Steam SteamApps common Stalker Call of Pripyat gamedata. It's up to you whether you copy the entire configs folder into your gamedata folder and delete. Make a folder called gamedata in your STALKER folder. Call of Pripyat There's another file called. You'll have to edit your safety options to be able to. Description: - Reactivates, and. - Adds a new option to the main menu while in a Single Player game. Extract gamedata folder to main call of pripyat directory.
So yeah, game keeps crashing. It seems it has to do with unequipping my exoskeleton but not sure. Would any of this explain it? Running AO with fovswitcher, AtmosFEAR 3, Absolute Nature 3 & MSO.! Renderer doesn't support blender 'effects shadow_world'.! Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds music menu.ogg.
Loading objects.! Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds weapons izh43 izh43_shoot.ogg Loading models.! Fallback to default bump map: nwm m4_magpul gucci_bump! Fallback to default bump map: nwm m4_magpul gucci_bump#!
Fallback to default bump map: r_pop aksm ak74_bump#! Can't find texture 'shoker_mod wpn m4a1 m4a1_2'! Can't find texture 'wpn addons ag36 gl'! Fallback to default bump map: wpn fnfal fnfal_1_bump#!
Fallback to default bump map: wpn galil 762_bump#! Fallback to default bump map: wpn galil low_bump#! Fallback to default bump map: wpn galil sto_bump#!
Fallback to default bump map: wpn galil upp_bump#.! Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds music jupiter_night.ogg.!
Cannot find saved game ~#i#:axr_facer: enabled! Cannot find saved game ~#i#:axr_lios: enabled! Cannot find saved game ~#i#:axr_eat_medkit: enabled! Cannot find saved game ~#i#:axr_beh: enabled! Cannot find saved game ~#i#:axr_rnd_npc_loadout: enabled! Can't find texture 'shoker_mod wpn sr3m sr3m_2'.! Unknown command: dump_infos!
Fallback to default bump map: shoker_mod wpn upgrade_01_bump#! Fallback to default bump map: shoker_mod wpn upgrade_01_bump.!
Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds weapons nv_loop.ogg Thanks for helping out! Originally posted by:Sorry no one can, not even me, What you have listed is a 'game noteing intself' on its discoveries. What me or anyone else really needs is the crash log info. >Involke the crash again >Once you get the CTD and the xray De-bugger popups, leave it alone >open note pad and click to paste >it should display what happend, past that up here so we all can see. >if it says 'STRACK TRACE:' You ran out of memory. I never get a debugger.
It just stops responding, blackscreen etc, gotta terminate it using the task manager.! Cannot find saved game ~#i#:sim_default_stalker_sci_211415[zhora screw]: used medical supplies * [win32]: free[1120588 K], reserved[344500 K], committed[2729152 K] * [ D3D ]: textures[1939554 K] * [x-ray]: crt heap[633497 K], process heap[14731 K], game lua[54734 K], render[8131 K] * [x-ray]: economy: strings[33446 K], smem[590629 K]! Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds weapons nv_loop.ogg stack trace: 0023:0045C1A0 xrEngine.exe, IGame_Level::SoundEvent_Register() So after playing this game fine for 20 hours, it suddenly starts running out of memory as soon as I start a game? Any idea why? How can I fix that, reducing texture quality?
This is what I am looking for. FATAL ERROR [error]Expression: wave&&wave->length() [error]Function: CSoundRender_Source::LoadWave [error]File: E: stalker sources trunk xrSound SoundRender_Source_loader.cpp [error]Line: 65 [error]Description: Can't open wave file: [error]Arguments: c: program files steam steamapps common stalker shadow of chernobyl gamedata sounds anomaly 2electra_blast1.ogg stack trace: if it was memory it would look something like this FATAL ERROR stack trace: or like this. So I am gonna first look into what you got and make due a guess. >this is for the sound controler in the Xrayengine 0023:0045C1A0 xrEngine.exe, IGame_Level::SoundEvent_Register() >NOw from what I am looking at, I am going to asume that this is more than a game notation.!
Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds weapons nv_loop.ogg >Sometimes missing ogg listing will just get ignored, but I will asume the CTD is a result of this problem not being ignored by the xrayengine because it is vital, not background. Without the correct error list, which just may tell what weapon, device, or outfit is useing this I will just take a guess at what I have to work with. Something uses this loop, so first you need to goto Steam steamapps common Stalker Call of Pripyat gamedata sounds weapons and see if this file 'nv_loop.ogg' is even there, or anything equal to 'nv' The nv is the Night Vision sound you hear when you turn it on during game play.
Its not a 'just any comment' it is game vital. So it is a must. Its kind of odd because it is a exsisting sound file in the main dbase files (I have a data unpacker for all three stalker series mod and looking at it now.) >Sometimes if you have low memory because of a mod, it makes it harder on the processor to what is needed to between system memory and the page file memory to extract the sound file and begains looking for it in the mod file. When a gamedata folder is present the game looks there first, then fills in the rest from the dbase. Some mods are made on supper machines, and I think the modder forgets just because you can mod the game into oblivion, dosen't mean it will run on everyones Computer.
So for a lack of memory, the game will look into the shortest rout, the mod game folder. >Stalker game relie heavy on page files to do this task. You can also check you page file. If it is low but could get larger, then try to set the low to the recomended max the windows offers. That way it is at the ready at all times. So it will be at a working size and not trying to re-size to a working size while fighting a merge from mod gamedata and dbase and trying to keep continuity of gameplay.understand what I am saying.
>If you can invoke the CTD, do nothing with the debugger popup, just open note pad and click to paste out right. The ERROR resone is automaticle copyed to clipboard once the debugger popups.
So there is no real need to bother with the popup except to close. >Try increasing your page file sizes.
For example my total page file size is 3327MB. More than any game would really need.Most likely I see no reason to go any higher than 4gigs. Originally posted by:so I am gonna first look into what you got and make due a guess. >this is for the sound controler in the Xrayengine 0023:0045C1A0 xrEngine.exe, IGame_Level::SoundEvent_Register() >NOw from what I am looking at, I am going to asume that this is more than a game notation.! Missing ogg-comment, file: d: steam steamapps common stalker call of pripyat gamedata sounds weapons nv_loop.ogg >Sometimes missing ogg listing will just get ignored, but I will asume the CTD is a result of this problem not being ignored by the xrayengine because it is vital, not background.
Without the correct error list, which just may tell what weapon, device, or outfit is useing this I will just take a guess at what I have to work with. Something uses this loop, so first you need to goto Steam steamapps common Stalker Call of Pripyat gamedata sounds weapons and see if this file 'nv_loop.ogg' is even there, or anything equal to 'nv' The nv is the Night Vision sound you hear when you turn it on during game play. Its not a 'just any comment' it is game vital. So it is a must. Its kind of odd because it is a exsisting sound file in the main dbase files (I have a data unpacker for all three stalker series mod and looking at it now.) >Sometimes if you have low memory because of a mod, it makes it harder on the processor to what is needed to between system memory and the page file memory to extract the sound file and begains looking for it in the mod file. When a gamedata folder is present the game looks there first, then fills in the rest from the dbase.
Some mods are made on supper machines, and I think the modder forgets just because you can mod the game into oblivion, dosen't mean it will run on everyones Computer. So for a lack of memory, the game will look into the shortest rout, the mod game folder. >Stalker game relie heavy on page files to do this task. You can also check you page file. If it is low but could get larger, then try to set the low to the recomended max the windows offers. That way it is at the ready at all times. So it will be at a working size and not trying to re-size to a working size while fighting a merge from mod gamedata and dbase and trying to keep continuity of gameplay.understand what I am saying.
>If you can invoke the CTD, do nothing with the debugger popup, just open note pad and click to paste out right. The ERROR resone is automaticle copyed to clipboard once the debugger popups. So there is no real need to bother with the popup except to close. >Try increasing your page file sizes. For example my total page file size is 3327MB.
More than any game would really need.Most likely I see no reason to go any higher than 4gigs. Nv_loop is already there.
