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doc. caliban

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Everything posted by doc. caliban

  1. doc. caliban

    [SP] Pilgrimage

    Same ones I used with 1.74 and older (no changes): CBA A3, Blastcore, folding map, joint rails, tao no closure sounds, and tmr. I'll try without them in a while ... about to start some oldschool Ghost Recon with some friends. :-) I'll also check if HH is still working in .74 -Doc
  2. doc. caliban

    [SP] Pilgrimage

    Starting with 1.76. However, hitchhiking is not working for me. It comes up in the menu, but when selected, the menu simply closes instead of going to the map. - Doc
  3. doc. caliban

    [SP] Pilgrimage

    Finished my first go through with 1.74 and am going to start a new one. If there is nothing in 1.75 that I need feature-wise, I will just start with 1.74 again. My question is, is it any different performance-wise? (I play with loot, ambient combat, partner, all turned off.) Thanks! -Doc
  4. doc. caliban

    [SP] Pilgrimage

    I can only answer for being able to sneak up on AI at night because it's the most recent such situation that I can recall. Last night I was preparing my take-down of an occupied airstrip and almost stumbled upon two soldiers about 90m away. They were watching in one direction and I was able to crawl up behind them within 50m and take them out without being detected. -Doc
  5. doc. caliban

    [SP] Pilgrimage

    Understood. For me it breaks the immersion to know they would really be there but aren't. But now that I know, it's easy to deal with next time around. :-) -Doc
  6. doc. caliban

    [SP] Pilgrimage

    Ah, ok. I don't think that I noticed that before. Perhaps that could be part of the 'Hardcore' version? For this type of mission I like to be able to hunt based on what I need so that I can supply myself as I see fit. I disable all loot boxes and depend entirely on taking equipment from the enemy. In this case I have engaged far more soldiers than I otherwise would have had to, and spent a lot of time running / driving around looting them for one piece of equipment. Just a thought based on one person's play style. Thanks again for the mission! -Doc PS I'd even considered that the NVGs were being damaged in combat and took care to not shoot guys in the head ... didn't help ... but it did occur to me that that's what could have been happening!
  7. doc. caliban

    [SP] Pilgrimage

    Weird game issue, not related to the mission AFAIK: I've killed and searched about 30-40 enemy, many of which had NV goggles on their helmets. Guess what not a single one of them has when I loot them? The goggles are vanishing into thin air when I kill these guys, so I can't get any. I am getting rather annoyed. Any ideas as to why this is happening? The mission itself is fun as usual though! -Doc EDIT: I just took out another 8-man patrol, all of which had NV. That is, until I went to loot them. It's 19:15 ... if I don't get some soon, I'm going to be in bad shape. (I don't want to sit out the mission until morning.)
  8. doc. caliban

    [SP] Pilgrimage

    I've taken down an airfield and a military installation, but no officers found in or around either. They must be running like cowards. :-) In the latter, I saw a "Squadron Leader" running away on the map, never to be seen again. On the airfield, I observed one man run away but didn't see what type of unit he was. Probably coincidence, but I also find that the Team Leaders are the first to run away when under attack ... they usually come back, but always seem to be the first to chicken out and run. I know that's ARMA and not the mission. I just think it's funny. -Doc
  9. doc. caliban

    [SP] Pilgrimage

    That is a huge help! I was skipping some buildings that were across the road a ways, but still inside that radius. Thanks! -Doc
  10. doc. caliban

    [SP] Pilgrimage

    I thought about that too, but there was only one building on this particular airfield. Empty, and the doors were closed. I'll go snooping around again ... I'm not very far from it yet. - Doc
  11. doc. caliban

    [SP] Pilgrimage

    Ah, the blue circles ... I remember reading about those at some point. I have not found an officer ... could it be the single person who got away? I go search for him again in and around the airbase. There is a disabled tank with the crew still inside of it (just don't walk in front of it!) but I doubt he's in there. -Doc
  12. Hi there, Thanks for the response! So far this is the only mission I'm actively playing. I know that the auto-rest and bipod was working for a while, so I assumed the other things were as well. However, I just noticed that the rocket launcher, while still modified to be disposable, is not firing the way it does in the tutorial. For what it's worth, it also looks like other mods may be having issues as well ... the folding maps don't work, though that could be an installation issue on my part as I've never seen it work. -Doc
  13. doc. caliban

    [SP] Pilgrimage

    Hello, I can't find this in the thread, but I know it's there somewhere. Is there better intel at the heavily defended airbases? I just took my first one down (1.72) and I think only one person escaped. I found intel on one or two people, but didn't get anything special out of it. I don't mind, but I was thinking there was something more to find. Captured the helicopter though ... can't work the weapons worth a crap, but it makes a nice trophy. :-) -Doc
  14. Hello, I have been having a heck of a time with TMR_ALT. I cannot get it to run anymore at all ... at least the things I can tell, like auto rest and bipod. Sometimes I'll notice auto rest is working again, but bipod stopped working forever ago in this mission (Pilgrimage) and has never worked since. When I hit ESC, the reinitialize button is always active ... never greyed out. Aside from TMR_ALT, I am running: CBA_A3 Blastcore-A3 tao_foldmap_a3 tao_noclosuresounds agile_littlebird ASDG_JR outlw_moduload_v0.5.2 Any suggestions would be great! Best, -Doc
  15. doc. caliban

