Hi,
where does the "STALKER FOLDER" go?
Where does "Mission Template" folder go?
Where does the Mission file go? SP missions or MP missions folder in the root directory?
Non of this is explained in your read me.........thanks
hey i keep geting that when i load i have wings of my arms and says that gsc stalker units hase bin deleted i have the units can you help mi out plase replay
ok heres my problom its a huge bug and i cant play stalker mod i downloaded the mission everything and i have a few mods i trun them all off namalsk no but when i load the game my guy hase some wings of his arms and the gun is in mid air and its anoying i restarted the game 15 times and the same thing it says bin cfg vichels gsc_eco_stalker_mask_fred.spich_singulr the othe alex fire vichel and er7 fire no entary i dont know what to do plase i beg you help mi!
ran around in the mod for a while on MP...but only question i have, when we kill bloodsuckers and zombies, are we supposed to become criminals? once we became criminals, couldn't get any tasks at all. apart from this, looks damn good.
put the mod folder itself, in your Bohemia Interactive or Operation Arrowhead directory within Steam and the missions, go in the MPMissions folder. well at least thats where i have the missions working out of. just would love to be able to defend myself against the mutants without becoming a criminal and not having any faction talk to me anymore.
Good MOD, but a mission to seriously refine. First - to dynamic location of anomalies and artifacts. Artifacts should little highlight that would find them in night. Where bandits? Where the monolith? Without them, in ZONA is very empty. Create random dynamic events - the trigger zone, which will appear random - bandits, or monolith, or mutants. Make a bloodsucking little more noticeable, invisibility is replaced by a translucent texture.
In Vorkuta outskirts - too many boxes of weapons (full).
Hi,
where does the "STALKER FOLDER" go?
Where does "Mission Template" folder go?
Where does the Mission file go? SP missions or MP missions folder in the root directory?
Non of this is explained in your read me.........thanks
Crashes on demo mission.
Ye i can't get it to work either.. too bad i loved the previous versions for arma 2 :) they still kick ass
Could you explain more clearly how to setup the anomalies please? Cannot figure it out for the life of me. Thanks.
hey i keep geting that when i load i have wings of my arms and says that gsc stalker units hase bin deleted i have the units can you help mi out plase replay
and i downloaded the stalker units befor is that the problom?
and namaslk
ok heres my problom its a huge bug and i cant play stalker mod i downloaded the mission everything and i have a few mods i trun them all off namalsk no but when i load the game my guy hase some wings of his arms and the gun is in mid air and its anoying i restarted the game 15 times and the same thing it says bin cfg vichels gsc_eco_stalker_mask_fred.spich_singulr the othe alex fire vichel and er7 fire no entary i dont know what to do plase i beg you help mi!
Super mod
https://www.youtube.com/watch?v=e6YFoBLTvzo
ran around in the mod for a while on MP...but only question i have, when we kill bloodsuckers and zombies, are we supposed to become criminals? once we became criminals, couldn't get any tasks at all. apart from this, looks damn good.
the read me is very poor, does not explain where to put the folder and where to put the missions.
put the mod folder itself, in your Bohemia Interactive or Operation Arrowhead directory within Steam and the missions, go in the MPMissions folder. well at least thats where i have the missions working out of. just would love to be able to defend myself against the mutants without becoming a criminal and not having any faction talk to me anymore.
Good MOD, but a mission to seriously refine. First - to dynamic location of anomalies and artifacts. Artifacts should little highlight that would find them in night. Where bandits? Where the monolith? Without them, in ZONA is very empty. Create random dynamic events - the trigger zone, which will appear random - bandits, or monolith, or mutants. Make a bloodsucking little more noticeable, invisibility is replaced by a translucent texture.
In Vorkuta outskirts - too many boxes of weapons (full).
Modification good. Curve, but atmospheric. But clean off please boxes with a large number of the weapon. Finding of the such, kills all sense of game.
Since this isn't being updated or has any documentation on it, I think I'm going to pull a revival on this project myself and work on it.
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