Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Horns
Nov 4, 2009
Just a heads up, the SGM 1.7 link in the OP is dead.

e: Also, came across this: http://www.moddb.com/members/davidme/blogs

It's a HUGE list of links to various Russian CoP mods, as well as repacked English all-in-one versions for some of the bigger mods that are normally a major pain in the rear end to install (SGM 2.0/2.1/2.2, The Way to Pripyat, Winter of Death, etc.).

Horns fucked around with this message at 06:45 on Oct 7, 2013

Adbot
ADBOT LOVES YOU

Horns
Nov 4, 2009
I've been playing Misery on and off for the last few days and I think it's gotten its hooks into me. I'll play for an hour and get frustrated and quit, but it's not long before it starts creeping into the back of my head and I just have to start playing again. It's not the difficulty, just the sheer amount of new poo poo and changed mechanics was so overwhelming at first. Not having a minimap was also pretty jarring, but I barely even notice it now. Probably because I've been around Zaton so much from trying out mods over and over, but rarely feeling motivated enough to advance. Getting around Jupiter is probably going to be a lot tougher.

I think I'm starting to get the hang of it, but there are a few things I don't quite understand: first, I just bought myself a gas mask and plenty of drugs to try some artifact hunting in the Oakpine anomaly, but I still die within seconds. Do I just need an SSP-99 to handle chemical anomalies? Also, how do I equip artifacts with an artifact container? Do I need two slots for that?

Horns
Nov 4, 2009
Anybody know how to tweak HP for Chimeras in Misery? I get that they're supposed to be top-of-the-food-chain badasses, but nothing should be able to survive a half dozen M203 grenades and 50+ 5.45 AP rounds to the face. They're already absurdly strong, fast as hell and able to cover 30 feet in a single bound, but with their massive amount of health it feels like I need to cheese them just to stand a chance.

Horns
Nov 4, 2009
I'm at my wit's end with crashes. Every time I gave the documents for the tunnel to Pripyat to Nitro, game would crash. So I started all over, completely new install, using all the fixes. I was extremely careful, making sure to run it as an administrator, never used quick saves, and kept the settings low even though my machine can handle more. Got all the way back to the same part, now it crashes when I try to show documents to Hermann at the ecologist's bunker. Here's what my log says:

quote:

intro_start game_loaded
* MEMORY USAGE: 451365 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
compiling shader yuv2rgb
* [win32]: free[2115072 K], reserved[173632 K], committed[1905536 K]
* [ D3D ]: textures[762656 K]
* [x-ray]: crt heap[422219 K], process heap[14732 K], game lua[51227 K], render[390 K]
* [x-ray]: economy: strings[40314 K], smem[9870 K]
* [win32]: free[2116328 K], reserved[173616 K], committed[1904296 K]
* [ D3D ]: textures[762656 K]
* [x-ray]: crt heap[421793 K], process heap[14733 K], game lua[51240 K], render[390 K]
* [x-ray]: economy: strings[40314 K], smem[9870 K]
* Saving spawns...
* Saving objects...
* 13647 objects are successfully saved
* Game sniper jupiter 9.8.2013 8-22.scop is successfully saved to file 'c:\users\mdk\steam\steamapps\common\stalker call of pripyat\_appdata_\savedgames\sniper jupiter 9.8.2013 8-22.scop'

FATAL ERROR

[error]Expression : !phrase_dialog->m_PhraseVector.empty()
[error]Function : CPhraseDialog::SayPhrase
[error]File : D:\prog_repository\sources\trunk\xrGame\PhraseDialog.cpp
[error]Line : 146
[error]Description : No available phrase to say, dialog[jup_b6_scientist_nuclear_physicist_jupiter_docs]


stack trace:

e: Using 2.0.2QF with Ddraig's latest fix

Horns fucked around with this message at 03:12 on Nov 4, 2013

Horns
Nov 4, 2009
Nope, not using anything except the latest version of Misery with the official patches and the latest fix Ddraig posted in the thread.

e: the fix before last that Ddraig posted had some dialog changes, but I don't think it involved any quest stuff, just incidental dialog from random NPCs...

Horns fucked around with this message at 03:56 on Nov 4, 2013

Horns
Nov 4, 2009
That would be awesome. Misery has hooked me bad, worse than any mod - or even any game now that I think about it - in a really long time, but the crashes are killing it for me.

I can upload my save somewhere if you need it.