Tried switching it out yesterday but didn't help. As I posted, the log mentions stack trace. Does that mean I should try and fix loading textures so it won't use as much memory?
Originally posted by: nv_loop is already there. Tried switching it out yesterday but didn't help. As I posted, the log mentions stack trace. Does that mean I should try and fix loading textures so it won't use as much memory?
Yeah, I try to see if that will help, the mods your useing are high memory use mods. Did you try to increase the size of the page file? If it dosen't get resolved, you may have to eaither load a preivious save, or try some other mod. >When you swaped out the exo, what outfit were you changing to? Were you taking it off out right? Or were you putting on something else?
>Take off the outfit itself and see if you get a CTD, if so paste out right into note pad and see if it tells you something different. If it dose not crash, place on the outfit your were going to switch to and see if that will cause it. If so well do the same again.
I just though of it, when looking at the sound files do they display the extentions for all of them, and if it dose, when you looked at the nv sound file did it say nv_loop or nv_loop.ogg it has to say nv_loop.ogg, not nv_loop If it just shows nv_loop, then rename that to nv_loop.ogg. If it dosen't display any extentions, you would need to set your explore to display file extentions to see them.
Being that this is a vital sound event, if the modder deleted the extention for some reason, the game because it is vital and not background, will read the nv_loop file, and without a extention, it will stop as a error. Because the first part is there, it will never look in the dbase for the other. I hope I am not confusing you.I am just trying to help you the best I can. Originally posted by: nv_loop is already there. Tried switching it out yesterday but didn't help.
As I posted, the log mentions stack trace. Does that mean I should try and fix loading textures so it won't use as much memory? Yeah, I try to see if that will help, the mods your useing are high memory use mods. Did you try to increase the size of the page file? If it dosen't get resolved, you may have to eaither load a preivious save, or try some other mod. >When you swaped out the exo, what outfit were you changing to?
Were you taking it off out right? Or were you putting on something else?
>Take off the outfit itself and see if you get a CTD, if so paste out right into note pad and see if it tells you something different. If it dose not crash, place on the outfit your were going to switch to and see if that will cause it. If so well do the same again. What do you mean with 'increase the size of the page file'? Also, tried it a bit earlier and seems it only crashes when I unequip it. If I switch it for another it seems to work. Not sure tho, gotta continue trying.
A bit busy irl atm tho. Originally posted by:I just though of it, when looking at the sound files do they display the extentions for all of them, and if it dose, when you looked at the nv sound file did it say nv_loop or nv_loop.ogg it has to say nv_loop.ogg, not nv_loop If it just shows nv_loop, then rename that to nv_loop.ogg. If it dosen't display any extentions, you would need to set your explore to display file extentions to see them. Being that this is a vital sound event, if the modder deleted the extention for some reason, the game because it is vital and not background, will read the nv_loop file, and without a extention, it will stop as a error. Because the first part is there, it will never look in the dbase for the other. I hope I am not confusing you.I am just trying to help you the best I can.
It's only called nv_loop, although it's an.ogg file. None of my sound files include their extensions. Ok, the extentions are hidden then, you would have to set your windows explorer's options to show the extentions then. I do not know how to do that with windows 8.
I am sorry, I am trying my best here. I it must suck to play this far and now looking at having to dump the mod or change something. If the game says its missing, but you say its in the weapons folder, then it is eaither miss spelled or the extention has been re-named or not set.
With out the ability to see the extentions, I can not suggest a re-name of it. Because windows will re-name just the file and do thing. For example, if you re-name nv_loop to nv_loop.ogg, the hidden extention will not be effected.
So if the hidden extention is bak, then the file will sit as nv_loop.ogg.bak. >If you figure out how to set the options to show hidden extentions, and you see it say nv_loop.bak or nv_loop by itself and all the others have extentions, then put in the extention. Bak extention nv_loop.bak change to this nv_loop.ogg no extention nv_loop change to nv_loop.ogg So you would need to figure out how to get the extentions to show first. Other than that your looking at starting a new game, but you would have to toss out one of the mods. And see how that works. Do you do quick saves?
