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Hello. I like to mod video games. │ Twitter: ModdersPlaygro1 │ YouTube: Modder's Playground │ As for any of the mods that I release, feel free to adapt them to your liking or tweak them to make them better. I just want the modding community to thrive for as long as possible. That's what keeps many of our favourite games alive. All of my mods are only released in English; translations and adaptations are welcome. DM's open.

Comment History  (0 - 30 of 167)
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Eisenkrieg

I've fixed the issue. It hasn't been updated in v1.1 as it's an older version, but I saw what you were referring to in-game (the text string saying "nil" instead of "Eliminate any hostile targets") and I've fixed it after finding out that it was also present in v1.2. I'd encourage you to start off with v1.2 of the base modification as it includes all of the fixes of v1.1 as well as some additional ones. It's the same mod, but with a lot more polish to it (just released yesterday, 30th April, as well as the expansion). I gave you a special mention in the comments on the download page of v1.2 for pointing this bug out to me, too.

v1.2: Moddb.com

As for the Mercs themselves, they have no connection with Zombified Stalkers in Eisenkrieg. In fact, Zombified Stalkers aren't featured at all in this mod. The Merc faction overwriting the Zombified faction in-game was done as more of a secret for players to discover. Once you select the Mercenary faction, or any other faction in-game, the game immediately changes your faction to the one you've selected on the faction selection screen the moment you first spawn in. For instance, if you pick the default option, Loners, then you'll spawn as a Partisan. It might make more sense if you've played CoC previously as Eisenkrieg reuses a lot of different parts from CoC.

All in all, the "nil" thing popping up was just a bug in the mod, but it's now been fixed in v1.2.

I hope you enjoy the mod, stalker. Happy hunting! :)

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Eisenkrieg (v1.2)

A couple of things I'd like to clarify about the latest version of this mod (which is this one, v1.2, as of 01/05/2024):

- Special thanks to a ModDB user named strelocc for publishing his Crank script for the Call of Chernobyl modification a few years ago. Because of this, I was able to rework it and properly implement the "freezing" system in S.T.A.L.K.E.R.: Eisenkrieg. strelocc has already been credited in the readme.txt file for this latest version of S.T.A.L.K.E.R.: Eisenkrieg (v1.2). strelocc's Crank addon for CoC can be found here: Moddb.com

- Special thanks to a ModDB user named undead32 for notifying me of a bug that was present in v1.1 that causes text strings for in-game tasks to not be displayed properly. This has since been fixed, but only in this latest version (v1.2) as it's the most up-to-date version. To the ~10 people who downloaded this mod before 1:40AM (UK time) on the 01/05/2024, I'd encourage you to download this mod again and delete the previous version. Both versions are exactly the same, except the aforementioned task text strings have now been fixed. Made it a priority to fix it in this version rather than releasing a separate patch as the text strings used for tasks display crucial info that can be used in-game.

I hope this helps you guys out. Have fun! :)

Jacob.

Good karma+2 votes
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Eisenkrieg

Hmmm, that's odd. There isn't a character that goes by that name in this mod, though the term "nil" does come up when the game doesn't read certain text strings, namely with PDA tasks. I'll load up the mod now and take a look to see where I can fix this. Which version of Eisenkrieg were you running when you encountered this (i.e. v1.0, v1.1, etc.)? At the bottom of the screen in the pause menu and the main menu is where you can find which patch of the mod you have loaded.

The "nil" thing looks like a bug where a text string hasn't popped up in the PDA or on the screen when it was supposed to.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Eisenkrieg

Hi, undead.

If you're running the demo version of this mod, then pressing Z in the faction selection screen will not do anything. However, playing the full version of the base modification, and then pressing Z in the faction selection screen, will let you play as a Merc as opposed to a Zombified Stalker, if that's what you're asking.

I hope this helps.

Jacob.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Invisibility Mod

This mod works fine right out of the box. I'm not sure what it is you're seeing is "broken" in this mod (or my other mods, for that matter). It seems like your only real struggle here is with you conducting yourself properly.

Mods like this one, while they do seem to be out of the ordinary, are fun to make and release for other fans of the games to play around with. In the coming months, there are some more demanding mods that I'm yet to bring to the table; these would be more demanding in terms of how much work would be put into them (so no simple weapon skins or texture swaps).

If you genuinely have some feedback about what I've worked on, then I'll happily give it a listen. If you're stuck with anything modding-related, then I can link you to a couple of guides that I've written up. If you want to continue showing yourself up here in the comments, then I'll leave that to the expert.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Invisibility Mod

I take it you're struggling with the mod?

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [1.4.22] Jacob_MP's World War II Weapons Pack (CoC)

March 14th 2024 Update: Fixed a few typos in the readme.txt file.
**Late comment.

Good karma+2 votes
Jacob_MP
Jacob_MP - - 167 comments @ [1.4.22] Jacob_MP's World War II Weapons Pack (CoC)

FIX (04/02/2024): Buffed the Model 1897 (Winchester Model 1897 "Trench Gun") and the Model 21 (Winchester Model 21 double-barrel shotgun) as they were underpowered. Fix only added to the fully-fixed version (enclosed in the download folder, as labelled).

Also slightly increased the size of the Model 70 (Winchester Model 70) sniper rifle so it properly fits in the player's hands (first-person only).

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [1.4.22] Jacob_MP's World War II Weapons Pack (CoC)

You're welcome! Glad you enjoy playing with it! :D

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Invisibility Mod

It's just for those who're seeking a challenge or wish to make the game infinitely more difficult.