Horns
Nov 4, 2009

THF13 posted:

Planning on starting a Misery 2.0 unfucked game, but not really familiar with it. From going through the thread here's what I know

I pick a class at the beginning and it gives me benefits/penalties towards that particular play style
Ammunition type is very important
Anomalies will gently caress me up without serious protection


Is there anything else I should know before starting?

Cocaine is GREAT, do it all the time (until you start making enough money to buy ephedrine regularly)

Horns
Nov 4, 2009
Yeah, repair costs are insane. It's usually much cheaper to buy the gun new from Owl than it is to pay Cardan to repair it if it's >30% condition. It's always cheaper to repair poo poo yourself, though, unless it's just minor maintenance.

And seriously, cocaine is fantastic. Weighs nothing, increases carry load and endurance, and stops bleeding. Ephedrine does all the same stuff better and is quicker to use, but rarer and more expensive.

Don't use anti-rads, they're terrible. Smoke tobacco instead.

Horns
Nov 4, 2009
I use smoking tobacco mainly to get rid of the radiation caused by eating Zone food. At first, anyway. Once I build up enough cash, I switch to protein bars and little else. You mostly don't want to use anti-rads because they sell for a poo poo ton.

Something I just found, more of an exploit/bug than anything: Abakan beef (the can of meat with the bull on it) doesn't have a use animation. It might be the only food item in the game you can eat while moving. :buddy:

Horns
Nov 4, 2009

Zaphod42 posted:

Better smoke so I get lung cancer before the radiation gives me lung cancer!

Such is life in the Zone...

Horns
Nov 4, 2009

The Geoff posted:

I've got a problem in my Misery 2.0.2 save. Some background: right near the start, I went on a quest to the dredge station to get the Altered Wheel artifact for Beard. When you pick up the Wheel and try to leave the dredge station, a stalker called Tuna confronts you and asks you give him the artifact. If you refuse, his friend points a gun at you and he demands the artifact. At this point I ran away back to Skavodsk with both of the stalkers chasing me, without answering their demands either way. I quickly gave Beard the artifact and completed the quest... then Tuna and his buddy showed up and demanded the artifact again, after I'd given it away. Thinking I could trick the game, I said "Sure, take the artifact!" and he wandered off empty handed but satisfied. The problem is that later in the game, Tuna appears back at the bar and sells the artifact to Beard. But since he doesn't actually have the artifact in his inventory, the game crashes immediately when he tries to sell it. Is there any way I can solve this without basically restarting the game? If I gun him down in the middle of the bar to stop him selling the artifact will everyone hate me? Or is there a way to somehow cheat the item into his inventory so the game doesn't crash?

If you're running Ddraig's patches, you should have a cheat menu to spawn items as it was included in the save corruption fix (esc, f4). Spawn another artifact into your inventory and then talk to him.

That said, you should probably just start over. Mucking around with quest items can corrupt the hell out of saves. It's not like you'd be losing much progress.

Horns
Nov 4, 2009
^^ Yeah, this. Also, the developers really want you to use the new weapon upgrading mechanic. Unfortunately, they figured the best way to incentivize players to do so was by making a lot of the guns really goddamn awful.

Horns
Nov 4, 2009
I've been playing a bit of RMA Old Storyline Restoration for SHOC. While the new and remixed content is really cool and mostly well-implemented, the purely vanilla graphics and UI kind of bum me out after playing so much of AA2 and Zone of Alienation. After much searching, I finally came across an English translation add-on for RMA simply called "Shadows" on the GSC forums. It promised to have all the content from RMA, but pretty up the visuals, rebalance things a little, and add in a handful of new guns. Start it up and sure enough, it definitely seems like a prettier RMA. I get my first mission from Sid to get an artifact, then help out the wounded stalker outside the rookie village and find my first gun laying near the dead stalker with the medkit you need. I equipped it to see how it looked and...



:cripes: This what the iron sights on it look like.

How does this happen. How do you manage to gently caress up the very first gun you find in the game.

Horns
Nov 4, 2009
Even better is that barely 30 minutes in and I'm already getting corrupt saves. That's a new record for me. It's unplayable past the military bridge blockade. Doesn't matter how I get to the other side, whether it's the tunnel or sneaking/bribing/killing the soldiers, any save I make after the quest log updates is busted.

I suppose in a way it's better that it poo poo the bed this early rather than 20+ hours down the road like a lot of other mods. :sigh:

Anybody here played OGSE? Are there any other mods that are reasonably stable that add new/old maps?

