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S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

This is a discussion on S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; I noticed quite a few features borrowed from the AMK mod for OL. One thing I'm noticing is missing is ...

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  #1091  
Old May 6th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

I noticed quite a few features borrowed from the AMK mod for OL. One thing I'm noticing is missing is the STALKER Network. I certainly enjoyed that aspect of the mod, where there would be reports of hostile activity or just general banter. Is the STALKER Network actually included in the 2.0 version of OL? Or is it still missing?
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  #1092  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by sicoy View Post
Can i revert on how the job completing feature back to its old style ? I mean like, in the old style we just need to say "I'm here for the job" right, and any job u done with that person will automatically completed, but now we need to say the job specifically to complete it.....I think is that how Kany make it so that the option of "victim pay for his head" able to work ?

I just need the old job completing system, I'm okay without the "pay for his head option", at least it just make everything more simple to me.

Note. But if I can maintain the "pay for his head" option it will be just best....
Anyone can help me with it ?

so Kanyhalos,...can help me ? or it is impossible to ?

And, I don;t know but I can't find my energy bar...Or did you disable it ? can I make it appear again ?
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  #1093  
Old May 7th, 2008
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Thumbs up Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Great Mod, I just registered here to tell you guys that!

This mod makes STALKER the way I always wanted it to be. The gun damage and accuracy actually make sense now, especially at harder difficulties. Also, I haven't noticed any bugs (on my way to X18?... the first lab now). There also isn't any 'cheat' items so far either that ruin the game, as far as I am concerned.

Great job 10/10!
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  #1094  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Kanyhalos View Post
demidov, huh, probably you a better modder then me and you know much more about how my mod works. At least please don't post here your errors, that would be offtopic.
***
The dynamic anomalies system cannot handle the activated artifacts, because they have not got enough params, which would be necessary.
Sorry, if I offended you...
I don't know what you mean by "handle". Anomalies, created manualy, must always remain in their original locations (and they do), because the primary reason you put them, is that they are a sort of permanent mines, planted in special places (for example, where the duty guys stand). Thus, you can virtually neutralize a whole faction and be occupied by an interesting task, rather than each time shoot your way through the bar and waste amo.
Anyway, in my experience, artifact activation feature is much more pleasurable than all the changes between OL1.3.3 and OL2 (although they are great).

Last edited by demidov; May 7th, 2008 at 01:46 AM..
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  #1095  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Atrocious View Post
LOL demidov! To enable the feature, you change only one bit, but what does an activated artifact change in the game? Change maybe even in your savedgame? You know that? I don't - and if the mod creator says it causes problems, I would in the first place believe him.
As far as I understand Kanyhalos, he has a vision of his mod, that is not necessarily the same as yours. That may motivate his replies. I play OL2 6-7 hours a day. I've finished it twice with "artifact activation" enabled. Artificial anomalies stay on their original locations as expected. No crashes at all, but accidental ones - once a week, that always were...
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  #1096  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by pAuthority View Post
I thought the reason for cutting out artifact activation was AI not being able to avoid those man-made anomalies very well? ... Anomaly as a weapon wasn't even quite the most practical one. ... Oh and you couldn't even kill people very well with it, because they still considered you an enemy after that.
Anomaly as a weapon is the most practical one, if you are at war with a whole faction. Just put them in precise locations where the guys stand/born (best works in the bar). This way, you can mine the stairs, trader entrances and house corridors. Some narrow places NPC's can't avoid. You can always run through them, 'cause those anomalies are weak.
Once, I joined monolith, mined all levels up to pripyat. There was still plenty to fight, but what a pleasure it is! What exceptional sounds various faction members produce, when they are blown up in an anomaly!!! And, of course, blood - is it not what we are playing for?
N.B. Use vortex and wirlgig and never burners or springboard.

Last edited by demidov; May 7th, 2008 at 02:40 AM..
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  #1097  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by HockeyMaster195 View Post
The Trader is also bugged for me, he has NO money and all of his prices are... well... screwed up and don't make much sense. The Merc suit can be bought for 30,000 rubles and I can sell one to him for 1,500 rubles. He can repair things but it's insanely overpriced.
Sidorovich's prices ARE bugged. His selling multiplier is 20× instead of 5× it's supposed to be. So basically everything costs 4 times more than what they're supposed to.
I looked into it but can't I find the error in the xml that controls his prices.


I guess the 5.45mm rebarreled Groza is there just for teasing. It disappears from his inventory if you leave the camp. I thought trader inventories supposed to reset when going from one map to anotherm, not when the player moves inside the map...

I would absolutely love to get that Groza in the beginning...
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  #1098  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

You can see a Groza behind Sid in the backroom, so I guess that's the modified Groza in his inventory. But anyway, I don't mind that I didn't get that gun in the beginning, I never really liked Groza. When you attach a scope to it, it blocks the view too much. And i prefer to use scopes. But oh the fun when I got the FN2000, that rocked. So much better (best weapon in the game?)
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  #1099  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

I love the weapon sound effects this mod gives! Turn up the bass and vloume on my Z5400 5.1 sound system and you could think you're there for real. Especially when a supporting NPC opens fire right behind you when you're not expecting it!
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  #1100  
Old May 7th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Modded Groza is great for ridding all those huge piles of 5.45mm you find in Agroprom eg. and since large quantities of 5.56mm come around only after BAR where you can get the 5.45mm Groza for free it's the best for gutting Garbage and Dark Valley. Dunno why but I've never really liked FN2000...
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