Call of Pripyat Reborn 1.14.2 (Official Patch) - Ссылка
Автор: Alundaio
Модификация включающая в себя большую работу над скриптами и файлами игры S.T.A.L.K.E.R.: "Call of Pripyat". Наработки этой модификации использованы в таких модах как Misery 2.0, Massive Simulation Overhaul, Call of Pripyat Complete, Swartz mod, Ceano's mod, I Work Alone и многих других. Этот мод является продолжением A.I. Tweaks by Alundaio. Совмещение с другими модами не рекомендуется, так как изменения коснулись очень многих аспектов игры.
Основные изменения:
Изменена схема поведения во время боя.
Правки в файлах script.
Цены на артефакты.
Удалены некоторые иконки для усложнения игры.
Изменен стартовый набор.
Новое вооружение - МИНЫ. Теперь игрок может использовать мины.
Изменена схема продавцов и ремонтников.
Правка поведения НПС у костров.
Новые места скопления сталкеров, а так же места покупки и продажи вещей, экипировки.
Правкам подверглись так же файлы: gulag_general.script, smart_terrain.script, simulation_objects.script, sim_board.script, sim_squad_scripted.script, ai_tweaks\simulation_objects.ltx и многие другие.
Исправлена схема поведения при помощи раненым в бою.
Исправлены некоторые анимации.
Добавлены вырезанные монстры ( кошки, изломы, гражданские зомби)
Новые монстры различие по размерам и параметрам.
Враждебные наемники и бандиты на локациях.
Изменение поведения враждебно настроенных НПС на громкие звуки выстрелов.
Исправлено время отклика на то или иное действие НПС.
Поведение монстров включая панику.
Исправлена схема рекошета пуль.
Новая схема спавна.
Множественные правки и исправления предыдущей версии.
Патч 1.14.2 (включает 1.14.1).
Оригинал текста:
code:
- xr_help_wounded scheme made more agressive during combat.
- Fixed max_squad value in axr_main.script. Levels should no longer be void of all sim life
- Adjusted artefact prices
- Removed most grenades from character descriptions
- Removed grenades entirely from character_desc_pripyat.xml so dumb monoliths don't blow up inside spawned buildings
- Changed starting gear to make Zaton harder
- New item, wpn_mine. Player can now use mines
- Added gunsmith toolkit to owl
- Added mines to owl and hawaii stock
- New AI scheme. Stalkers light camp fires
- New Trade jobs added to Zaton Skadovsk and Jupiter base
- Stalkers will buy/sell items when they make base IF they have stuff to sell
- Dynamic spawn now requires optional lua.JIT binary (Radio mod and manual level changers use this)
- Persistent storage (uses marshal library) feature implemented and requires optional lua.JIT binary included with mod
- xr_logic pstor, xr_statistic (Should prevent save corruption) and axr_dynamic_spawn use this
- Re-enabled Quick-save and Quick-load in-game
- Disabled xr_visual scheme temporarily
- Stalkers were crashing when equiping outfits; now disabled
- Better optimizations to the job system
- completely re-wrote gulag_general.script and smart_terrain.script
- heavily altered simulation targetting in sim_squad_scripted
- altered priority evaluation in simulation_objects.script
- Job selection is done in steps; Removed CPU bottleneck by job iterators
- Stalkers no longer sometimes take same animpoint jobs like in vanilla
- Revamped smart_terrain.script and parts of sim_board.script and sim_squad_scripted.script
- Squads pick highest priority target during surge (should be nearest)
- Can now link levels in ai_tweaks\simulation_objects.ltx
- Unlinked levels not on same level as player will be disabled
- Squads on Unlinked levels will be disabled
- Fixed help wounded in combat
- Fixed Noah's animation glitch on Getting To Plateau
- Fixed animation glitch with animpoints
- Added cut monsters (Zombies, Cats, Rats, Fractures)
- Variety of new monster models with different sizes and textures
- Altered alife spawns:
- Now hostile Mercenaries will spawn in Zaton and Jupiter.
- Now hostile Bandits will spawn in Zaton and Jupiter. The amount of hostile bandits will increase if you help stalkers during Sultan's raid.
- Now a couple hostile Stalker squads will spawn in Zaton area if you killed stalkers during Sultan's quest.
- Stalkers will sometimes go to bases during the day, instead of only at night
- New mechanic for actor targeting added. If actor is "loud" by shooting gun nearby hostile squads will take notice
- added sanity timers to some schemes to prevent npcs from being stuck in an animation
- Removed controller brain from monster loot table for psi dog
- xrs_facer can now be properly disabled through it's ai_tweaks configuration file.
- xrs_facer now defaults enabled vs actor and other stalkers for most ranks
- xrs_facer added new variable to top of script that enables the dropping of active weapon when actor or stalkers are punched
- Fixed bug with xrs_facer and other schemes that used safe_bone_pos function which causes CDialogHolder crashes when used on PseudoGiants
- Made Burers immune to panic
- Monsters no longer switch online in safe zones preventing possibility of monsters ending up in buildings they aren't supposed to.
- Took Repair/Mutant UI textures from Misery
- Mutant UI is now disabled by default and sends news to player
- Fixed bullet richochet danger reaction and now uses scripted action danger planner
- Removed device_pda, wpn_binoc, guitar_a, harmonica_a and device_torch from all character descriptions
- Animations now spawn required items on demand
- NPC Headlamp is now spawned on demand
- Enhanced the scripted danger corpse reaction
- Corpse reaction is more polished
- Fixed crash when loading saves after corpse table reaches overflow
- Altered rx_gl
- Lessened chance for C Stack Overflow due to visual_memory iterator breaking thread
- polished danger mode, stalkers fire warning shots at actor if he tosses nade or shoots near neutral stalkers
- Implemented new version of xrs_debug_tools with new spawner UI and actor instant level travel command (gamedata\configs\debug\xrs_debug_tools)
- Added variety to post combat idle animations. Squad commanderes have a chance to play more unique anims and squadies will use radio if they are not near.
- Fixed issue with xr_camper and danger mode
- Fixed ui_sleep.script
- Fixed many xr_conditions.script mistakes I made dealing with combat ignore condition
- Adjusted m_stalker vision_danger/vision_free sections and dumbed them down but kept eye_range at 200m
- Lots of undocumented changes and minor bugs fixes
- Lots of cool stuff that is not relevant to CoPR which will be available in Call of Chernobyl :D
- Cleaned up xr_logic.script to be more readable
- Fixed bug where stalkers would forget their enemy when critically wounded
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