Horns
Nov 4, 2009
The functionality of the COP style quick-use slots is really cool, but I would rather not have it surface in the HUD. I have a bad memory but I can at least keep track of what I have set to 4 keys (because I always set them to the same thing when I play COP - medkits, bandages, anti-rad, energy drinks, in that order) and knowing the amount of them is only useful in maybe the first hour or two when resources are still somewhat scarce.

I like the look of the design of the HUD in your pic, especially the status box, though I agree that the side indicators should be scaled down a bit. They'd probably look nicer too since the sprite itself looks a little rough at the current size. I think the status box and minimap might benefit from being scaled down a bit as well, they look like they're taking up a little too much screen real estate currently. The smallest you can get them while still being legible, the better IMO.

I personally don't mind not having sound/visibility meters, I tend to stare at them too much if I have them.

Horns
Nov 4, 2009

NEED TOILET PAPER posted:

Can someone do me a favor and remind me which SoC mod(s) add driveable cars? I'm starting to get tired of CoP and I've hit a snag in CS (basically I need to give a PDA to Sakharov but there's a constant stream of zombies in the area so I can't get into the bunker) but I wouldn't mind playing a more spiced-up SoC.

Also, looking at some of the content that was cut from SoC, it's a drat shame they didn't have the time to implement everything fully because this hypothetical Zone sounds pretty great. Hopefully some of the former-GSC guys can come up with something similar.

Oblivion Lost, STALKERSOUP, OGSE, and RMA Old Storyline Restoration have cars, though I can't remember which version of OL I played. 2.2 I think, it's been a while.

As for cut content, Lost Alpha might see the light of day eventually. Until then RMA is your best bet.

Horns
Nov 4, 2009

Acquire Currency! posted:

If you made me pick between a cat and a controller I'd pick cat any day.

I had no idea that poltergeist had a physical body in ShoC, shame it's not more obvious because it's loving creepy. It'd be cool if they were sometimes passive and just did scary poo poo.

In the RMA Old Storyline Restoration mod, if you're lucky you can see them crawling around.

Maybe they do it in the regular game too, but I've put hundreds of hours into SHOC counting mods and didn't see it until RMA. Imagine my surprise when, just trucking through the first lab like it ain't no thang because I've done it like 50 times, I turned a corner and found one of those bastards dragging himself along the floor. :stonk:

Horns
Nov 4, 2009

Vorenus posted:

I think the only gun that all-around outperforms the Vintorez in SoC is the scoped AS Val you get from Voronin. Then in CoP they made it pretty lovely (read:balanced).

With regard to Stalker 2, the devs moved on to start work on Survarium, but does anyone know how close it was to completion before the fallout between GSC/staff? Basically is there any chance of ever seeing a mostly-finished Stalker 2 leaked/released for the dedicated modding community to get their hands on?

They didn't get very far. They were about a year in when GSC shut down (for all intents and purposes - the whole company now is basically just one dude who manages the STALKER rights) and development mostly froze while the team split off on their own to find funding and secure the rights to the STALKER name. They would have needed at least another 2 years to finish, but considering it was multi-platform and supposedly using an entirely new engine built from the ground up, 2 was probably on the low end. So, maybe 20% complete? They did eventually find funding through the venture capital firm Vostok Ventures, but couldn't reach an agreement over the IP rights. The development team was rebranded as Vostok Games, everything made for STALKER 2 was scrapped (and/or possibly relinquished back to GSC), and work on Survarium began.

Full interview where I'm pulling this from: http://www.vg247.com/2012/11/14/s-t-a-l-k-e-r-2-collapse-was-forced-move-says-survarium-dev/

I wouldn't hold my breath on any of their work on STALKER 2 seeing the light of day, if it even still exists, but it's possible; after all, you can find tons of old SHOC builds in various states of completion spanning the game's entire development history if you know where to look.

Horns fucked around with this message at 04:36 on Jan 13, 2014

Horns
Nov 4, 2009
Shoker 2.0 is one of the most exciting things to come out of the STALKER modding community in a really long time. There's stuff in that mod that's never been done before and I wouldn't think half of it was even possible in Xray. I can only imagine the kind of coding voodoo that went in to making it. I'm knee-deep in a Misery 2.1 beta run at the moment and mostly really liking it despite some weird performance issues (it's way more stable than 2.0 but generally runs worse for some reason), so I'm going to wait until I finish/get bored with that before trying out Shoker. Hopefully it's patched up a bit more and has a proper translation by then because it seems to be in a really rough state at the moment.

