GRRRR on 4/2/2008 at 03:04
Yeah had that too, the "Kill Bandits at Garbage" mission from the barkeep is definitely borked. "Kill Bandits and Mercs" at Wild territory is prolly too, got it twice and both times there where neither of both. Also theres a "Protect camp" at the entrance of Dark Valley but the "attacking" bandits are always found near the Borov building, one time invading military did that one for me. But meh, buggy optional missions, what else is new.
Sakarov now sells the Gauss rifle, for like 370k. One shot of ammo costs 5k. Might aswell stuff Mamas Beads into a cannon and shoot those at enemies. :eek:
Muzman on 4/2/2008 at 16:22
I haven't had any major problems with it yet, playing from the start. Although when I went to Army Warehouses for the first time, the duty guy's script executed as normal, but all the freedom guys were already incapacitated on the ground! (and there was a few extra ones lying around near the entrance to the level). Anyway, for real fun everyone should try to shoot the sniper so duty blows up the wall, but don't join them and try to run and warn freedom before the attack starts (tricky as you have to wait for Skull to get the troops into ranks for a little pep talk before you run away otherwise they don't follow through).
Some other things: I can't remember how it's supposed to go, but I think I met Sierly at the rail depot in Garbage, then I went to save Mole in the Agroprom and he shows me the entrance to the underground, but when I went in to the old hideout I got a whole lot of messages, some saying I failed several things including talking to Sierly. Did I forget something and do things out of sequence? I can't recall exactly. Sierly was later found dead, killed by migrating bandits at the Agroprom-Garbage crossing (on the Agroprom side)
(What the hell was that dwarf guy who shows up in the underground and what did he do to me? All I know is that it hurt. And; can you really pay your way into the bar early? I saw the option there but I didn't feel like spending the seven grand).
There's a few other odd things, but I can't remember them right now.
Koki on 4/2/2008 at 16:56
Maybe you just didn't talk to Seiry after saving him or something? This never happened to me.
Oh, you met Babushka at Agroprom Underground? I haven't seen them till X18. What difficulty are you playing on? I had a normal Bloodsucker... with a friend.
Muzman on 5/2/2008 at 05:34
I'm pretty sure I had to revive him at the rail depot; the conversation was a little weird though. He said something like "Thanks man, we really needed your help there". And I said "Strelok you say? He's just the guy I want to talk about" . It was almost like I was hustling him while he was still a bit dazed.
I get the Agroprom documents goal from Sidorovich, but I get the talk to Sierly from Fox, Sierly then gives me the instruction to talk to Mole who sends me into the underground (or you end up talking to Mole anyway once you get to Agroprom and have to rescue him). I think that's how it goes.
Maybe I rescued Sierly properly in another game and then didn't when I reloaded. Or maybe that conversation was slightly broken and gave me the new objective but didn't cross off the Sierly goal for some reason. Oh well. Hard to say if it's the mod's fault anyway.
(I don't like the way all the in game stuff is now in second person now, "I'm too exhausted to walk" etc)
I'm playing on veteran btw. There were two 'suckers in the underground, but after a I got into the hideout I heard something else spawn and alarm the soldiers. It had some similar sounds to a controller but its footsteps were too fast. After I got the the end of the underground I went back the other way (screw climbing out of a hole in the midst of a bunch of soldiers. I'll take the electro anomaly instead), there I ran into a short guy in a coat who deals pain.
I think I've worked out the problem with night rendering to some extent; Most of the time it's quite good, I think, and represents what it would be like if you were walking around at night after a while under moonlit cloud (On my monitor with my settings etc). But most of the game has this great iris effect/HDR business that works very well during the day; it's nice and subtle, looks great walking from interior to exterior scenes etc. But at night it's not there. What I'm seeing is fine and realistic if you've been walking around in the dark for some time, but when you walk near a fire or something the world outside the firelight should be very hard to see indeed. For some reason they haven't got that effect. Might make things too hard (or the effect might be spatially cued rather than brightness cued or something). I wonder if there's a mod that does that.