Good karma+3 votes
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Classic Reanimated Armaments Project - CS (v1.0)

Released a patch to fix the first two things I've mentioned above (the Tunder S14 crash and the text string bug). It's now available here: Moddb.com

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Classic Reanimated Armaments Project - CS (v1.0)

14/11/2023: Noticed a couple of minor issues with this version of this mod. Nothing that breaks the game, but may cause some slight inconvenience during playthroughs of CS with this mod installed (at present, these issues have not been found with other versions of this mod). These are the following:

- Additional weight string for artifacts that boost the player's carry weight is missing. Does not cause a crash, but instead displays its technical string (i.e. st_ui_carry_weight_boost, etc.).

- A CTD (crash to desktop) occurs when selecting the Tunder S14 via technicians in the upgrade menu. Possibly linked to the whole bones issue that I had explained in the readme.txt file for this mod and its other versions (TL;DR - the AKM and Abakan cannot have grenade launchers attached to them; however, this doesn't affect NATO rifles). As stated, this causes a crash. Might have to remove the upgrade tree altogether for the Tunder S14 until a fix can be found.

- Lastly, this is a minor issue; the overall dynamics of gunplay can be altered by the choice of weapon that NPCs have. Furthermore, with the base version (v1.0) of this mod installed for this game, one may find that many stalkers may prefer to use pistols during the later stages of the game. This is due to me moving all weapons to the primary weapon category to make this mod work properly (this mod uses SoC hands and these are not designed for players to use pistols and detectors simultaneously; as such, I had to move all pistols to the primary weapons category to prevent this, leaving bolts and the knife unaffected).

If I make any changes in the meantime, I will upload them as patches in the Files section of this mod's page as to not overwrite the v1.0 versions of this mod. As with all of my larger mod projects (just like this one, the CRA Project), all patches will build upon one another unless stated otherwise (i.e. v1.2 will have all of the features of v1.1, etc.).

Other than that, happy hunting, stalkers! :)

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Eisenkrieg

Hi, Woozle! Sorry for the very late reply. Checked back on this page and oddly some comments on here don't pop up in my notifications.

From the perspectives of the stalkers, the Axis and Partisans just appeared in the Zone out of nowhere. However, there are a few hints at possible time travel, especially since the mod itself takes place in 2017. There are plans in the works to explore this further in a future update. Also, the abundance of WW2 weapons is due to a cache of weapons (presumably belonging to the Monolithians) being found deep in the Zone, though there's no reliable intel found on its location just yet.

I hope this answers your questions and helps you out. Once again, sorry for the very late reply. Feel free to drop me a message if you need anything else and take care!

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Eisenkrieg

Hello there. My apologies for the very late reply, oddly my notifications on here don't seem to pick up some of the comments on here.

To gain access to Limansk, one should select the story mode option on the character creation screen when starting a new game (it's the grey iron cross in the middle rather than one of the red ones; their colours only pop up when you select them).

I hope this helps you out. Once again, sorry that I didn't get back to you sooner. Happy hunting, stalker!

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Classic Reanimated Armaments Project - CoC (v1.0)

Not at the moment, though it can still be reworked to be compatible with CotZ.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Classic Reanimated Armaments Project

That's correct! This mod doesn't alter the descriptions of any in-game weapons.

Good karma+2 votes
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Classic Reanimated Armaments Project

Not at the moment. It's only compatible with CS, CoP and CoC, but it can be ported to CotZ.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Mod Announcement] Introducing the S.T.A.L.K.E.R.: CRA Project

You're welcome. I'm glad you like it! The wait will finally be over once Oct 10th rolls around. :D

Good karma+2 votes
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Classic Reanimated Armaments Project

I'm glad it's caught your interest. I can't wait to release it for you guys!

Good karma+3 votes
Jacob_MP
Jacob_MP - - 167 comments @ [Mod Announcement] Introducing the S.T.A.L.K.E.R.: CRA Project

Classic Reanimated Armaments Project.

Good karma+3 votes
Jacob_MP
Jacob_MP - - 167 comments @ S.T.A.L.K.E.R.: Classic Reanimated Armaments Project

Hi there.

Currently, there are no plans in place for me to make translations for this mod, though third-party adaptations and translations are always welcome.

Hope this helps. :)

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Eisenkrieg full release is now available!

Quick update: I've released the design documents for this mod today. Both can be accessed via the attached links (the documents have their own dates).

12/04/2023: Moddb.com

02/05/2023: Moddb.com

Enjoy. :)

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Eisenkrieg (v1.0)

Thank you for checking out this mod. I'll definitely take your feedback into account. I've been thinking of implementing different outfits for players and NPCs depending on the classes used.

For any unofficial tweaks, I'm planning on making some stuff to publish on the addons page for this mod, too. :)

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Eisenkrieg (v1.0)

That's odd.

Does the game give you a crash log or does it refuse to start up altogether?

If you have a crash log, you're free to post the bottom of the log here for me to diagnose the issue for you. It'll be available via appdata > logs.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Eisenkrieg (v1.0)

That's correct. Just put the gamedata folder that comes in the download of this mod into the same folder as your CoC .exe and you're good to go.

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Release] S.T.A.L.K.E.R.: Eisenkrieg (v1.0)

Thanks a bunch! That means a lot!

I hope you enjoy your experience with this mod. :)

Good karma+2 votes
Jacob_MP
Jacob_MP - - 167 comments @ Adding thick fog to your S.T.A.L.K.E.R. game/mod (short memo)

Used in S.T.A.L.K.E.R.: Eisenkrieg. Moddb.com

Good karma+1 vote
Jacob_MP
Jacob_MP - - 167 comments @ [Update] S.T.A.L.K.E.R.: Eisenkrieg - Mod Release Date + Extra Details

I'm pleased that you're excited, comrade! There'll be plenty of whole Sturmgewehrs to go around with enough edge to slice them up. :D

Also some Volkssturmgewehrs, too.

Good karma+1 vote