Another gun porny (albeit smaller in scale) mod in the same vein as Shoker to keep an eye on is Gunslinger, but there's no telling when that will see release, let alone a translation.
https://www.youtube.com/watch?v=hkd_wYmy8IE

Horns
Nov 4, 2009
So I was doing the "One Shot" mission in Pripyat. Whole thing went off without a hitch, two perfectly placed headshots and a clean retreat. The chaos erupting from dropping the informant was glorious, and his contact hit the ground before he or anybody else could draw. Hauled rear end down the stairwell and was out of there in seconds. I was making my way back to base and feeling pretty good about myself when the damnedest thing happened.

I started hearing this weird rustling noise. It was kind of like the sound of walking through brush, but repeating really fast. I quickly found the source, which appeared to be a patch of wispy looking leaves emanating out of the ground a foot or so into the air in a way I had never seen before. I crouched and began inching my way a little closer to get a better look when SUDDENLY

It just FLUNG me in to the loving sky like a cannonball. The view was pretty nice.

This is from about half a second later, further along into my ascent:

Note the courtyard with the L-shaped building at the bottom of the first shot and its position north of center in the second shot. That should give you some idea of how fast I was going. It all happened so quickly that I only managed to grab two screenshots of hang time.

This is where I touched down, completely unharmed, in the mysterious zone beyond (and slightly below) the zone:


Buggy physics or fantastical new anomaly? I choose to believe the latter.

(sorry about the frame counter, I thought I had set it up so it wouldn't show in screenshots but I guess not)

Horns fucked around with this message at 08:33 on Jan 30, 2014

Horns
Nov 4, 2009

peskyplumber posted:

Is anyone familiar with Zone of Alienation? I wanted to try out a completely new mod for SoC and not use Oblivion Lost for the millionth time, and it seems ok so far, but I can't seem to reload unless my magazine is completely empty. Is this intentional?

Yeah, that's normal. You need to go into your inventory and unload your weapon before loading in a fresh magazine. Engine limitation, I believe. Once empty you can leave the inventory and reload as normal and it should prioritize the next full mag, though, and also prioritizes mags placed on your belt.

ZoA is something special, but there are some caveats. For one, the most recent 'official' version, patch 13 I think, is more than a little unstable right now. Getting involved with Duty/Freedom beyond their introductory missions is almost a guaranteed path to save corruption city. Reloading is also somewhat buggy - disappearing ammo, magazines magically changing into different capacity mag types when unloaded, etc.

Thankfully it's being actively worked on and some pretty big changes are coming, like overhauling ammo types, removing boxed ammo almost entirely (no more loading mags from boxes, using boxes now just turns them into loose rounds) and v1.0006 compatibility so you won't have to go through the annoying downgrade process if you're playing the Steam version.

Horns
Nov 4, 2009
Finished Misery 2.1 (even managed to get out with everyone alive), now I'm trying to play Pripyat Reborn with Old Weapons Renewal. Everything works fine except the map:



It's apparently showing me spawn points and squads. Anyone know how to turn this off? I can't find anything on it, nothing in the readme and the only mention I've found is in a month old still-unanswered comment on the Moddb page.

Horns
Nov 4, 2009
Yup, that did it. Thanks.

Horns
Nov 4, 2009

Swartz posted:

There's a potential crash that can occur with Pripyat Reborn whenever an NPC dies which was finally fixed yesterday but needs further testing to confirm it is finally gone.

I highly recommend downloading this file and putting it in your scripts folder to prevent the crash from occurring.

Thanks for the heads up. Haven't had any crashes, but better safe than sorry. :)

Horns
Nov 4, 2009
Anybody know if there's a Russian voice with English subtitles add-on out there for SGM 2.1? Best I could find was 1.7 and I'm willing to bet they're not compatible at all.

Horns
Nov 4, 2009

Swartz posted:

The newest version of OWR2 doesn't work out-of-the-box with Pripyat Reborn but I'll probably release a compatibility patch for it tomorrow.

gently caress YES. I love the weapons and reload animations in the new OWR, but it still feels a bit too much like vanilla without PR. Not that vanilla COP is a bad thing, I've just played it to death.


