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 110013 update

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Arthoryum
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PostSubject: Re: 110013 update   Wed 28 Jun 2017 - 9:37

[You must be registered and logged in to see this link.] wrote:
I had the same thing happen to me, i had to reload the savegame of me entering the agroprom for it to work.
Also i think teh triggers have changed abit, once you kill teh outter military peoples, you have to run down that small side passage and kill the 3 remaining guards and go up teh stairs to mole.
The encounter has changed since i last played from teh start.
Hope that helps!

What i did different was let the S.T.A.L.K.E.R.s kill all the militaries instead of give them a helping hand killing some of the green b*st*rds... i mean... what??

Sorry, guys... just a little bit frustrated... Neutral
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aZmoDen
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PostSubject: Re: 110013 update   Wed 28 Jun 2017 - 10:25

Yeah, you gotta get those last 3 guys near mole for you to 'rescue' him i think

*edit* ah sorry misunderstood what you were saying. My problem was i kept running off to loot, desperate to stop any of those damn ai steal anything. That stopped something triggering!
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Arthoryum
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PostSubject: Re: 110013 update   Wed 28 Jun 2017 - 11:48

[You must be registered and logged in to see this link.] wrote:
Yeah, you gotta get those last 3 guys near mole for you to 'rescue' him i think

*edit* ah sorry misunderstood what you were saying. My problem was i kept running off to loot, desperate to stop any of those damn ai steal anything. That stopped something triggering!

It's okey, Wink!
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Steve90k
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PostSubject: Re: 110013 update   Wed 28 Jun 2017 - 16:01

This mission has a history of being problematic. It is a well known issue and has been mentioned for improvement (or completley re-writing that mission)
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Arthoryum
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PostSubject: Re: 110013 update   Fri 30 Jun 2017 - 8:35

Just a question... is impossible to obtain the PS1 Scope before going to Dark Valley to investigate X-18... ?, not sure if i'm happy with that... also, seems that is much more harder than before, military soldiers almost kill you in one shoot if not they kill you directly... even with the Skat 9 armor.
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humdee
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PostSubject: Re: 110013 update   Fri 30 Jun 2017 - 13:45

[You must be registered and logged in to see this link.] wrote:
Just a question... is impossible to obtain the PS1 Scope before going to Dark Valley to investigate X-18... ?, not sure if i'm happy with that... also, seems that is much more harder than before, military soldiers almost kill you in one shoot if not they kill you directly... even with the Skat 9 armor.

Don't you need to go to Agroprom before DV? You get tons of scopes and grenade launchers when you take out the military base.
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Arthoryum
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PostSubject: Re: 110013 update   Fri 30 Jun 2017 - 13:58

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
Just a question... is impossible to obtain the PS1 Scope before going to Dark Valley to investigate X-18... ?, not sure if i'm happy with that... also, seems that is much more harder than before, military soldiers almost kill you in one shoot if not they kill you directly... even with the Skat 9 armor.

Don't you need to go to Agroprom before DV? You get tons of scopes and grenade launchers when you take out the military base.

If i reach it... i think the difficulty was increased...
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humdee
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PostSubject: Re: 110013 update   Sun 2 Jul 2017 - 16:20

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
Just a question... is impossible to obtain the PS1 Scope before going to Dark Valley to investigate X-18... ?, not sure if i'm happy with that... also, seems that is much more harder than before, military soldiers almost kill you in one shoot if not they kill you directly... even with the Skat 9 armor.

Don't you need to go to Agroprom before DV? You get tons of scopes and grenade launchers when you take out the military base.

If i reach it... i think the difficulty was increased...

I too was very apprehensive about going to Agroprom military base the first time without a scope. But it turned out to be easier than I expected. I just hid in a barracks and took out the 25 or so soldiers one by one with a Benelli shotgun.
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Arthoryum
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PostSubject: Re: 110013 update   Sun 2 Jul 2017 - 16:33

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
Just a question... is impossible to obtain the PS1 Scope before going to Dark Valley to investigate X-18... ?, not sure if i'm happy with that... also, seems that is much more harder than before, military soldiers almost kill you in one shoot if not they kill you directly... even with the Skat 9 armor.

Don't you need to go to Agroprom before DV? You get tons of scopes and grenade launchers when you take out the military base.