Quick saves do tend to cause problems, mainly if you saved while a lot of things were going on. So when you quick load there is just too much and that could cause a CTD. Unity3d Racing Game Source Code. May want to go to the menu and use name saves, at lest two to cycle through. But it only happend to you by just takeing off the exo outfit, didn't it? If you can display the exo build I can see if it is in there. Find the outfit.ltx file in the mis folder, its found in the config folder. You use a text editor like note pad to veiw, find the build section exo_outfit, it will have a right and left braket.
I would need to see all of the info on the exo outfit only. There I can see if the problem is in there. But I am not sure how far you want to go with this. I keep going if you wish to, unless you feel your done wiith this, and just rather try some other mod.This is fine.
A subtle 'Special Edition' or 'vanilla plus' version that adds bug fixes, replay value, extra functionality, content and atmosphere to the game, all while retaining that overall vanilla feeling, rather than the feeling of a vanilla game with various mini-mods tacked on as an afterthought. New one-off missions and simple but repeatable quests to keep you occupied in free-play mode, including a chance to work for Shishak. And new gameplay features, such as donating to factions, kicking mutants, looting money, harvesting mutant parts, using repair kits, and Tremor's drug-swap service. Reworked achievement bonuses and penalties that have a more meaningful impact on your game, and 2 brand new achievements to earn. And for added immersion, you can even drag dead mutants and humans, pick up and drop most objects, and shoot out lights. Increased role-playing: when siding with a faction and unlocking the relevant achievements, the other factions treat you as such (become hostile or refuse your help), and you can even gain additional dialogue choices that allow you to complete goals differently. Increased replayability: almost all stash locations, cash amounts and some items are now randomly chosen, meaning you'll receive different rewards on each playthrough.
You may even receive an item as a reward for a certain task in one playthrough, then receive a cash amount or stash location for the same task in another. 8 new weapons, including 4 gun variations and 3 artifact grenades. And 11 new armors, including the Sunset suit, and lootable Boss jacket and SSP-99M Suit.
17 new synthetic artifacts that can be bought or looted. And 29 new lootable PDAs revealing hints, tips, stash locations or unique back-stories. 30 new consumables, including harvestable mutant parts and drugs with new properties and side effects.
And 49 new books to collect, some through looting and others only through trading. Includes an 11 (obviously micro) volume summary of Roadside Picnic. 27 new texture variations for unique characters, generic NPCs and mutants. And 4 new dynamic combat music tracks inspired by the 70s and 80s horror/sci-fi movie soundtracks. Includes the original Pripyat Reclamation Project, Rulix's AI fixes and compatibility with Cromm Cruac's graphics mods.
And much more (see the changes list and change-log in the readme file for full details.). Regularly updated Options Pack for Call of Pripyat: Special Edition available as a separate download containing various tweaks, additions and reversions suggested or requested by the community. Includes a new texture pack by Wh17E_3aG13, created especially for Call of Pripyat: Special Edition. There are three separate downloads currently available for Call of Pripyat: Special Edition. Depending on your needs, you may have to download only one, two, or maybe even all three of the files. They are: 1.: This is the main mod file that contains all the new content found in Special Edition. From gameplay elements to graphics and sound, they are all located here.
2.: This file contains various tweaks, additions and reversions suggested or requested by the community. I've tried to accommodate everybody, so if there is something you would like altered in Special Edition, you'll most probably find the option to do that here.
3.: This is the patch for the Russian localisation of Special Edition. It includes a full language translation from English to Russian, and an adaption of the new sound and graphical elements. Special Edition currently supports the English and Russian languages only. Unlike most other vanilla+ modifications for Call of Pripyat, this mod makes significant changes that need translations. For example, there are literally hundreds of new items, characters, missions etc., and many more cases of existing content having been altered and/or expanded upon.
