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alky_lee

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Everything posted by alky_lee

  1. alky_lee

    Pilgrimage - Ported

    Added to the first post. May not be visible straight away, as the update is awaiting moderation.
  2. alky_lee

    [SP] Pilgrimage

    I am trying it out and seems to be working OK. One thing I’ve noticed is that the loot messages still refer to Altis.
  3. alky_lee

    Pilgrimage - Ported

    First post has been updated. Beketov downloading now.
  4. alky_lee

    Pilgrimage - Ported

    Updated in first post. I've included the mods as they are probably dependencies now.
  5. Another issue with rain fx is that the sound of rain hitting your helmet stops when you look through the scope. It’s not a biggie, just something that I noticed.
  6. alky_lee

    Pilgrimage - Ported

    Tried the Kobbvatn port. Very picturesque map with some interesting strongholds, although the armour didn't have a lot of room to spawn. My starting point was within 700m of an airfield. Smoke from that direction at the start was probably the armour colliding with the buildings judging by the damage when I returned with the body. Luckily, the gunship flew into the side of a mountain.
  7. alky_lee

    Pilgrimage - Ported

    Link has been updated in 1st post to the newer version.
  8. alky_lee

    Pilgrimage - Ported

    They haven’t chopped off his head. They’ve chopped off his body.
  9. alky_lee

    Pilgrimage - Ported

    I played around with the figures and to stop any vehicles going into orbit at start it was reduced to 10 + random 10, but this runs the risk of finding the body on a large island on Panthera and not having a vehicle to transport it to the boat. Something to think about.
  10. alky_lee

    Pilgrimage - Ported

    Another port by request has been added to the first post. Panthera island. The map is smaller than I realised, so may be worth turning down the camp/checkpoints densities. I ran with everything at 75% and there were plenty of enemies, especially when the body was near to an airfield and there was a T100 a couple of hundred of metres away. Did we ever find an answer to the exploding abandoned vehicles at mission start?
  11. alky_lee

    [SP] Pilgrimage

    I get that too, but I also use TPW repair, so I drive it to a local garage and a man has a look at it for me. That usually sorts it out.
  12. alky_lee

    Pilgrimage - Ported

    Updated in the first post. All working now.
  13. alky_lee

    Pilgrimage - Ported

    Sounds like I’ve buggered up the links. I’ll fix it when I get home. Napf is the terrain required. That’s the trouble with doing stuff late at night.
  14. alky_lee

    Pilgrimage - Ported

    Added a new port to the Napf terrain by request. Link in the first post or subscribe through Steam if it's easier. https://steamcommunity.com/sharedfiles/filedetails/?id=1670379326&searchtext=
  15. alky_lee

    Pilgrimage - Ported

    Until someone says otherwise, I've put a note that, for all landlocked terrains, you need the original vehicle to end the mission. I think that was my experience on Rosche.
  16. alky_lee

    Pilgrimage - Ported

    I've been trying out the VCOM AI v3.1 mod and that resulted in Alex calling out formations at regular intervals. Very annoying. I also lost control of my AI companion in contact because he thought he would do what he liked such as getting in our battered Strider GMG when the gunship was looking for us. One of the gunships refused to RTB and would just hover when it was finished. The enemy AI would also try to reclaim our captured vehicles if we weren't in them. I would imagine that they would also take abandoned vehicles if they were normally from their side, so less vehicles for the player and a prospect of facing more armour. Though it was good to see the Officer at a checkpoint taking over a static weapon after I killed the gunner and the AI closed you down very quickly and weren't afraid to come into buildings and upstairs to find you. I was also running with RHS so was wall to wall with AKs & M16/M4s but short on AT & AA and the TPW civvies were all driving round in armed land rovers, jeeps, offroads, etc. so all in all a very strange mission. Regarding the camp fires in the air, I think that was the 1.95 beta 3 version that prompted further work and resulted in the stuff sellers and the green icon for the POW.
  17. alky_lee

    Pilgrimage - Ported

    Altis is the Official version and can be found for download at
  18. In the .hpp file you can either change the hud_active value to 0 which will stop the HUD working, or change the tpw_hud_addtac to 0 so that it won't work unless the unit is wearing tactical glasses.
  19. You can turn it off in game, just by putting the tactical glasses in your vest instead of wearing them. I use that method when taking screenshots.
  20. alky_lee

    Pilgrimage - Ported

    Errr ... That's not me. I think he was going to rappel but it didn't work. I play almost totally in FPV now, unless driving a tank or a Hunter or a heli with autohover
  21. alky_lee

    Pilgrimage - Ported

    Titus Groan having a go at the Isla Duala port. (Or the dangers of hitch hiking)
  22. alky_lee

    Pilgrimage - Ported

    Mission has been added to first post. Since it's a small map only has 20 churches. Several dozen possibilities for checkpoints but of the dozen I saw in debug, only one spawned. Suggest setting checkpoints to 100%
  23. Either ignore it or load CUP Terrains until CUP bring out an update.
  24. alky_lee

    Pilgrimage - Ported

    CUP have messed up CUP Core with the latest update and have introduced a dependency between CUP Core and Chernarus Winter which throws up an error if CUP Terrains aren't loaded. There's another message about a bar gate. Neither are fatal and you can ignore them. Having CUP terrains loaded will avoid the error messages except for the bar gate one. CUP are working on a hotfix.
  25. alky_lee

    [SP] Pilgrimage

    The vendors will not be in the Tembelan port as that used the old version of Pilgrimage which hasn’t been updated.
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