If i reach it... i think the difficulty was increased...

I too was very apprehensive about going to Agroprom military base the first time without a scope. But it turned out to be easier than I expected. I just hid in a barracks and took out the 25 or so soldiers one by one with a Benelli shotgun.

I'll try it... one more thing, the save games that i made in the 110013 update, will work in future updates?
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grayxy
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PostSubject: Re: 110013 update   Sun 2 Jul 2017 - 18:23

Dark Valley. Military is attacking bandits at thier base, after I came back from X18 for the first time.
I have 90% chance for CTDs whenever I want to reload game. Updated to the last mikropatch, win7, 8gigs of ram... It happens in any video mode (dx9,11,sweet) and with various combinations of other options in launcher.

Usually, there is nothing interesting in logs after CTD, but i.e. the end o the last log was:

cl setDestroy [58025][4345]
cl setDestroy [64795][4345]
! error in stalker with visual actors\bandit\stalker_bandit_3
stack trace:
[error][       8]    : Not enough storage is available to process this command.

....
[edit]
Some more errors:[edit]

FATAL ERROR

[error]Expression    : fatal error
[error]Function      : CScriptEngine::lua_error
[error]File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line          : 73
[error]Description   : <no expression>
[error]Arguments     : LUA error: ...:\play\stalkersoup\gamedata\scripts\xrs_armor.script:1897: C stack overflow


stack trace:

Scheduler tried to update object val_lager_bandit09

FATAL ERROR
<snip>

stack trace:

Scheduler tried to update object val_lager_bandits_bodyguard1

FATAL ERROR
<snip>
[error]Arguments     : LUA error: ...ay\stalkersoup\gamedata\scripts\bind_det_arts.script:150: C stack overflow


p.s
If that matters, I did use F5 to erase all harmonicas, because I still stumble upon those phantom ones which I can't transfer or sell, only drop on the ground. But, I doubt that's the problem.
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Sword2012
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PostSubject: Re: 110013 update   Sun 2 Jul 2017 - 21:13

[You must be registered and logged in to see this link.] wrote:
... one more thing, the save games that i made in the 110013 update, will work in future updates?
AFAIK, if you started your game in 1.10013, then the saves should continue okay Smile
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grayxy
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PostSubject: Re: 110013 update   Sun 2 Jul 2017 - 23:09

More about my play though (fresh .13 start):

- No transition from DV to Cordon after first X18 missions.
- It seems that electro anomaly is neffred
- Military outpost in Cordon - commander is frozen even if there is obvious fight around him. Only when he sees NO, he reacts.
- Max Lubero and Bullet (after DV) have almost the same questions/responses (Duty checkpoint, garbage)
- Related, I liberated that Duty guy in bandit's prison, but no reward when I speak with both of them.  
- That anomaly in Cordon in the house nearest to Sid's bunker, is killing those hunters after I took a quest to save them and bring animal parts to Zahar. They (Corn and Co.) are hanging there in that house, but anomaly  sooner or later kills them.  
- Quests "Fetch monster bodypart" exploit is still present. After completing the quest, the quiest item (bodypart) is in the traders inventory and could be bought again...
- Can this damn rain be less frequent on "default" mode? I know I could set it as I like, but in default it's raining it's a damn biblical flood not a rain...

That's for now:)
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Steve90k
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PostSubject: Re: 110013 update   Mon 3 Jul 2017 - 2:08

[You must be registered and logged in to see this link.] wrote:

[error]Arguments     : LUA error: ...ay\stalkersoup\gamedata\scripts\bind_det_arts.script:150: C stack overflow.

The stack overflow is an issue with the games 32bit memory. the stack is quite small and can overload the games memory allocation.

So far there is no easy fix for this, only that the engine would need to have 64bit intergration to use more memory.



p.s
If that matters, I did use F5 to erase all harmonicas, because I still stumble upon those phantom ones which I can't transfer or sell, only drop on the ground. But, I doubt that's the problem.[/quote]

I haven't noticed these harmonicas myself, but I never use them.

Also, dont drop items on the floor as this takes up more system memory everytime you enter or load a map.

far better to leave them on dead bodies and the game will remove the dead body after a while.

Its the same with random NPC's dont sell them too many items as this increases the games memory stack usage. far better to sell any unwanted items to traders, as their inventories are refreshed reqularly.