I've always wondered why they took out Clear Sky's new NPC combat animations for COP. Blind fire and cover vaulting looked really cool.

Horns
Nov 4, 2009
Do you have Windows update KB2670838 installed? It fucks with all DX10/11 games and if you're not using IE10, it should be uninstalled.

Horns
Nov 4, 2009

Monolith. posted:

You know, as stable as OGSE is, it's been crashing like hell for me. No bugtrap either it just pauses, does a CTD, and then i need to task manager it to kill the game exe file.

Also, why is my screen sepia'd out and I can hear a rather loud heart beat?

You've been zombified. Probably wandered into a psi-field without realizing it. Time to get to Yantar so the scientists can cure it, unless you like having every faction want to shoot you on sight. On the bright side, zombie stalkers are your bros now. You can even talk to them.

Horns
Nov 4, 2009

Monolith. posted:

My PDA in SGM 1.7 says I can give mechanics gear that I don't need for spare parts. So...how do I do that?

Should be a box of some kind near the mechanic. For Cardan I think it's the big blue safe on your right if you're facing him. Drop your junk guns in there, then talk to Cardan and the dialog option to convert them into parts should show up.

Horns
Nov 4, 2009

Jack Trades posted:

CoP used to stutter a lot for me even on lowest settings. Good fps but every 15 seconds it freezes for a fraction of a second.
I used to think that it's because of my lovely CPU but I just upgraded my computer but the game still stutters in the same way.
Is it something specific to stalker games? I can't find any solution for that.

My current rig is i5-4670K CPU, 4GB DDR3 Ram, GeForce 560GTX. I can play pretty much anything on max settings but Stalker just doesn't want to stop stuttering.

It's the game. Stuttering in STALKER - especially CoP due to the larger, open-ended nature of the maps - is something you need to learn to live with. A stutter or hitch signifies you're coming in range of AI coming online, and is only compounded when you start getting into mods that heavily alter NPC behavior.

Definitely use this optimized .dll file if you aren't already. Stutter will always be there to some degree, but it helps a lot: https://mega.co.nz/#!BQQAiDYD!RCrx8MXF3xCCsFilC92m1fk3FercXCHhJx2SHmPwVes

Horns
Nov 4, 2009

your evil twin posted:

"The file you are trying to download is no longer available."

Weird, it was working when I posted. Checked an hour ago and it was down, now it's back up again. Mega just being Mega, I guess.

Horns
Nov 4, 2009

gggiiimmmppp posted:

I just started lost alpha, Sidorovich sent me to rescue Fox but I heard a gunshot and failed the mission as soon as I passed the overpass, the Sin guys in the house all just let me shoot them in the face without resistance, and now I'm not sure how I can advance the plot. Did I miss something or what? I installed the AI patch.

This same thing happened to me, just had to reload an earlier save. It seems completely random whether or not the Sin guys will shoot Fox, and if they do, whether or not they actually manage to kill him. I've been able to continue the quest and talk to the leader after they had shot him and he was wounded.

Horns
Nov 4, 2009
The best thing that could happen for Lost Alpha now would be if someone just ripped all the awful story out of it and made it entirely freeplay. The maps are awesome, but that's really all it has going for it.

Horns
Nov 4, 2009

MadBimber posted:

So what's the general best method for Lost Alpha lately? Patch + Community mods, or just patch?

I would highly recommend at least the latest S3r1ous Bug Fixes community patch with LAMP (Lost Alpha Model Pack, vanilla weapon models replaced with nicer ones ported from Lurk) and the Guider's mod on top of that to cut out some of the tedium of backtracking in the main story. If you don't like the vanilla environment textures, throw in the texture/sound pack.

Mods are here: http://freetexthost.com/q134pzdcl5

Horns
Nov 4, 2009
Ha, that's loving cool. In the comments the modder explains some of the weirder hacks he had to do to implement effects like camera shake and motion blur in that engine, really fascinating stuff:

quote:

The Y rotation on the camera is a bit of a hack. Basically the player is looking down at a CamTexture on the floor, which is projecting the players true position/rotation on it. The Y rotation is then handled by rotating this camera with SetActorAngle.

This trick allows for many more awesome hacks, such as the motion blur, which is 16 stacked 3D floors on top of this floor CamTexture with transparency. Things get a bit tricky after that as there are 16 other cameras projecting the image on 16 stacked 3D floors, and they all need to have different offsets depending on the players velocity to achieve the motion blur. Its a bit tricky to explain, even I can't get my head around how it works anymore!