Playing in an unsupported language will lead to the game constantly calling for text strings that do not exist or no longer apply, and will result in, amongst other issues, a confusing playthrough. I do not recommend using any other modifications alongside Special Edition because the more mods you have installed in one go, the more strain it will put on your PC and the X-Ray engine (more RAM usage means more instability). And every modification potentially brings along its own set of unique bugs and issues, especially if the attempted mod merge was a badly executed one, making the cause of any potential issues with your playthrough very hard to pinpoint. However there are currently two modifications that I provide compatibility patches for.
They are Cromm Cruac's and KingFriday's. These files will obviously need to be downloaded from their own ModDB pages before being installed.
Hopefully in the future I will be looking into compatibility for Original Weapon Renewal 3 and Arsenal Overhaul 3. Special Edition (Config 1) Install Order: Special Edition 2. Special Edition + Russian Patch (Config 2) Install Order: Special Edition >Russian Patch 3.
Special Edition + AtmosFear 3 (Config 3) Install Order: Special Edition (Config 1 or 2) >AtmosFear 3 >AtmosFear Patch 4. Special Edition + Re-Animation Project 2 (Config 4) Install Order: Special Edition (Config 1 or 2) >Re-Animation Project 2 >Re-Animation Project (Vanilla) Patch 5. Special Edition + AtmosFear 3 + Re-Animation Project 2 (Config 5) Install Order: Special Edition (Config 1 or 2) >AtmosFear 3 >AtmosFear Patch >Re-Animation Project 2 >Re-Animation Project (AF3) Patch 6.
Options Pack Install Order: Special Edition (Config 1 or 2) + Everything Else >Options Pack. Some players have reported that the menu and inventory textures and texts merge with each other, making them impossible to read. If you experience this, all you have to do is: 1.
Uninstall the mod by deleting the mod's gamedata folder (so you can use the options again.). Start the vanilla game and set the graphic preset to 'High'. Then lower the individual advanced graphics options if you need to, but make sure to keep texture detail on high.
Once you're happy with the settings, reinstall the mod by simply copy and pasting the mod's gamedata folder back in and start the game up again. Alternatively you could carry out step 2 before installing the mod, which would 100% guarantees you will not encounter this issue. Some bugs are inherent in the X-Ray Engine and cannot be eliminated through modifications.
However you can minimise the risk of encountering them during your playthrough: 1. Before beginning a new playthrough, remember to delete all of your old save files. Something as simple as too many old saves can eventually break a vanilla playthrough. Taking on large amounts of quests at the same time can lead to corruption of save files. So it is best to take on quests only when you plan on completing them, rather than visiting every storyline NPC at once. Make plenty of hard saves rather than only quick saves.
And each time you make a hard save, reload that save before continuing. This will allow you to pinpoint where exactly your saves were corrupted and to reload a working save. Otherwise you could make lots of hard saves that are corrupt without ever knowing. Install Order: Special Edition + Everything Else >Options Pack Options from the Options Pack for Call of Pripyat: Special Edition should be installed only after you have already chosen which Special Edition files (base mod, hotfix or Russian patch.)you would like to use and have completed installing them. Most options are compatible straight away with one another. However, there are one or two exceptions.
When this is the case, you will find an additional folder within the option's folder that can simply be used instead, allowing you to still use both changes at the same time. Most options are also compatible with AtmosFear 3.
However, when this is not the case, you will again find the option's folder contains two folders, this time clearly labeled with (Vanilla) and (AtmosFear) in their titles. All you have to do then is choose whichever is applicable to your install. Options that are not needed with AtmosFear, like the Vanilla Weather option, are labeled with (Not for AtmosFear) in their titles. Most of the options found in the Options Pack are also compatible with the Russian patch. Those that aren't are clearly marked with (ENG) in their titles. Install Order for Config 1: Special Edition 1.
Download and extract the 'Call of Pripyat: Special Edition (v0.9.3)' 7z file archive. This should produce a 'Call of Pripyat - Special Edition (v0.9.3)' folder with other folders and files inside. Inside the 'Call of Pripyat - Special Edition (v0.9.3)' folder, there is a 'Call of Pripyat - Special Edition v0.9.3 (Files)' folder.
