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Comment History  (0 - 30 of 176)
PaperChops
PaperChops - - 176 comments @ Hideout Furniture (HF) v2.2.1

Made a hideout in Freedom base, next to Lukash.
Started to pour over light placements, and lumen value of oil lamp vs flashlight lamp
began to pour over the placement of other furniture, and other interior design
made the room super comfy, 10/10. Triggered my Sims brain in STALKER; Now I never want to go out of my room to do raid other areas.

thanks Aoldri for turning my stalker into the SIMS with guns

Good karma+3 votes
PaperChops
PaperChops - - 176 comments @ Boomsticks and Sharpsticks

oh yeah, plenty. but none of them really would mess up the scope texture I would think, I tried without Tacticool scope mod but the bug is still there.

If I click on BAS, MO2 tells me that: trader overhaul (patched for BAS), Tacticool scope, WPO, FDDA Animation fixes, openback pack, Newgame Loadout, OKPFixV, Hollywood FX, Blood of the Zone, and Blindside's reanimation pack all overwrites something from BAS.

Could be issue with my shader mods I've installed? but since PKA scope seems to be picture in picture.

Honestly, it's just something that I noticed. It's probably just due to so many mods that I've installed over BaS that's causing something to break.

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Boomsticks and Sharpsticks

I'm seeing some odd behavior when mounting PKA scope on the AKS-74u (BAS) where the reticle don't properly show, one of the Kobra sight is also having an issue where the reticle will not render.

Is this a known bug?

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Gotcha, I really appreciate your patience with this one. I think I got it to work with your clarifications.

Cheers

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Yep, I went back to that option and fixed up my Beef's NVG.

It looks ok at the moment but I'll have to fiddle around a bit more it looks like...

By any chance, would having BnS make this different? I saw that there was a separate custom exe file that was included in this mod

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hi, I've tried your load order getting the same result. I thought this time to maybe try installing the mod with the Main - Patch only, I might've been interpreting the labels as a separate patch file instead of a whole compiled main file. (So main then main-patch, instead of just main-patch)

This time I'm getting a shader compile error this time around, so I'm getting something different at least.

Edit: I managed to make it work by reinstalling Beef's NVG with their proper patches for it, as well as changing the load order to Beef first then ES, I'm not sure if this will actually make it work but I can at least see what's going on...

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hey first time user here, I'm not certain what I'm doing wrong. I've tried everything from choosing all option available to manually installing the mod with the appropriate choices of main file + file merged together (ES and Beef's NVG)

I've made sure to have Beef's NVG load first then SSS then ES, but still I'm unable to see anything in-game, except for light sources. It's just pitch black.

I've scoured the comment section here for any clues on how the load order should be or even installation process is but no dice.

I'd love to see what it'll look like because this sounds like a better option for performance than forcibly injecting effects from Reshade. I'll just go back to my previous setup until I'm actually able to see some clarification because something isn't working here for me.

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ S.T.A.L.K.E.R. Anomaly

Has anyone encountered a CTD when trying to finish Loose Ends? Have anyone found a solution to fix this?

FATAL ERROR

[error]Expression : mapData.RowPitch == int(pTheora->Width(false)*4)
[error]Function : CTexture::apply_theora
[error]File : ..\xrRenderDX10\dx10SH_Texture.cpp
[error]Line : 296
[error]Description : assertion failed

stack trace:

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ S.T.A.L.K.E.R. Anomaly

No it's just an easter egg that was hard coded into the mod to be like that for April Fools.

Good karma+2 votes
PaperChops
PaperChops - - 176 comments @ Agressor Reshade

Would it possible to change the shader so that the item icons in inventory doesn't look so saturated?

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Agressor Reshade

I seem to be running into an issue where I can see objects through my UI when loading and in the inventory after this reshade is active, this also causes some of my UI elements in inventory and menu to blur as the objects in the game is bleeding through.

EDIT: After fiddling around, it seems that DepthHaze and PPFX Bloom is causing blurring issues, after disabling these 2 options, my game no longer blurs due to objects bleeding through the UI in both inventory and menu. I'm unsure if this is something that can be toned a bit on your end for future release and update, but it's something I've found to be very noticeable on my monitor.

Edit 2: I also seem to have fixed the opacity issue with this shader config by disabling PPFX SSDO from the options. Again I'm not sure if this is something that can be changed or toned down for future updates to this shader config, or something that users will have to make changes themselves due to the reshader program injecting lighting technique to an engine that may or may not support it. I'm not very experienced with fiddling around with reshaders.

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ STCOP 1.4.22 - Sound Overhaul (+ extras)

Hey man, coming with another question, I've noticed during playtime (version 3) that there are some guns that're still using the default sfx: (PB, OTS-33 Pernach, Walther p-99,TT-33,PMM, MP443) were these left as was on purpose or should there be ltx changes?

