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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

ok, i cant do anything useful after the crash, it just says the engine failed and there is an empty errorlog. this also happened to me before i installed the mod, only not so often. but this may very well be just my system failing, sry.
somehow im also finding as many porcupines as all the other artifacts summed up. this may be due to the higher amount of chem-anomalies, but still there should be other artifacts inside, shouldnt there?(im checkin with the veles detektor right now, maybe i have to use the svarog for most artifacts and i also dont got the seasoned stalker achievement yet)
sry for writing so much, i tend to produce big amounts of text ;)

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

hm, ok, didnt realize that, but its still kinda strange, when they call the knife "shooter" ^^

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

i play on master with beta 0.82
i think this death-script-thingy which reduces the ammo loaded into dropped weapons should already help a lot as i got some hundred shots (im even only counting 5.45 rounds here) from the zombies at the sawmill or whatever the place of the simple tools in zaton is called. especially as it didnt really cost me much ammo again because of one of those lockdown-scripts that caused all zombies of the area to march beneath the ladder when i grabbed the tools(they all just mobbed to one bubble of zombies, they even needed 2 grenades because they protected each other like living shields).
but i also kill lots of enemies only using the knife, which also leaves me with tons of ammo.
next time ill try to log the crash-data
after playing with the weakened radiation(after 0.8) im even more in favor of my radiation-suggestion in the features-article-comments.

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

oh, and i forgot: i have now been warned several times to "put my shooter away" when approaching the skadovsk with a knife in my hand(it sounded a bit like sultan said this)

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

i have the impression the game has more engine-crashes with the mod, but this might not be an accurate observation. i was also able to buy binoculars from some wandering stalker. this has probably nothing to do with the mod, but it might be used to make them an inventory-item, which might allow upgrade possibilities for the binoculars(high contrast, night-vision, difference between zoom-adjustment with and without upgrades, weight, ...)
even without stashes i am never low on ammo, money or anything else, you might want to make stuff a little more rare, especially if you want to implement stashes again later on.
i also have to report that ive seen a dog and a stalker walk peacefully side by side for a while until the dog saw me.

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

where i got the artifacts? well, the first thing i usually do when starting a new game is killing those two guys where one needs help(near the starting point, the first scripted encounter), cause the wounded one got an artifact, which is a pretty good one since the overhaul, and a detector. then i take a little stroll through the burned farm towards heli5 and then passing the pineoak towards the gas-station. 1 porcupine was the one on top of the pineoak, the other 2 were spawned in the biohazard-anomalies at heli5 and beneath the pineoak. then there is also at least the script-spawned artifact at the gasstation and there is always at least 1 artifact at the burned farm and/or beneath in the caves. in general there are still lots of artifacts in the beginning.

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

ok, now i got to 0.82 and played a little:
-after 5 minutes of play i already got 3 porcupines and a handful of other artifacts, but they are not really worth getting them.
-i can somehow understand davis' problem with hunger. i played only for half an ingame-day and yet i had to eat a meatstew, 2 breds and a tourists-breakfast
-combat: i helped the attack on the stalkers at the sevchenko(or however it is written) and went ahead of the bandits as the stalkers dont attack me first i could simply walk up into the ship. everything was fine till then, but then, when i sneaked into a sidearm where one of the stalkers slept and silently stabbed him, all the other stalkers started engaging the bandits and moving around the ship in an alarmed way. its the same when you try to sneak into the mercenary-bases in vanilla, they will have their scripted warning-thingy give away your position and alarm them(for example stealing the laptop while no one noticed you before, the whole bunch locks on you)
maybe you could deactivate those script-alarm-things
p.s.: beard also had just a single energy drink in his inventory once and owl seems to like one of the energydrink-brands as he buys it and no other food-stuff

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R. Call of Pripyat: Redux - Artifact Overhaul

the work you did here is totally epic! maybe being forced to scan the properties of artifacts separately instead of knowing what each one does from the beginning would be even nicer, but its only a suggestion and if it cant be done(or at least would be too difficult) i can understand if you dont make it that way(i also understand if you simply dont want to ;D )

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

something like: once radiated "lightly"(no insta-death) you stay that way for some days and are slowed, weakened and constantly have health drained(_very_ slowly).
medication will only weaken the symptoms and shorten the duration slightly and taking too many anti-rad-drugs will just kill you(well, just like _real_ drug abuse and which should be implemented for all drugs, and more different additional drugs would be nice, if youre at it ;D ).
this way people will get the hell outa radiated places once they hear their geiger-mueller, but getting into a radiated place will not simply-

1-drain lots of life

2-be ignored cause its too weak for real harm or can be canceled out by a single syringe

so: thanks for the work and keep at it!(this 2000char limit sucks xD )

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

the radiation issue:
in RL radiation _is_ extremely deadly. but usually not in the way it is in 8.0

yes, i have already read that you have made radiation weaker, but this was not the problem.
the ugly thing about real radiation is that you dont die 30s after exposure but more like after a week or more(unless you got a ridiculously high dosage). in RL you cant just drink some vodka or use some syringe and everything is good again. you should make getting radiated very fast and easy, but getting rid of radiation a hell lot of trouble.