Open this folder and you will see a 'gamedata' folder. Copy / paste this gamedata folder into your Call of Pripyat vanilla install. It's usually in the following file path (or something similar): Program Files/bitComposer Games/S.T.A.L. Vectorscribe Studio Keygen Idm. K.E.R. - Call of Pripyat/. Start the game and enjoy the fully up-to-date Call of Pripyat: Special Edition modification. Install Order for Config 2: Special Edition >Russian Patch 1.
Download and extract 'Call of Pripyat: Special Edition (v0.9.3)' and 'Russian Patch (CoP: Special Edition v0.9.3)'. This should produce a 'Call of Pripyat - Special Edition (v0.9.3)' folder and a 'Russian Patch (CoP SE v0.9.3)' folder. Inside the 'Call of Pripyat - Special Edition (v0.9.3)' folder, there is a 'Call of Pripyat - Special Edition v0.9.3 (Files)' folder.
Open this folder and you will see a 'gamedata' folder. Copy / paste this gamedata folder into your Call of Pripyat vanilla install. It's usually in the following file path (or something similar): Program Files/bitComposer Games/S.T.A.L.K.E.R.
- Call of Pripyat/. Inside the 'Russian Patch (CoP SE v0.9.3)' folder, there is a 'Russian Patch for CoP SE v0.9.3 (Files)' folder. Open this folder and you will see yet another 'gamedata' folder. 5.Following the same file path as before, copy / paste this 'gamedata' folder over your Call of Pripyat: Special Edition 'gamedata' folder.
Start the game and enjoy the fully up-to-date Russian localisation of the Call of Pripyat: Special Edition modification. Install Order for Config 3: Special Edition (Config 1 or 2) >AtmosFear 3 >AtmosFear Patch 1.
All previous steps for either Config 1 (CoP Special Edition) or Config 2 (CoP Special Edition + Russian Patch.). Then download and install Cromm Cruac's AtmosFear 3 using the installer that it comes packaged with.
This installer should automatically find the right file path for you. Download and extract the 'Options Pack (CoP: Special Edition v0.9.3)' 7z file archive. This should produce a 'Options Pack (CoP SE v0.9.3)' folder. Inside the 'Graphics Options' folder, there is a 'AtmosFear 3 Patch' folder. Open this folder and you will see a 'gamedata' folder. Copy / paste this 'gamedata' folder over your merged Special Edition and AtmosFear 3 'gamedata' folder, using the same file path as before: Program Files/bitComposer Games/S.T.A.L.K.E.R. - Call of Pripyat/.
Start the game and enjoy the Call of Pripyat: Special Edition modification with an expanded and more realistic weather system. Install Order for Config 4: Special Edition (Config 1 or 2) >Re-Animation Project 2 >Re-Animation Project (Vanilla) Patch 1. All previous steps for either Config 1 (CoP Special Edition) or Config 2 (CoP Special Edition + Russian Patch.). Then download and extract KingFriday's Re-Animation Project 2 base mod's rar file using a rar extracter. This should produce a 'stalker_re-animation_project_2' folder. Inside the 'Stalker Re-Animation Project 2' folder, there is a '1 - Base ---- Install first' folder. Open this folder and you will see a 'gamedata' folder.
Copy / paste this 'gamedata' folder over your Special Edition 'gamedata' folder, using the same file path as before: Program Files/bitComposer Games/S.T.A.L.K.E.R. - Call of Pripyat/.
Download and extract the 'Options Pack (CoP: Special Edition v0.9.3)' 7z file archive. This should produce a 'Options Pack (CoP SE v0.9.3)' folder.
Inside the 'Graphics Options' folder, there is a 'Re-Animation Project 2 Patch' folder. Open the (Vanilla) option's folder and you will see a 'gamedata' folder. Copy / paste this 'gamedata' folder over your merged Special Edition and Re-Animation Project 'gamedata' folder, using the same file path as before: Program Files/bitComposer Games/S.T.A.L.K.E.R.
- Call of Pripyat/. Start the game and enjoy the Call of Pripyat: Special Edition modification with all new player and weapon animations, sounds and values. Install Order for Config 5: Special Edition (Config 1 or 2) >AtmosFear 3 >AtmosFear Patch >Re-Animation Project 2 >Re-Animation Project (AF3) Patch 1. All previous steps for either Config 1 (CoP Special Edition) or Config 2 (CoP Special Edition + Russian Patch.). Then download and install Cromm Cruac's AtmosFear 3 using the installer that it comes packaged with. This installer should automatically find the right file path for you. Download and extract the 'Options Pack (CoP: Special Edition v0.9.3)' 7z file archive.
This should produce a 'Options Pack (CoP SE v0.9.3)' folder. Inside the 'Graphics Options' folder, there is a 'AtmosFear 3 Patch' folder.
Open this folder and you will see a 'gamedata' folder. Copy / paste this 'gamedata' folder over your merged Special Edition and AtmosFear 3 'gamedata' folder, using the same file path as before: Program Files/bitComposer Games/S.T.A.L.K.E.R. - Call of Pripyat/.
Then download and extract KingFriday's Re-Animation Project 2 base mod's rar file using a rar extracter. This should produce a 'stalker_re-animation_project_2' folder. Inside the 'Stalker Re-Animation Project 2' folder, there is a '1 - Base ---- Install first' folder. Open this folder and you will see a 'gamedata' folder. Copy / paste this 'gamedata' folder over your merged Special Edition and AtmosFear 3 'gamedata' folder, using the same file path as before: Program Files/bitComposer Games/S.T.A.L.K.E.R.
- Call of Pripyat/. Going back to the 'Options Pack (CoP SE v0.9.3)' folder: inside the 'Graphics Options' folder, there is a 'Re-Animation Project 2 Patch' folder. Open the (AtmosFear) option's folder and you will see a 'gamedata' folder. Copy / paste this 'gamedata' folder over your merged Special Edition, AtmosFear and Re-Animation Project 'gamedata' folder, using the same file path as before: Program Files/bitComposer Games/S.T.A.L.K.E.R. - Call of Pripyat/. Start the game and enjoy the Call of Pripyat: Special Edition modification with an expanded and more realistic weather system and all new player and weapon animations, sounds and values. Played a little bit this mod and have some thoughts/question about it: -Marking on map stashes which we found, be honest for me is enough that we got msg about that, like for me could be confusing.
-What is purpose of knifes we found, also there is some odd thing about it that when we point cursor on knife game mark pistol ammo aswell(it is a bug?) -Noticed that sometimes mutant run in place. -Language spoken in the game is mixed, some NPC's talk in Russian another in English. Could you put this small mod in SE:? Like for now its all. From feedback on the GSC forum, most people find the marks helpful.
They are differentiated through size and, if you hover over them with your cursor, they clearly state 'Looted stash' or something similar so you know they have already been emptied. They are helpful for those who want to avoid backtracking when searching for stashes (There's way too many stashes in the game for most people to memorize). -You can sell looted knives to traders for cash.
Yeah, the stats are a harmless aesthetic bug I guess. It's the same knife that the player is equipped with at the start of the game. That too has the stats on the vanilla game. You just don't have an icon to hover over to view them in vanilla. -Yeah, mutants running in place is a known vanilla issue.
Not specific to Special Edition. -The base Special Edition is an English language mod, so the quest-givers and important NPCs speak English. I've replaced everyone else's vocals with the Russian language voice-acting for atmosphere.
The Russian Patch includes full and enhanced Russian voice-acting. And there's an add-on in the Options Pack for those who are playing the English version but want all Russian voices. -I'll look into that when I can. Yeah, I'm the same.
Little things bother me also. I've tried to make the mod as clean as possible where I could.
Tried to make sure everything I added is consistent with the lore, made sure NPCs acknowledge the changes in dialogues etc., and things like that. About mutants running on the spot: Yeah it's definitely in the vanilla game. The Pripyat Reclamation Project even had a fix for it at one time, but had to remove the fix because it broke other parts of the game (some storyline NPCs ended up just standing on the spot and wouldn't carry out storyline actions.). I've witnessed it with Pseudodogs.