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ STCOP 1.4.22 - Sound Overhaul (+ extras)

No problems, glad to be of help

Good karma+2 votes
PaperChops
PaperChops - - 176 comments @ STCOP 1.4.22 - Sound Overhaul (+ extras)

You could also just rename the .ogg sound effects from sm3 folder and move it into the folders to correspond to the sfx that 5.1 is looking for.

ex: 545_shoot is what I'm assuming is the sfx for all AK74 types in this mod but STCOP 5.1 is looking for AK74_shoot for AK 74 specifically (ak74m has its own folder with its own sfx), a quick work around is to rename 545_shoot into AK_74 shoot, and then move that into the ak_74 folder

It's a quick solution I've came up with, but I'll try to mess with the ltx

EDIT: I think I've gotten it to work:
I took the w_aks74u_snd from gamedata\configs\sounds (from your mod pack)

then pasted the content into:
w_aks74u_snd in gamedata\configs\weapons\sounds
(where STCOP 5.1 stores its sound)

tested it out and got the sfx to your mod. I'm unsure if this method is the one you'd want to use; nor if this method properly plays the sfx that you placed, it would be great if you can also verify this as well.

EDIT 2: I kind of feel like an idiot, I took a shot and just replaced the entire ltx files inside gamedata\configs\weapons\sounds

from gamedata\configs\sounds

tested it out ingame, they all work. Seems that I made a mountain out of an anthill, If you just repackage files from your mod from configs\sounds

to

configs\weapons\sounds to match STCOP 2.8.0.7, you'll be okay

Good karma+2 votes
PaperChops
PaperChops - - 176 comments @ STCOP 1.4.22 - Sound Overhaul (+ extras)

Hey, I'm using STCOP 2.8.0.7 (5.1), and I downloaded your mod and tested it out, I'm still getting the default sfx from STCOP.
I've looked into the packed files and it looks like it's missing weapons folder for gamedata/configs/weapons

I've checked my own gamedata folder and checked to see if the weapons ltx are referencing the correct sound effects, but it seems that they're still references sound effects from sounds/weapons (the default) not from your sm3 folder

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ TRX: Zone FM (4.3)

Do you have any plans on making it compatible with Warfare mod? it seems that as of moment, they're incompatible and cause ctd with this error log

! [SCRIPT ERROR]: ...l of chernobyl\gamedata\scripts\sim_squad_warfare.script:217: attempt to call global 'printd' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...l of chernobyl\gamedata\scripts\sim_squad_warfare.script:217: attempt to call global 'printd' (a nil value)

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ [OFFICIAL] STCoP Weapon Pack 2.8.0.7 (v.1)

gonna be installing this right quick, was wondering where it went

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Call of Chernobyl 1.4 released!

any chance of having an new unpacker? since the old one is now outdated I liked the ability to mess around with actor.ltx and system.ltx for carry weight mostly

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Degtyarev's New Digs

Liking the shemagh, looks awesome. Can't wait for the full version and seeing other stalkers in new armor

Good karma+2 votes
PaperChops
PaperChops - - 176 comments @ Wanderer 2 In-game

yep

Good karma+3 votes
PaperChops
PaperChops - - 176 comments @ Wanderer 2 In-game

He looks like an undead from Dark Souls heh.

Good karma+4 votes
PaperChops
PaperChops - - 176 comments @ Duty Commando 2

Good stuff, can't wait for the full version to come out. Zone knows we need some variety.

Good karma+2 votes
PaperChops
PaperChops - - 176 comments @ Journeyman

Agreed, it's getting boring to look at Sunrise armor all the time on the Loners, even the recolored models is getting drab.

Good karma+3 votes
PaperChops
PaperChops - - 176 comments @ STCoP Weapon Pack 0.9 for CoC 1.3.20 (Archived)

I just went through all 1600 lines in st_items_weapons and rewrote and fixed all the typos and awkward sentencing. If anyone is interested, I can upload the xml to google drive for those who care enough to read some of the weapon descriptions in game.

Good karma+3 votes
PaperChops
PaperChops - - 176 comments @ STCoP Weapon Pack 0.9 for CoC 1.3.20 (Archived)

the file you're looking for will be under gamedata\configs\text\eng\

It will be be named st_items_weapons, it's an XML file so you can just open it with Notepad++

Which reminds me I should go through this myself to fix some typos that I saw ingame.

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I've a question regarding radio mod compatibility, does this patch work for a specific kind of radio mod, or is it just any kind of radio mod you download and install?

I'm currently using the factions + oldschool playlists mod

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Hey just a quick question, I've just completed an assassination mission from Duty and the Colonel just gave me a stash location and it's no where to be seen on the PDA map.

Can anyone confirm that stash locations given by NPCs after a completed missions are sometimes underground? if so it'll be a pain in the *** to search for them and if not, I'll just chalk it up as a bug with Ao3 being installed with base game.

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

so now that gunsmith kits are only for repairs, where the heck do you find actual toolkit for technicians?

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Old Good STALKER Evolution

Alright, I didn't think items could be read like the digger's diary at the time. Thanks for the help.

Good karma+1 vote
PaperChops
PaperChops - - 176 comments @ Old Good STALKER Evolution

I'm trying to figure out this bubble anomaly for the digger's assistant, and no matter what I do, I just end up in the same spot. I think I've found 7 "portals" all of which are no good. am I missing something?

Oh and I'd like to mention that there's a bug where with the defector in Agropom where you can complete the first part of the mission where you give leather jacket to him even though you don't have one. This ends the quest and I can no longer advance it even though I have the path report from the base as well.

Good karma+1 vote