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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; Thanks for the MOD, i've got a problem. the map on Red Forest , when you enter the underground facility ...

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  #131  
Old February 25th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Thanks for the MOD, i've got a problem.
the map on Red Forest , when you enter the underground facility there is a door, but the code is not 342089.
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  #132  
Old February 25th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

There are actually three locked doors down there. So far only one opens with that code (haven't found codes for the others yet, perhaps there even isn't codes for them.) Anyway, the door with this code is located in the room when you go down the staircase at the scorcher.
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  #133  
Old February 25th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Quote:
Originally Posted by Darius6 View Post
There are actually three locked doors down there. So far only one opens with that code (haven't found codes for the others yet, perhaps there even isn't codes for them.) Anyway, the door with this code is located in the room when you go down the staircase at the scorcher.
yea, that's the door I mean. but it cannot open!? Even can't finish the mission: “Turn off the Brain Scorcher”.

i'm not sure what (maybe this MOD) cause this?
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  #134  
Old February 26th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

WTF are you talking about? You can't open the doors in the Bunker in the vanilla, too, also it's not necessary. You can find the switch easily, it's marked on the pda map.
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  #135  
Old February 26th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

S.T.A.L.K.E.R. - Oblivion Lost 1.3.2.

This is a cumulative patch, Oblivion Lost 1.3.1. patch included.
You must NOT start new game if Oblivion Lost 1.3 installed, you can continue your savedgame.
This patch is both compatible with 1.0004 and 1.0005 patch and with english, russian and german languages.
Just overwrite everything in your gamedata with this gamedata and load your savedgame!

The main focus of this release is the random events in the Zone. You can see fraction wars and appearances of random mutant hordes in each levels. Also the realism is tweaked a lot.

New A-Life System

There's a chance to meet fractions in each levels, also it's totally random.

Cordon:
- The Military attacks the bandits in the carpark

Garbage:
- The Military attacks the loners and the bandits in the Hangar

Agroprom:
- You can meet Mercenaries somewhere around the lake

Dark Valley:
- The Duty and the Military attacks the bandit base

Bar:
- The Freedom attacks the Duty base

Rostok:
- The Military sometimes attacks Rostok

Army Warehouses:
- The Duty and the Military attacks the Freedom base

Red Forest:
- All fractions try to reach the center of the Zone, and there's a chance to some of them become zombified by the Psy Emission
.
- A message will notice you about the random events
- Random mutant spawn system
- Improved respawn rates


Random weather
- Now you don't know what will happen in the skies in the next minute, there's a chance to had intensive storms anytime

New weapons
- BM16 Long Rifle - you can buy it from the Barkeep if you have 12000ru
- M-134 Minigun - there's a unique quest to obtain it

Improved realism
- All weapons tweaked and more balanced
- NPC and actor damages more balanced
- Added better sounds for the weapons and better battle sounds
- Added better skins for cats, zombies and the bandit leader
- Added a more transparent moon texture
- Improved the driving parameters of the Moskvich
- The damage of the blowout is lowered and more balanced

CREDITS:
- Lucky's unique quest (thx for Barin)
- M-134 Minigun (thx for SRP Team)
- Weapon sounds from Sound Overhaul 1.07 (thx for Darius6)
- Random events messages (original idea by AMK Team)
- German translation (thx for Firefrog, DerBaron, terminator149, TaCCCo)
- Russian translation (thx for Avaddon1979)

DOWNLOAD LINKS:

Mirror#1
http://www.mediafire.com/?2c1uz2dztti

Mirror#2
http://www.sendspace.com/file/b55rrp

Mirror#3
http://rapidshare.com/files/95101614/___OL1.3.2.patch.7z.html

Mirror#4
http://www.filefactory.com/file/09a3dc/

Mirror#5
http://rapidshare.de/files/38681481/___OL1.3.2.patch.7z.html
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  #136  
Old February 26th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

STALKER!
Could you please submit my new patch to stalkerfiles?
I can't upload it, it always stops by an unkown reason.
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  #137  
Old February 26th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Kanyhalos,

First of all: kudos on your most excellent mod.

I have a question for you. Although you must have had lot of work on this mod, I would like to edit something in it. For instance, I don't like the mass spawnings, nor do I like the A-life components.

Reason is, after starting a new game and playing for 30 minutes, Cordon is already filled to the brim with dead bodies of all kinds of animals. To me, it just seems too much.

I am not much of a modder, but will give it a try, hopefully with your help. Could you be so kind to point me in the right direction (which files and what parameters in them) to edit the spawns and limited A-life back to vanilla?

Thanks in advance,
Tobus
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  #138  
Old February 26th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Sorry but...what do you want to edit/remove??? What means this "limited A-life back to vanilla"??? I don't understand you, sorry.
I did not spawn more mutants then in the older version of my mod, I just fixed the respawn rates. Or... have you ever tried my previous OL mods??
Also there's a script which spawns some mutants and npc's randomly, but probably it could not happen after a 30 minutes playing.
Did you see intesive rain/storm?
Please explain me your correct situation, otherwise I can't answer your question. Also this is an FPS orientated mod, main focus is the realism, the freeplay, and the random a-life...
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  #139  
Old February 27th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Kanyhalos,

sorry if I didn't make myself clear. I'm talking about OL1.3.1 by the way.

I have played your mod for about half an hour, started a new game. In that time, in Cordon, not yet beyond the military/railroadbridge, I encountered more than 40 mutants (boars, various kinds of dogs, cats). After 30 minutes of play, Cordon is littered with dead animals because of my self-defence. It seems all wildlife available in the map came after me.

Since it was only 30 minutes, I do not know if al the animals just spawned on me or in my vicinity, or if I just "attracted" every living thing on the map because of loud running and liberal use of my flashlight. Either way, I kinda find it too much, since now all the wildlife in Cordon seems dead, most of them by my hands, in a limited amount of time.

My question is: if I would want to change anything like spawn-rates or spawn-ammounts, or would like to limit my visibility to other life on the map, which files would I have to mod and which paramaters are used for that?

I have dl'ed patch 1.3.2 btw, so will test that also.

Tobus
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  #140  
Old February 27th, 2008
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Default Re: S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos)

Well, sorry but I don't know how could I explain it. It would be very hard and a lot of lua coding. Also really no idea how could you meet 40 mutants, maybe it's a 100/1 possible situation. I don't know, sorry, let me think about it. Just continue the game please and if it will happen again then pls ask me or post your ideas/opinions hear.
Thanks in advance!
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