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

i had some time a couple of days ago and played with b8.0, i didnt have time to play with 8.1 yet, so stuff i say now may very well be obsolete, but never the less here are 3 things i want to point out:

with the weight limit decreased that much(well its actually no problem as you have adjusted the weights of items) you have to watch out for the suit-upgrades which increase the carry-weight limit as they are a little too good now.

also the exo was already more or less boring in the vanilla as it was the non-plus-ultra armor. now with the new weight of stuff it becomes even more the _only_ armor you want in the end. i would appreciate it if you could actually choose another armor(maybe because you think it has better looks) and wouldnt be on a disadvantage compared to the exo.
...

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

im fine with the late answer ;)

did you read the other comments above the one of davis' too?

yeah, i still post here cause the summary-page is too crowded, i get confused by the order answers on comments are showed in and i just registered on moddb to post on this mod and im too lazy to register on another forum to make new posts and link around those two sites(even verbally linking is too much work :P )

so, i got to say the mod is great so far! people actually dying when being shot? awesome!(apart from a bloodsucker who took some more il86 fired 5.56mm rounds to the face than expected, but the boars are fine, i read someone complained about them: boars _do_ need several headshots with a normal gun to go down, but a full pumpaction load to the face does the job, exactly how you got it tweaked in 8.0, i tested it specifically)

i gotta split my comment up, too many chars...

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

/me is being ignored by beac =(
well, ill still post suggestions i think of, maybe hes reading them...
if the "limping-mode" of mutants can be set to different values or to a different trigger event it would be very cool if it wouldnt just show low health on enemies, but had a high chance of being enabled by shooting the legs. this would make it profitable to attack the legs of lets say a chimera you sneaked up on from behind first despite the low damage. something like that wont happen very often, but the moment a player tries that tactic and it works out it will be like "wohoo, awesome realism!"
also if you look at the map, it is very strange there is no direct route from zaton to pripyat. actually it should be easier and faster to get there from zaton than from yanov, as the only thing between zaton and pripyat seems to be a lousy fence on an otherwise completely fine, broad road(even if there were some anomaly or multiple anomalies, there are parallel routes and there is no anomaly a skilled stalker cant get through).

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

yeah, that would be very nice, as the freeplay mode is pretty boring right now...
and some merchant in pripyat would also be very nice, of course only if you remove the freeness of the free repairs there ;) (still talkin about freeplay)

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eux0r
eux0r - - 18 comments @ S.T.A.L.K.E.R.: Wormwood

it may be pretty accurate but actually the original construction was crap. in harsh environments it could jam after the first shot, the magazine sometimes just falls out because of the positioning of the release-mechanism and it got nearly completely useless in very hot or cold climates. after they upgraded them most of the problems could be solved(all this in rl, my source is the german wikipedia).
because of this i think the weapon can be very well made very realistic in the game without ruining balance, as it may be more or less useless at the beginning but will be very powerful after upgrades.
and beac is of course right, i dont think the differences will be too obvious as every lifeform (of course im thinking of not oversized ones) dies after you put some bullets in it, no matter what weapon they come from ;)

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

stuff keeps popping up in my mind in completely unrelated moments and i just have the urge to post it instantly... sorry for doing so many different posts, but im just looking forward for the first release of this =D
what i wanted to say: using medkits and bandages is pretty strange, you can use a medpack instantly just by pressing a button, even while running around or jumping and you dont even need your hands, cause you may keep shooting your weapon while healing: what kind of monster is this guy? i think you should need time to apply such stuff and you shouldnt be able to run around doing this. i assume walking slowly would be okay, as long as it increases the overall time you need to bandage yourself. and the effect also is way too fast, the moment you push the button you start regenerating hp. if this gets way slower and unusable during battle, then maybe regeneration-artifacts are no longer useless.
sorry again for writing that much stuff, those are all just suggestions. everything you mentioned till now is totally awesome!

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

i just thought of another thing: im not sure if scavenger feeding is really needed to be simulated by just letting corpses disappear. ive seen some mutant-boar feeding on the corpse of another mutant i killed earlier. maybe you could just look into that sometime, because when im able to drag bodies around i would like to drop them in a not so accessible place(like some anomaly) to use as a stash. i dont really know but is there already the possibilty of making own markings in your PDA, to mark your own stashes like AI-stalkers do? if there is no such thing, then would it be difficult to implement it? i mean it would be pretty logical if the guy youre playing could actually use his PDA.

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eux0r
eux0r - - 18 comments @ Redux v1.0 Planned Features

wouldnt it also be more realistic if mechanics would buy your crap weapons, even if only for a handfull of rubles. i mean something like "i only need this one spring which is still working in your gun, so i take it, but ill only pay for the spring". i just cant imagine people having to throw weapons away because nobody wants them (in the end they may get looted by the comp-stalkers, but why i cant understand...).
on a completely different end: is there some way to get something like camouflage? in the normal game there seems to be something like "visibility" but i still get shot while hiding behind lots of pretty dense bushes. i thought as you are already implementing more suits and stuff like that maybe some more line of sight for AIs and something like a camouflage-rating would be pretty cool.
and another thing: will you auto-magicaly know what any strange glowing stone(artifact) you find exactly does or will you be forced do do some questioning or scanning (or just trying out) beforehand?

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