Its the limitations of the 32bit game strcuture.
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Arthoryum
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PostSubject: Re: 110013 update   Mon 3 Jul 2017 - 2:57

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:
... one more thing, the save games that i made in the 110013 update, will work in future updates?
AFAIK, if you started your game in 1.10013, then the saves should continue okay Smile

Thank you, Sword2012, geek!
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grayxy
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PostSubject: Re: 110013 update   Mon 3 Jul 2017 - 20:08

[You must be registered and logged in to see this link.] wrote:

The stack overflow is an issue with the games 32bit memory. the stack is quite small and can overload the games memory allocation.
...
<snip>
...
Its the limitations of the 32bit game strcuture.

Thanks Steve90k.

Yes, I'm aware of those limitations, I've put it there because TB maybe have an inclining what's wrong...

As for harmonicas, yeah, neither I have ever had that problem until this playthrough... I'm not sure how that TB's level clean-up upon entering is working in this respect though...

Oh, well... moving on. I have a Radar to reach;)
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grayxy
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PostSubject: Re: 110013 update   Fri 7 Jul 2017 - 14:49

Additional info on v13 patch:
- Maybe it's my installation, but I'm not getting occasional cache infos from dead bodies at all.

- Zahar's quest to eliminate Mercenaries at Wild Territory (Rostock):  there is no mercenaries, although there is a circle where they should have been.  I did enter WT map, cleaned and escorted the scientist to the Yantar exist, picked 2 quest weapons I took in Bar and RETURNED to Bar and then took that quest from Zahar. I didn't go to Yantar straight away in the first entry to that map. Maybe that helps...

- I'm getting filthy rich damn fast. I'm yet to enter Yantar, and I already have like 4-500k in money and equipment. For example, those mercenaries in Wild Teritory have iirc 3 Duty exos in their inventory. Just De-James quest gives almost like 50k in weapons... Some scarcity balancing should be in order...
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mxGaZi
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PostSubject: Re: 110013 update   Sun 9 Jul 2017 - 10:05

[You must be registered and logged in to see this link.] wrote:


- Zahar's quest to eliminate Mercenaries at Wild Territory (Rostock):  there is no mercenaries, although there is a circle where they should have been.  I did enter WT map, cleaned and escorted the scientist to the Yantar exist, picked 2 quest weapons I took in Bar and RETURNED to Bar and then took that quest from Zahar. I didn't go to Yantar straight away in the first entry to that map. Maybe that helps...

It is normal;
After a quest it starts but i dont remember the quest..
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grayxy
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PostSubject: Re: 110013 update   Mon 10 Jul 2017 - 22:14

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:


- Zahar's quest ... <snip>
It is normal;
After a quest it starts but i dont remember the quest..
Thanks for the comment mxGaZi.

I'm not sure I understood you, I took the quest, went to WT, but the mercenaries aren't there, as they've used to be in my previous gameplays. Now, just the marker, a circle.

Regarding these "camp elimination" sub-quests, it seems there is something wrong with them generally. I took a quest from Lukash in AW to eliminate some fleshes, but there are no flashes also... I did notice though, there were some fleshes while I was passing thought previously before I took the subquest, but I thought those are a regular monster spawns... It seems that enemies don't spawn upon taking these quests for some reason.

Camp elimination taken from Duty commander (I think) to clear bandits from Garbage (Duty will take care about those in DW). There are no bandits also. Just a "house" marker.

Sid's quest to clear Carpark in Cordon is working corectly (but I don't remeber I took it for a second time, and I didn't hear the "mission completed" chime sound).

Other things I've noticed:

-Yantar. Quest to obtain Ghost's suit. Upon completing it, the suit is in traders inventory, so you could by it off and repeat that quest endlessly.
- Yantar. After shuting down x16 emmisions, and reported to the scientist, I automatically got the quest to eleminate snorks around the base. Usually, I take it in the "I need a job" conversation. Also, I intentionally didn't kill snorks around the base until I got that quest, so I was able to finish it, unlike some already mentioned others.
- Army Warehouses. Max in the freedom base and Duty commander ask for the same crazy-soldier flashdrive. If you give it to the Duty commander and than speak to Max in AW, you have an option "to give him the drive" even there is no appropriate flashdrive in your inventory.