    TMR Modular Realism

    Regarding the apparently known issue of the mod not fully initializing when restoring from a saved game, I found that the mod reinitializer mentioned above will eventuall get weapon resting working again, but the bipod seems to be disabled for good. Any thoughts on this? Is there a better way to reinitialize this mod so that all of the functionality is restored after loading a saved game? Thanks, -Doc
  16. doc. caliban

    [SP] Pilgrimage

    Thanks for the response! I'll check back in a little while, and also do some digging around myself. -Doc EDIT: I found Moduload, but it does not seem to work for getting the TMR mod running again for me.
  17. doc. caliban

    [SP] Pilgrimage

    Hello. I was previously using @VTS_Weaponresting, but decided to disable it and try the @TMR mod this time around. The issue that I am having is that the TMR functions seem to stop working after saving and restoring the game a few times. I'm not sure exactly what the circumstances are, but I do know that I have never gotten the weapon resting or bipod to work again once that happens. Is there something specific I could be looking for in a log file to see what might be causing this? I posted in the TMR thread as well. Thanks, -Doc EDIT: Perhaps not related, but I do see this in the log file ... hundreds of time. weapon:"arifle_MX_SW_Hamr_pointer_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes weapon:"arifle_MX_SW_Hamr_pointer_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes
  18. doc. caliban

    TMR Modular Realism

    Hello. I have been playing the Pilgrimage mission for a while and was previously using @VTS_Weaponresting, but this go around decided to use @tmr. The issue that I am having is that the TMR functions seem to stop working after saving and restoring the game a few times. I'm not sure exactly what the circumstances are, but I do know that I have never gotten the weapon resting or bipod to work again once that happens. Is there something specific I could be looking for in a log file to see what might be causing this? I will bring it up in the Pilgrimage thread as well, but decided to start here. Thanks, -Doc EDIT: Perhaps not related, but I do see this in the log file ... hundreds of time. weapon:"arifle_MX_SW_Hamr_pointer_F" with 7 modes needs weapon mode with index 5, but given silencer(muzzle_snds_H) has only 5 modes weapon:"arifle_MX_SW_Hamr_pointer_F" with 7 modes needs weapon mode with index 6, but given silencer(muzzle_snds_H) has only 5 modes EDIT: I found Moduload, but it does not seem to work for getting the TMR mod running again for me.
  19. doc. caliban

    [SP] Pilgrimage

    Yeah, it was just the surrendered dudes. I'd forgotten about them, hadn't gunned them down in cold blood, but left the area enough for them to disappear and that fixed it. ( I was out having a good time ramming my Marshal back into the water with a big supply truck because it had gotten stuck just between the land and water where it was still spinning the propellers, but the wheels were on ground so it was going no where. Fun little side project, that was. ) :-) -Doc ---------- Post added at 17:13 ---------- Previous post was at 17:10 ---------- Question about the JSRS mod ... I've found that the vehicle sounds (Marshal in particular) do not suit me ... rather "Old Atari video game" synthetic sounding ... so I disabled the mod but then the saved game would not load ... is that expected? I have not tested it again, but it seems that I will have to finish the mission with that mod enabled. -Doc
  20. doc. caliban

    [SP] Pilgrimage

    I'm confused, but probably because I have not read the thread well enough. :-) 1.71 How do I heal? I have a hideout, but not the option to rest 6 hours and heal. Only wait one hour. What is the new method for healing? EDIT: Figured it out --- I had a couple surrendered enemy nearby, so it would not let me heal. Question. Do spawned vehicles get deleted if you get far enough away from them? I went back to get ammo at one and found it missing. ?
  21. doc. caliban

    [SP] Pilgrimage

    I find coop MP to be a very rewarding way to spend time with friends ... even just one. I play the original Ghost Recon a couple nights a week in coop MP with 2 friends, 3-4 on rare occasions when everyone is available, and it's a great deal of fun. As pointed out, this mission would be great with a human buddy. If you ever decide to try an MP version, I know that we'd be happy to test the heck out of it for you. -Doc
  22. doc. caliban

    [SP] Pilgrimage

    The camps are hidden in the woods usually ... the smell of a campfire is a clue to one's nearby location. I find that looking for them at night by getting up on a high point in the mountains and using night vision is a good method. I think the phone calls are mostly just story. Not certain, but pretty sure. There is one though that has a clue about something you may come across during the mission, but I don't think it's critical to know about it ahead of time. I'm pretty sure that any change at all in a mission means starting over again. I've had to restart a few times and have never actually finished it yet. :-) - Doc
  23. doc. caliban

    [SP] Pilgrimage

    I love the new 'mobile hideout' inventory feature ... excellent idea! I will probably restart a mission tonight. -Doc
  24. doc. caliban

    [SP] Pilgrimage

    I have not seen the 'nothing new" bug since playing X2, but I will keep my log files on while playing 1.7x and let you know if anything happens. Thank you! -Doc EDIT: BTW, my first goal is going to be to damage that chopper on the ground enough to get the crew to abandon it. Then it's mine. (If it's playable the way captured enemy vehicles have been.)
  25. doc. caliban

    [SP] Pilgrimage

    Keeping an eye out for 1.71 and then I'll give it a spin! Now we need a coop version. :-) -Doc
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