1. Yes.
2. No.
Yes, the SRP is not compatible with vanilla saves.
Potentially, thanks for bringing it to my attention.
> Can something like this be added as an extra
Yes. I've been mulling over including a new optional feature that would address common gameplay balance complaints like excessively frequent enemy respawns at some locations, Scar's inability to get his money back after being robbed, etc. Faction war adjustments would also be on the table, since most people seem to prefer a more complete victory against the renegades than vanilla offers.
Discretion will be required, though, because if renegade respawns in the Swamps dry up completely (as when Clear Sky conquers the entire map), players can run out of stash coordinate sources before looting all 60 stashes in the Swamps. This is a problem if players use the stash randomizer and there is a flash drive in one of the stashes whose coordinates haven't been found by then.
> I wonder if this could be paired with some chimera reanimation project for these weapons like for example / Stalker Weapon Reanimation CS / ?
Yes, Re-Animation Project 2 [ Moddb.com ] is fully compatible. I use it myself. :)
The SRP should work OK with recent builds of OpenXRay. At least, it did when I briefly tested both in 2023. But there may be minor incompatibilities because the SRP contains mitigations for some vanilla engine bugs that have been properly fixed in OpenXRay, and some of these mitigations regress the actual fix in OpenXRay.
For example, there is a mitigation in the SRP for the player's character model reverting back to the default rookie jacket model upon picking up another suit of armor. This is properly fixed in OpenXRay, alongside another bug with the same root cause: nightvision getting disabled upon picking up another suit of armor. But due to the way the mitigation has been implemented, using the SRP with OpenXRay would actually subvert the OpenXRay fix and uphold the old broken behavior of nightvision getting disabled when picking up another suit of armor.
Once OpenXRay declares full Clear Sky support, I'll probably add a small compatibility patch for it to the SRP to prevent problems like the above.
Hi Charcharo, long time no see.
I downloaded the xrRender_R2.dll that restores grass shadows for SoC and diffed it against my SoC v1.0006 retail xrRender_R2.dll and the diff looks complex enough that I don't think hex-editing the CS xrRender_R2.dll with equivalent changes would suffice to port the feature across; decompiling the DLL would be necessary. There are tools out there to do that. I've made a note to look into it at some point.
Thanks, I see what's wrong. Mitay's [spawner] section in all.spawn requires that the smart terrain 'Duty base' be captured by Duty:
=smart_captured_by_faction(agr_smart_terrain_1_6:dolg)
He will go offline if it's not. The reason that smart terrain suddenly becomes uncaptured when you join Duty is that upon doing so, Duty becomes free to advance to the next faction war phase against freedom and begins sending available squads to capture points in the Garbage.
Since the 'Duty base' is, ironically, not considered a priority target for Duty, they will happily abandon it, which has the side-effect of causing the trader to go offline.
To fix, open gamedata\configs\misc\faction_duty.ltx and add 'agr_smart_terrain_1_6' to the precondition_target list under [expansion_1]. Make sure to add it before the semi-colon, which indicates the beginning of a code comment.
Do you have a save from which to recreate the issue? If so, please upload it to Easyupload.io and send me a link.
To restore the original pistol sight zoom, you'll need to compare the gamedata\configs\weapons\*.ltx files for pistols in Alternative Ballistics against their equivalents in the core of the SRP and copy across the core files' values for the following parameters:
hands_position
hands_orientation
hands_position_16x9
hands_orientation_16x9
item_position
item_orientation
You'll also need to uncomment the following line (by removing the ';') to restore the crosshair when zoomed in:
;zoom_hide_crosshair = false
It isn't ruled out, but nothing is planned for now.
Can you upload your save?
> All npcs have 100% accuracy.
The SRP does not modify NPC accuracy unless you're using the "Alternative Ballistics" optional feature, which improves weapons' base accuracy for the player as well. The same applies to damage.
> Bandits from the pump station annihilate me before i even able to see them.
Use the "Feasible Stealth" optional feature if you want NPCs to not see through vegetation when not alerted. See Reddit.com if you want that extended to their alerted state as well.
> NPCs are way too active.
Upload your save to Easyupload.io and post a link to it here if you want me to check that your game is working as intended. From your description alone, it's impossible to work out whether something isn't working correctly.
There is now an add-on that improves weapon textures (and other textures): Moddb.com.
1. Mutants respawn in the morning and at night. The SRP does not alter their spawn frequency or aggressiveness. You can increase respawn_idle_time in faction_monster.ltx if you want them to spawn less frequently. Completing Sidorovich's case mission increases the number of mutant squads permitted to respawn (base_squad_number in faction_monster.ltx) from 5 to 30. You could also try reducing that number, but that might make some areas of the game too easy by removing their mutant population.
2. The reason Clear Sky doesn't prioritize points like the Old Church or the Village Ruins is explained in Github.com. If you want squads to prioritize territory points equally to resource points, you can replace 'smart_type == "resource" and 2 or 1' with '2 or 1' in sim_faction_brain_human.script. I doubt it will have any negative consequences, but I haven't tried it myself.
You can combine the Alternative Ballistics optional feature with Re-Animation Project 2 Moddb.com for more satisfying gunplay.
You can combine the Alternative Ballistics optional feature with Re-Animation Project 2 [ Moddb.com ] for more satisfying gunplay. This won't improve the appearance of the weapons, though.
You need to start over, the SRP does not work with vanilla saves.
Because it's still in development.
Anything in your crashlog?
Did you get "Task complete" or "Task cancelled"? You get the latter if you don't contribute to capturing the base by wounding/killing hostiles. In that case, you also don't get a reward - that's by design.
If you got "Task complete" but still didn't get a reward, is it possible you've already completed the mission once before? You can't get the full reward more than once.
Although v1.1.4 is still a work-in-progress, I recommend using the head of the GitHub master branch ( Github.com ) unless you intend to use external add-ons (like money looting), which have not yet been updated for compatibility with v1.1.4.
You will likely run into fewer issues that way than by using v1.1.3.
Several files, but the main one is ogsm_freeplay.script.
The "deadlier weapons" entry in the readme refers to Alternative Ballistics.
Anything in your crash log?
Probably not, that sounds like a problem specific to your PC.
No, you shouldn't drop anything into 'gamedata'. Assuming you mean "optional features" when you say "add-ons", the readme explains how to install them:
"Install any desired optional features by pasting into your game's root directory the contents of the folder named after the desired optional feature. For example, to install 'Alternative Ballistics', locate the 'Alternative Ballistics' folder and paste its contents — the 'gamedata' folder it contains — into your game's root directory. Overwrite any pre-existing files and folders when prompted."
Probably Q1 2023.
In the meantime, you can use the head of the GitHub master branch ( Github.com), unless you intend to use external add-ons (like money looting), which are only updated for compatibility with official releases.
I recommend the head of the GitHub master branch: Github.com. That's always the latest and greatest presumed-stable code.
It's already been fixed for the next version: Github.com
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