Will put it here my observations if I continue to play, but again, maybe it's my instalation, but I think v12 was quite less problematic in this regards...
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pchester
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PostSubject: Re: 110013 update   Mon 10 Jul 2017 - 22:57

[You must be registered and logged in to see this link.] wrote:
Regarding these "camp elimination" sub-quests, it seems there is something wrong with them generally.

I can confirm much of the above. There are no Mercs to eliminate in AW, ditto Bandits in Garbage or fleshes in Garbage or AW. OTOH I have "completed" the eliminate bandits at the Cordon car park three times now, and been rewarded each time, despite only taking the mission once.

The Crazy Stalker flash drive requested by Voronin and Max is an old issue. IIRC several versions back you could sell it to Voronin and then buy it back to sell to Max, but it doesn't appear in his inventory now.
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kd6dm
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PostSubject: Re: 110013 update   Tue 11 Jul 2017 - 7:02

1.10013 Issues:
 
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Aleks1970
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PostSubject: Psy block   Wed 12 Jul 2017 - 0:50

[You must be registered and logged in to see this link.] wrote:

Psy block use crashes the game instantly.

Fixed in
[You must be registered and logged in to see this link.] file...
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http://stalkersoup.forumotion.com
grayxy
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PostSubject: Re: 110013 update   Sat 15 Jul 2017 - 19:25

Patched to the patch Alex posted above.

Some more things I've noticed:

- Cordon. After the clash with the military at military base, it's been empty since. I got 2-3 quest to go in and near that base (fetch quests IIrc -medicine for Akim, electronic parts and those Cobolt suits) but it was vacant. Donno is it intentionally.
- Can confirm, upon entering Cordon, I'm getting "Kill bandits at carpark" quest, automatically.
-Agroprom underground, the quest "Meet the Doctor" (after talking with Guide and giving him a Groza), there is double voice played during Doctor's "speech" (after the explosion, at the MO hideout in agroprom underground).
- Yantar. A quest to bring mini-gun to the trader in Agroprom. After Military commander exited the helicopter, he attacked and killed Prapor (Duty fraction), who was standing nearby, "guarding" entrance to the scientific base.
- Radar. After the blowout, anomalies disappeared.
- Pripyat - the same. I was there during a blowout, and most (if not all) anomalies have disappeared afterward. I some occasions, I think I could hear the sound of some, but they are not there.
- Pripyat - Those monolith soldiers at the center of the map, are non-responsive unless provoked. IIrc, that was the case in a few of my last gameplays...

I've noticed Radar has been repopulated with loners (a single loner sitting near fires) after its shut-down. Not much, but pleasantly surprised by some actual change... that isn't some issue:).
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Sword2012
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PostSubject: Re: 110013 update   Sat 15 Jul 2017 - 19:58

[You must be registered and logged in to see this link.] wrote:

- Yantar. A quest to bring mini-gun to the trader in Agroprom. After Military commander exited the helicopter, he attacked and killed Prapor (Duty fraction), who was standing nearby, "guarding" entrance to the scientific base

If it helps whoever is fixing this, I think it's because there are two Duty guys named 'Prapor' in the game, and they look different. The other, of course, is at the Duty checkpoint from the Dump to Rostok...
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_Nite_
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 9:18

found a bug, it CTD's when I turn in the 3 claws and 20 PDA's for the warewolf detection at 100 rads bar

FATAL ERROR

[error]Expression    : assertion failed
[error]Function      : CMapLocation::UpdateSpot
[error]File          : E:\stalker\sources\trunk\xr_3da\xrGame\map_location.cpp
[error]Line          : 367
[error]Description   : obj



other then this 110013 has been excellent, this is the first CTD I had on this version that is mission related, other crashes I get are just the ussual out of memory errors
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grayxy
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 10:15

[You must be registered and logged in to see this link.] wrote:
[You must be registered and logged in to see this link.] wrote:

- Yantar. A quest to bring mini-gun to the trader in Agroprom. After Military commander exited the helicopter, he attacked and killed Prapor (Duty fraction), who was standing nearby, "guarding" entrance to the scientific base

If it helps whoever is fixing this, I think it's because there are two Duty guys named 'Prapor' in the game, and they look different. The other, of course, is at the Duty checkpoint from the Dump to Rostok...
Sword, I was guilty for not mentioning this more often, but you and the rest have done a great job with translation. There are more things to be done, but so far, you cleared a previous auto-translate mess tremendously. Tip of the hat, sir.Smile

As for the "Prapor', I was told, "Prapor" is general nickname, a rank in the army or police.
Ah, yes, saint Google has said: "Praporshchik (Russian: пра́порщик, pronounced [ˈprapərɕɪk]) is a rank in the Russian military and is used in other uniformed services of the Russian government such as the Police."
But, you are correct, that could make some potential confusion.