GRRRR on 5/2/2008 at 15:08
Found some more borkiness. The mercs in Wild territory got replaced by Duty, which is ok (altho i miss the farmable 5.54 ammo :p ) since the whole place became a funky clusterfuck of bloodsuckers, rats, poltergeists, chimeras (the new ape things) and dogs, however this includes the first three ones which means you sometimes got a duty guy blocking the small doorway near the ladder. Had to stand next to him and throw a grenade the other way to make him move (alternative would have been shooting him and ruining my rep with duty), not cool. Also a zombie group in Yantar involved in a purge lair quest got converted into neutral stalkers, had to kill those to solve it. Overall im still liking it tho.
I finally got the modified Groza. Barin tried to take on Murk in the Bloodsucker village :cheeky:
D'Arcy on 5/2/2008 at 17:14
That must be an effect of the mod. I've never seen Barin in the Army Warehouses.
Koki on 5/2/2008 at 21:25
Yeah, NPCs move much more now.
By the way, I noticed that a group of high-level bandits always spawns in Warehouses somewhere between Bloodsucker village and the barrel campfire where you could always find Wolf roasted in the vanilla. If you're looking for Dutyer's rifle or Poker, that's the place to search.
Muzman on 6/2/2008 at 08:11
More aliVe oddness: I just went in to Dark Valley for the first time and the whole Bullet business played out just fine. Mostly things seem the same, although there's now pseudogiants wandering about, which is cool, and from the sounds of it (I haven't been there yet) the wildlife has already moved into that building with the entrance to X18, making life very interesting for the bandits that are there when you first visit.
In general that seems to be the way of things; the mod moves the landscape over to its post-plot-missions wild form almost right away. Went through wild territory that first time in to Yantar (screw you whoever put bloodsuckers on the road out of wild territory) and there was already a company of stalkers and Dutileers wandering about the place guarding the scientists, which didn't happen until much later originally (kinda robs Yantar of its creepy empty zombie movie vibe it has initially). On the way back through Wild Territory the place had already become basically wild and a troop of hard bastards had moved in to the camp bahind the rail car. That didn't happen until after I did Red Forest on the first run through. Usually you have to contend with mercs in the building site for many a day before that. (the bandit mission isn't working properly for me either, only in my case there's just nobody there at all).
The anomaly avoidance is a bit hit and miss. In Army warehouses I was tasked to protect the stalkers at the "Agroprom" (does agroprom mean valley or something, so the translator got confused between some genereric place and the research institute, I wonder). But I failed that because all of them were over the hill bothering bloodsuckers (I hadn't even been to the village yet), and zapping themselves to death in the process (bloodsuckers wiped out the village and the gully camps btw, before I'd even spoken to any of them. There goes quite a few assassination missions. Not that I do any usually)
Oh well. The mercs actually moved to attack the place though, instead of staging at the farmhouse indefinately. I've never seen that before. Maybe they didn't want to stage for so long because there's now a family of gorilla things living on the hillside above.
GRRRR on 6/2/2008 at 09:59
The "Protect Stalkers at Agroprom" is a misnomer. No idea which group of Stalkers it refers to (prolly those in the middle where the stash box is. Could be difficult later coz after i opened Prypriat there never was anyone there but bandits, the rest always wandered straight towards Red Forest. Guess what happens when Dutyiers try to pass the blockade, wee free guns XD), but the bandits you gotta kill mostly pop up near the Snitch hut.
I found the rifle in the Warehouses indeed, on a dead Stalker named Smartass. Mebbe he killed the bandit and took it before he got wasted himself by who knows what. Funny :p
Koki on 7/2/2008 at 08:38
Oh, I know already. The Babushka(dwarf, though I have no idea why you named it that since it's not small at all) spawns in Agroprom Underground when you enter the Strelok's hideout, in the area where Bloodsuckers are.
And the bandits actually spawn in the place where you need to follow the freedom traitor if you're doing the mission for Lukash.