A Night in Pripyat... And The Morning Brings No End To The Bloodshed.I have been in Pripyat for the last two weeks, returning from NPP, returning to the Zone after the CC defeated, to see what has become of Pripyat, in what we call Freeplay. This is
no game time, this is
real earth time.
Over 45 hours (earth time) of fighting and bloodshed lived through, not to mention of Horror Times that came as an icing on the cake. Several times sleep bag was needed to sleep through in an elevated guard post near the car park while the gun-fights continued around. It was risky, but had be done. Maybe there was a safer place, but I couldn't find it.
And... after over 45 real hours of testing in Pripyat: Now I can finally say that
vanilla pathway crashes in Pripyat, that had caused a lot of nervous breakdowns in the past (
which was more apparent in this mod due to the sheer number of NPC, so the increase of engine/path handling fault probability)
have now been eliminated.There are no crashes in Pripyat now that had previously appeared on our screens like:
[error]Description : any vertex in patrol path [pri_wave2_wsniper_2_walk] in inaccessible for object [pri_wave2_monolith4_wsniper2] or,
Description : any vertex in patrol path [pri_wave4_rsniper_1_walk] in inaccessible for object [abc_dol_respawn_536432] ,etc.
This is of course not a fix for the engine itself, for the engine is still inaccessible as far as I'm aware, and even if it could be helped at all, I'm sure that GSC would have released a patch by now to correct the various engine problems, anyway.
This is only a set of safe workarounds to release the hooks that tap to the engine, or vice versa, and free roam the NPCs from their restrictions.
NPCs are not always in where you are accustomed to find them anymore; and for example, snipers and some others do come down the roofs, sliding down the buildings, well, not as elegantly as Navy Seal (if they are of any

) but still they do make their way to the ground and make you sorry that you are there.
I've also increased the air of confusion during the gunfights, trying create an atmosphere in which things may not go as planned or you can't rely on all info, or warnings.
More later, on this subject.
So, after the Kruglov/Semenov path problem was dealt with, now the Pripyat path problems have been resolved.
They were the instances/places where this vertex/pathway handling problem of the engine had been causing the greatest upsets.
http://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_22-41-46_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-14-09_00-18-48_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_17-48-38_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_22-42-16_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_23-53-58_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-14-09_00-16-33_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_22-31-04_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_17-48-51_l11_pripy.jpgThen the Horror Time hitshttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_23-27-46_l11_pripy.jpghttp://i730.photobucket.com/albums/ww301/Nightwatch01/ss_user_01-13-09_23-37-52_l11_pripy.jpg