As for my current play-through, I only have the issue with Zahar's quest "Destroy the Mercenary camp in Rostok" that I can't resolve. I can't cancel it, took it again or something like it, and there are still no mercenaries at the site. I probably took it before Aleks1970 (sorry Aleks1970, I constantly call you Alex:) ) posted a patch...

Is there an info-potion or something from a cheat console that could put that quest as "finished"?
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pchester
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 15:33

Sorry, I don't know if there is an info-portion for the Mercs in Rostok mission. They were present for me, but I have had several other "Destroy" missions where there was nobody there to destroy, including the mercs in AW and the bandits in Garbage. Luckily I was able to cancel those missions. I have stopped handing in Sid's bandits in Cordon car park mission because it just gets repeated the next time I enter the map.

Also AWOL from my current game were
Spoiler:
 
Fortunately in both cases I was able to find info portions to continue.

On the other hand
Spoiler:
 
was there this time, for the first time in several playthroughs. One step forward, two steps back...
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Sword2012
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 15:44

[You must be registered and logged in to see this link.] wrote:

Sword, I was guilty for not mentioning this more often, but you and the rest have done a great job with translation. There are more things to be done, but so far, you cleared a previous auto-translate mess tremendously. Tip of the hat, sir.Smile

Why, Gawd bless you, kind sir...

Yes, there is a lot left to do, and that's before even getting onto the Collector level  No

Yesterday the Americanisation (sorry - Americanization) of common words like 'armour', 'centre' and 'rumour' was completed throughout the entire game, to ensure its compatibility with the world's largest audience, while retaining essentially European spellings of words like 'artefact' - and that job has been on the back burner for a year...

We will get there, but it's always inspiring when people like you notice...  Smile
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pchester
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 15:50

[You must be registered and logged in to see this link.] wrote:
Destroy the Mercenary camp in Rostok Is there an info-potion or something from a cheat console that could put that quest as "finished"?

Try one of these... (Google tells me that naemnik = mercenary)
zahar_naemnik_start
zahar_naemnik_have
zahar_naemnik_begin
zahar_naemnik_done
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grayxy
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 18:42

[You must be registered and logged in to see this link.] wrote:

Try one of these... (Google tells me that naemnik = mercenary)
...
<snipy>
Thanks for an effort pchester. I'll try it asap.
Can't check it out more carefully, so I've glanced at the Info button list in the cheat menu, but I didn't see neither "zahah" nor "naemnik", or something vaguely similar to what I'm looking for:) . Is there any other way to add info-potion (maybe via console)?
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pchester
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 19:04

[You must be registered and logged in to see this link.] wrote:

Can't check it out more carefully, so I've glanced at the Info button list in the cheat menu, but I didn't see neither "zahah" nor "naemnik", or something vaguely similar to what I'm looking for:) . Is there any other way to add info-potion (maybe via console)?

There are four pages of info portions. Click the right arrow button below the main Info button to see the other pages. The portions are in alphabetical order, the zahar_naemnik ones are near the bottom of the fourth page.

You can spawn individual items using ESC-F4 if you know the item name. I think the syntax is <item_name>,<number required>. Items spawn on the ground at your feet. Probably wouldn't work for an info portion.
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grayxy
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 19:26

[You must be registered and logged in to see this link.] wrote:

There are four pages of info portions. Click the right arrow button below the main Info button to see the other pages. The portions are in alphabetical order, the zahar_naemnik ones are near the bottom of the fourth page.

You can spawn individual items using ESC-F4 if you know the item name. I think the syntax is <item_name>,<number required>. Items spawn on the ground at your feet. Probably wouldn't work for an info portion.