Horns
Nov 4, 2009

Missing Name posted:

Yeah, I found it too. I had dropped my shotgun somewhere else, so I dug its eyes out with a knife. Still weird as poo poo.

I came across it too, probably in the same house bunnielab did. It didn't attack, just ran up to me and started waving its hands like it was trying to shoo me away, so I just turned right around and left.

Horns
Nov 4, 2009

Two Feet From Bread posted:

So, I have been playing Misery 2.1 on CoP for the past few days. At first I thought it was cool. Very dark, you have to pick you fights because you die in like 2-4 hits. Equipment degrades and you start with poo poo and have to work your way up.

Then, after a few missions it dawned on me. The game world isn't dog eat dog, die in 3 hits and you never have enough money to buy what you want. All that just applies to my character. Everything else is playing normal CoP. I keep getting sniped from half way across the map by full-auto snipers who just happened to stop fighting a herd of 20 dogs, something that they have been doing for the last 20 minutes strait with no casualties on either side, to turn completely around and shoot me in the face from 800 yards. I am lucky I have a good enough machine to turn the render distance up enough to actually see what is killing me other wise the game would just roll calculations and literally not give me a chance to live. Every mutant takes a mag of hits (not shots but actual hits) to kill and the market system is basically, we buy everything from you for 1% of the cost we would sell it to you. That way you NEVER have enough money to keep your current gear in its current degraded shape, let alone fix it so that you don't jam every 5 shots.

It looks nice and sounds better compared to the original but the core manics are awful and suffers from "lazy programmer" syndrome where game mechanics are only applied to the player and the NPCs are effectively demigods by comparison.

Very similar to my eventual reaction. I liked it at first, but it doesn't take long before the shine comes off. Or rust in this case, I guess.

The time I took out a pack of flesh and the last one I tried to loot was already rotted because I had to sit through the stupid skinning "animation" on every single one (which is really just the camera bobbing around and some bad sound effect playing), was the last straw for me.

Horns
Nov 4, 2009

Airflamer posted:

Man I've really been digging Lost Alpha but that walk into the Mines or getting to the bar after each quest is just killer. :suicide: I'm not usually a fan of fast travel but the walk is just so boring. Am I missing something?

Try the S3r1ous Improvements mod, it includes the Guider's Mod which is exactly what it sounds like - you can pay specific guides for fast-travel. I can't find an English stand-alone version of Guider's, but you should just use S3r1ous Improvements. It has various bug and crash fixes, cleaned up text, better weapons ported from LURK, and other good stuff you want.

There are also cars in the base game that you can get to fairly early on, though they're buggy rolling deathtraps. If one of them takes enough damage and the back hatch falls off, you'll lose anything you stored in it because the trunk can no longer be accessed.

Horns
Nov 4, 2009

Scyron posted:

It has been years since I played SGM, but I loved a lotall of the added bar music. It was a shame that coming up into pripyat crashed my game 100% the time so I could never finish that mod.

So is Lost_alpha SoC then? I thought it was CoP :\


edit; oh right, LA has a standalone release now, that doesn't require stalker installed. Is that the prime choice, to play that mod? Seems like a silly question but I just installed CoP and would rather just traditionally mod it to be LA if I can, if only to save on downloading.

It's the only choice, LA is stand-alone.

LA is ostensibly SoC the way it was supposed to be, before THQ had to step in and tell the developers to finish the game so it could be released sometime before the 22nd century. The skeleton of the game is very similar, but it restores/remakes a ton of content. Large parts of the story are entirely new (and largely bad), maps are reused or rebuilt from maps out of old builds of SoC, graphics updates and debugging tools added to the engine, etc. Think of it more like a remake of Shadow of Chernobyl rather than just a mod.


Vorenus posted:

You'll have to be more specific, IIRC each bar has its own unique playlist.

The only one I remember off of the top of my head is Ma Baker. Put yer hands in the air and gimme all yer money! *cue horrible 70s music*

MA BAKER, SHE TAUGHT HER FOUR SONS
MA MA MA MA

Adbot
ADBOT LOVES YOU

Horns
Nov 4, 2009

Monolith. posted:

Does anyone have the links for the S3rious fixes and mods for LA?

https://mega.co.nz/#F!w5MlySqT!_u_55fpb5eDMebhjnllVoQ

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply