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LAR patch notes

Nov 4th, 2022 (edited)
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  1. All previous version notes below:
  2.  
  3. Artifact Merging:
  4.  
  5. My favorite thing in stalker is to hunt and collect artifacts. In DC the number of recipes for artifact merging was cut to 6. I have created 6 brand new artifacts, so there are now 12 recipes. These new artifacts each have multiple properties (both good and bad), offering a little more diversity and can be fairly strong.
  6.  
  7. Some additional notes:
  8.  
  9. • Rates for success and failure tweaked, leaning more towards success for most
  10. • Merging time is dropped to 1 hour for everything
  11. • The new artifacts weigh more than any of the artifacts found in anomalies
  12. • Changed some text for artifact merging in a few files
  13. • The models and textures of the artifacts were used from an artifact expansion mod. This was stuff from AMK and older mods most likely. All credit goes to the original creators of the models, I take no credit in creating the models or textures
  14. 2 issues (not really bugs, as can probably be fixed, but I don’t know how)
  15. • When purchasing the recipes, YOU MUST PURCHASE THE NEW RECIPES FIRST (they are: porcupine, spore, zeal, sweet roll, macguffin, necklace). If you do not purchase all the new ones first it may lock you out of purchasing the old ones. If someone knows how to fix this, please let me know!
  16. • All of the recipe’s cost 6k ru, it will crash with any other amount, no idea why
  17.  
  18. Stalker News Network:
  19.  
  20. Added the awesome stalker news network. The entire file, was machine translated into English. I then edited and cleaned up the lines so they make sense and fit into the game world. This was a HUGE endeavor, there are thousands of lines… I think my machine translation editing days are done after this project.
  21.  
  22. • News appears about once an hour (or random) during the day and less at night. It ranges from single line statements to little conversations between multiple NPC’s
  23. • Updated all news icons to better match other LA icons. Icons used from “TRX Dynamic News” by Tronex
  24. • Numerous fixes to correct faction icons so they match the corresponding speaker. I still may have missed some though. Let me know if certain conversations seem out of place. For example, if you see a generic bandit respond to Sakharov let’s say, but it looks like the response should have been from Deedee because they are discussing more in-depth zone related science
  25.  
  26. Vehicles:
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  28. Vehicles can no longer be purchased. I never liked that you could purchase a vehicle and it magically appeared. If a map has a vehicle spawn point, then it is still there though. To me, this gives the player a better sense of preservation for the vehicle, knowing there is a limited amount in the world.
  29. *I have simply commented out the dialog option to “remove them.” To change back, see below:
  30. Go to gamedata\config\gameplay\npc
  31. Then character_desc_bar
  32. Search for “dm_vehicle_purchase” and uncomment by removing the <! -- and -->
  33.  
  34. Misc.
  35.  
  36. • Thousands of text edits through the years for grammar, consistency and clarity
  37. • Removed the flyby cutscene in army warehouse when informant shows up with a car, it served no purpose. Now he appears after actor radio's Ghost
  38. • Added a small dialog tree with "Huckster" the bandit trader in Old Road. It didnt make sense this NPC wouldn't say anything if you walked right in, or decided to kill all the bandits (even though they are non aggressive inside the farm). Which ever you choose, his response can work both ways
  39. • Non adjusted and adjusted psi helms now have different inventory textures, showing the difference in the two
  40. • Updated swamp heli script to no longer have the heli crash at start, now it no longer appears at all. (The small fly by scene still happens, I have tried to get rid of it many times, but nothing seemed to work)
  41. • Updated 2 plant textures in swamp area so they don't overlap at the top of the texture and show a line in thin air
  42. • Removed the Garbage sniper fly by cut scene (this will only work on a new game, wont cause issues if you are past that part already though)
  43. • Changed the swampbeast material foot sound to "medium." It was on large, which is the sound a giant makes when walking. Also updated the swampbeasts general sounds
  44. • Includes an unpacked storyline changes mod v 1.08 (credit goes to the RU devs, it removes many cut scenes and a ton of other stuff). Along with that I have included other files from previous storyline changes that were cut for some reason later on and a couple I updated to remove some misc. scenes. There are numerous updates to text and misc. files to work with storyline mod v 1.08 by me as well
  45. • Includes merged files and numerous fixes/updates by Soopytwist, notes here (I didn’t include everything of his, sifted through what I felt fit best)
  46. https://www.moddb.com/mods/lost-alpha/downloads/stalker-la-dc-redux
  47. • Includes a version of the amazing item usage mod by V@leroK updated by me to work with vanilla LADC 1.4007 (meaning it will NOT work with PRM weapon pack). All credit goes to V@leroK for the original mod
  48. • Includes: Free Alife, LA quiet foot steps, Enemies throw grenades
  49.  
  50. • Includes most of the Russian VO mod unpacked. I did this to fix and properly comment specific files during some of the remaining cut scenes so they were more consistent in volume. You will still need the Russian VO’s from the mods section enabled. If you have never played with Russian VO’s and already know the story, I highly suggest playing this way
  51. --If you don’t want to use the RU VO lines, then delete the folders below along with the RU voice mod in the mods folder. Though some files I made silent will still play, like annoying laugh/high pitch sounds in some areas.
  52.  
  53. sounds\characters_voice\scenario
  54. sounds\script_replics\trader
  55.  
  56. • Also included are the most up to bins and configurator for LADC 1.4007 in separate archives
  57. • I have included two tweaked weapon files in \config\weapons for the spas and winchester for ultrawide screen resolutions under "aim_hud_offset_pos_16x9". They both would clip really bad when aiming, you are free to delete them if they dont look right to you, will set everything back to default
  58. • Fixed a couple string tags showing rather then actual words, for tasks in NPP and Gen warlab
  59. • Fixed incorrect icon for the warlab C-Con rep (was using a military NPC icon, changed to "no data" icon)
  60. • Critical fix for dialog with Guide. Before my fix you could only speak with him once, then he would not offer to go to prip underground if you did not go with him right away
  61. • Updated icon for the unique artifact "generator" and updated the description on what to do with it/how to capture it
  62. • Updated Izlom arm to Izlom hand and now fits in a 1x1 grid like every other mutant part
  63. • Fixed that huge ass PDA icon that is associated with some quest PDA's and misc. when it is in your inventory
  64. • I like the whistling and humming, but NPC's use it way to much and it was assigned to the Monolith as well. I dont think the Monolith would be whistling a happy tune :P I changed it so whistling and humming is part of the idles for bandits, freedom, newbies and stalkers only (forgot to add all idle sounds to gamedata folder, updated now)
  65. • Updated story elements for "fixing" PC PDA. Now that the skills are available from the start, I felt that "fixing" your PDA as a whole was irrelevant, since all modules are available and working. Now there are mentions through the first half of the game that PC needs to "recover" some corrupted data. Sakharov dialogue changed so that he requires a couple items for a project of his own before he will recover the data and the crystal artifact is now the single object that helps to recover said data
  66. • Updated some smaller dialogue files as well for consistency
  67. • Fixed/updated/added some unique NPC icons
  68. • Fixed wrong arm texture for unique Bandit Suit
  69. • Updated a couple monster part icons in "ui_icon_equipment" (I did not create the couple new textures)
  70. • Updated some monster sounds
  71.  
  72. • Included no mini map
  73. --To get mini map back, go to \gamedata\config\ui, then just delete, or create a new folder and move both "zone_map_" files)
  74.  
  75. • Included no flashing update icons that were under mini map
  76. • Includes updated textures for vanilla weapons, I did not create them, I apologize I do not know all of the creators who I pulled from. I mixed and matched them through the years for ones I thought fit best. Credit goes to all the amazing texture artists who created the ones I have in this mod
  77. • Probably a bunch of stuff I also forgot to even put in patch notes...
  78.  
  79.  
  80. Misc. issues and how to fix:
  81.  
  82. ----
  83.  
  84. If you have "Too many occlusion queries were issued" spam in console (bring up with the ~ key). Just do a video restart, using the command "vid_restart" and press enter.
  85.  
  86. ----
  87.  
  88. To bypass launcher, use at own risk.
  89.  
  90. 1) In the bins folder find XR_3DA.exe and create a shortcut
  91. 2) click on the shortcut then go to "properties"
  92. 3) in the "shortcut" tab, go to the column "Start in" then delete \ bins
  93. (so should look like "E:\S.T.A.L.K.E.R. - Lost Alpha DC")
  94. 4) and then in the column "target" add (after a space) -noprefetch -nospawncheck -developer at the very end with a space, so it should look like: "X:\S.T.A.L.K.E.R. - Lost Alpha DC\bins\XR_3DA.exe" -noprefetch -nospawncheck -developer
  95. (actually may not need the -nospawncheck flag)
  96.  
  97. ----
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  99. If LAR crashes when choosing RU language:
  100.  
  101. There is a new text file I created for ENG. If choosing RU language it will give you an error, because it does not exist in the RUS folder. You will need to create a RUS folder in "gamedata\config\text" and copy the "stable_dialogs_oldroad.xml" into it.
  102.  
  103. ----
  104.  
  105. Crashing in the hospital area before Pripyat Underground? There is a bad spawn that can cause crashes on that map. Run and kill the blood suckers right after you talk to guide (don't let him get ahead of you), then it wont crash.
  106.  
  107. ----
  108.  
  109. Crashing because of a controller? Sometimes a controller melee action can crash the game, if this is happening you can try the below. However, it may cause other issues with scripted controllers, use at own discretion.
  110.  
  111. https://www.moddb.com/addons/ladc-1-4007-controller-fix-v1-0
  112.  
  113. ----
  114.  
  115. Crashing when talking to DeeDee after blowout? Do you have X-Virus Antidote in your inventory already? If so, stash it before you talk to him. Thanks BarTwoOne for figuring that out!
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