Eh, you are correct. I doubt those arrows could be bigger, but meh, I didn't notice them Rolling Eyes
Yes, I found an appropriate info-potion.  It's "zahar_naemnik_have"

Thanks pchester.
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kd6dm
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PostSubject: Re: 110013 update   Sun 16 Jul 2017 - 22:33

To paraphrase pchester, I have found a few steps forward, and a few steps back. The Ghost quest had several "new" issues, while LeHavre completed OK. For the benefit of those approaching this part of the game, here's the info portions needed to advance:

Ghost, Lost Expedition:
 

After the above, the rest of Ghost's missions were OK. Heading to the Swamps to "talk" to Brother Louis.
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pchester
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PostSubject: Re: 110013 update   Mon 17 Jul 2017 - 9:31

Oh yes, I forgot about Yakut having nothing to say. I didn't spot the link between these events, thanks for explaining kd6dm.

For anyone else having these issues:

After completing the Beast-in-Cordon mission
Spoiler:
 

After spawning in the Lost Expedition scientists
Spoiler:
 
On your way out don't forget to
Spoiler:
 
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pchester
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PostSubject: Re: 110013 update   Mon 17 Jul 2017 - 18:07

Is anyone finding that Monolith are not respawning in Chernobyl? They were present on my first visit (with the timer running) and a few Monolith plus a couple of annoying BTRs appeared on my next visit, but now on my way to
Spoiler:
 
the map is empty.
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grayxy
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PostSubject: Re: 110013 update   Mon 17 Jul 2017 - 23:06

[You must be registered and logged in to see this link.] wrote:
Is anyone finding that Monolith are not respawning in Chernobyl? They were present on my first visit (with the timer running) and a few Monolith plus a couple of annoying BTRs appeared on my next visit, but now on my way to
Spoiler:
 
the map is empty.
Well, after I visited and finished the main wish-granter quest , a couple of game-days later and dozen of quests done, I went back to NPP1 and upon entry on the map (like the first time, from the stadium), I've been fried by radiation. There is still dead soldier's bodies from my previous entry, obviously not auto-cleaned... Is it intentional? Radiation I mean.

Also, it seems that there is something wrong with "Find Arhara's Laptop" quest. First, in logs it says "Find Amber's laptop". Second, I did found it in Radar in the stash (item "notebok_new"), but quest doesn't update, nor Yakut (AW) or Arhara (Agroprom) have anything to say about it. Maybe I took it to early, or missed something?

- Bar, 100 rads. Gave Snitch 40 mil PDAs. Received a stash coords and "M16 sniper x1" scoped gun (with tripod and all). Tried to equip it - instant CTD. The reward is random, got it only one more time before I gave up, with the same effect, ctd.  

- Army Warehouses.  IIrc, Cat (at 100 Rad Bar, after curing him) told me to talk to Miser at AW. Miser told me to talk to Modest. I got new conversation with Max outside freedom HQ. Is Modest - Max? Translation error?

- Swamps. Upon entry, there is a subquest to liberate the Church from bandits. I helped, all the freedomers survived (three of them).
On their way back to the starting position they collectively,  all of the sudden, suffered a massive heart attack at the same time dropping pretty much dead, which has been widely considered among many as a  very rude behavior on their part:) Jesting aside, talking about bad quest design...
- Most anomalies present in my previous pass-through - gone.
-  "Find and talk to Cat", after speaking with Dan - no questmarker where to find Cat.
- Old problem, but worth mentioning. Unless I switch to dx9 and static lighting, I often get scrambled graphic and PC freeze in Swamps.  Something similar happens in Forgotten Forest also...
- Ammo 7,62x54mm "Isomorphic", the price is 100 RU... It should be a wonder ammo of a sort; way too cheap IMHO:)
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_Nite_
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PostSubject: Re: 110013 update   Mon 17 Jul 2017 - 23:54

I can't pass the cache location at army warehouse, everytime I take the PDA out of the bag I get a CTD

Expression    : assertion failed
Function      : CMapLocation::UpdateSpot
File          : E:\stalker\sources\trunk\xr_3da\xrGame\map_location.cpp
Line          : 367
Description   : obj

same exact crash error I had on a earlier mission, whats interesting is it only happens on some missions at the end of my task list, if I start another mission from somewhere then go back to and do this one it might work.... gonna try that.


Last edited by _Nite_ on Tue 18 Jul 2017 - 0:45; edited 1 time in total
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