many yellow planes to... Hang on, AC04 flashback. Good times, good times... Regardless, most of the time there's a few neutral targets in the reticle space around the bomber so I either have to fly around it or blast as neutrals out of the sky as possible before the first missile hits the bonus ball and I go down to next to no missiles. Really, the extra aspect of the challenge feels more like artificial padding than anything. Still, it'd be bearable if the missiles didn't suddenly disappear because I start with more missiles than the challenge has planes.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Report 051: Pre-flight Checks

That makes a lot more sense. Although I now wonder why you have to use anti-sea missiles on land targets...

Then again, I frequently sink the fleet in the first campaign's anti-naval mission with the A-10's deliciously powerful 6-shot air to ground missiles...

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Report 051: Pre-flight Checks

And the first MiG 29 challenge is almost unwinnable. Just targeting the bombers is nearly impossible with all the time bonus planes circling whilst locking and killing one of the time bonus planes unanimously takes me down from whatever ammo I had left (usually 100+) to 8. There are more than eight bombers and a heck of a lot more bonus planes. Either a) fix the bonus ball issue or b) get rid of the bonus ball altogether and place a conventional timer in its place. Frankly it would have worked better

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Report 051: Pre-flight Checks

To further my gripe with the F-16 block5 trial - the air to ground missiles either need more altitude or have to learn to spot a rising surface. Most of the shots I take impact off the ground. Thank god I can use the MG because that thing killed quicker and more acurately than the missiles did...

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Report 051: Pre-flight Checks

Yeah, that's my comment. I thought I was logged in. Also, I'm not sure if it's intentional but the block-60 test missiles don't do their multi-target trick half the time, although it could just be my Ace Combat instincts throwing my game... But otherwise, it's a solid game and I have to say a darn sight more stable than some other day-one releases I care to think of.

Good karma+1 vote
XandreUK
XandreUK - - 28 comments @ Report 042: Su-25 Frogfoot

I might have interpreted some of that wrong, but it seems to me that you plan on having players complete challenges and also build family experience in an Ace Combat 5 inspired scoring system in order to unlock evolutionary planes. If this is the case then in all honesty I think you're trying to be too clever with the system - in AC5 the family system worked so well because it was so simple, whereas having to get experience points and having to do challenges to unlock the plane for general use strikes me as padding out a system that really shouldn't be artificially lengthened due, in no small part, to the fact the game will have well over one hundred aircraft to unlock. It'd probably be best to only use one of the two aspects or getting new variants will most likely go from something enjoyable to something of a chore...

Good karma+2 votes
XandreUK
XandreUK - - 28 comments @ Vector Thrust

I tip my headset to you, good sers, for innovation like this is why I stick to the PC platform. That old trailer was all I needed to see to want this game. Tracking.

Good karma+4 votes
XandreUK
XandreUK - - 28 comments @ USS profiles

Ooh, so many different reasons to pick each class...

Though what I'd like to know is why only USS classes? Surely the Ukrainians might hire the odd skilled STALKER? After all, STALKERS want money and better equipment, know the Zone better than the USS ever will and all the USS stands to lose is some equipment if things DO go south...

Just off the top of my head, for instance:

Master Stalker: One of the first STALKERS to raid the Zone. He's been there so long he knows almost all of it and his body's adapted to the harsher climes of the Zone. High-end athletics alongside reduced side-effects from artefacts and infectious or Zone-made foods but a greater need for food, and nowhere near as proficient as a USS trained soldier with his weapons. Starts out with the usual equipment, a mid-tier artefact / anomaly detector and quite a few anti-radiation meds.

Anomalous Stalker: Years of hunting dangerous artefacts have boosted his resistance to damage from anomalies and impacts whilst naturally maximising his benefits and minimising the side-effets from artefacts, but the years of exposure have left him physically weak as a consequence; he's agile, but only in short bursts and a few good hits will kill him. As such, he needs a lot more food and sleep BUT suffers almost no side-effects from Zone-produced equipment. His weapon handling skills, however, are the worst of all the classes and just carrying heavy weapons tires him. Starts out with a high-tier anomaly / artefact detector.

And finally, why not have a "cheater" class for those of us who've completed the mod and/or want a bit of fun - a class with A+ in everything and much better starting equipment? Because don't get me wrong, I think I'll enjoy playing the classes included but let's face it, there's gonna be a time when each of us is gonna want to mess about with a character capable of all the things...

Good karma+1 vote