at linux, to ensure lowercase, extract as `unrar x -cl "Arx_Extended_22b.rar" "Arx_Extended_22b/"`
at linux, to ensure lowercase, extract as `unrar x -cl "Arx_Extended_22b.rar" "Arx_Extended_22b/"`
at linux, to ensure lowercase, extract as `unzip -LL "Arx_Fatalis_Lockipick_Mod.zip" -d "Arx_Fatalis_Lockipick_Mod/"`
I am thinking on mixing this mod with the changes made by ArxExtended (to my sole use, unless I get permission to create a patch from both of you).
I understand this is a balancing mod (towards difficulty), what is excellent!
I just wonder if stuff added by the other mod could expand what was made on this mod, mainly items and crafting recipes, but I believe also it may become unbalanced (too easy). I havent played each long enough to know, neither looked at all files yet..
Initially they seem incompatible, as I got frozen mobs after trying both together.
The scripting is fair easy to understand, this means "I know what I am doing" (to a point) :)
just reached hell, it works with thin hell zombies too! just not with spaceship normal thin zombies.
Btw, just to make it sure, the extra psy point is not over the maximum, it is like we "recharge" one psy point (or bio-energy) til the maximum (but would take too long to do that).
Yes, I tried to read the scripts of your mod to dethermine what could be preventing the thin zombies from working but I did not find a clue; both, the fat and thin, seem to be identified equally (not sure yet tho). On linux, the filesystem is case-sensitive, so if exists a file named zombie.jpg and Zombie.jpg, they will coexist! But using WineHQ windows emulator to run Doom3, this should not be a problem; may be just a bad guess.
For the psy weapon (red glow) there the empty hands are shown; for the implant one (blue glow) no hands are shown, but they do appear when firing! also I have seen these hands flickering and disappearing some times! hehe... not really a problem tho.
For my personal use only, I created a `g_armorProtectionCheatBonus` variable at `ai_player.script` on a new .pk4 (actually very simple code), that I can play with by adding percentual to the armor; but making the change/update on an already running game disables the nightmare mode and teleports the player to the begginning of the level of the loaded savegame.
oh btw, does your mod prevent changing cvar "g_armorprotection"? it seems to be readonly but I think it is possible to change it on non modded doom3?
I dont have much time to play so I want see all coolness on the first run, so I also set it to Nightmare mode on cfg file. But I found a side-effect, we seem to gain one extra psy point recharge after a full loop on all psy powers! no bad side-effects yet. I dont like this bonus but it is so little that I dont care.
I came to play doom3 after they did a mod called TheDarkMod and I saw the way dynamic lights create mixed shadows on environment! But I never like vanilla games so I promptly installed your mod that looked the best gameplay changer among them all :)
Just to make it sure, here, Bio transfer seems to strictly only work on FAT zombies; it doesnt work with normal and armored zombies.
Mmm... so I should see the hands and have sfx when using Projected Plasmakinesis (may be it has sfx but is not loud and I use volume really low!)? cool! Well I am running it on linux with too many system variables to deal with.. I will mess around here see if I can fix it, thx!
1) cheat: give ammo_pp_plus_one, give ammo_impl_plus_one
hey bro, very cool mod! btw, could you check my questions? Moddb.com
thx! :D
2) it worked! stole 20 Bio-energy, but seems to work only on fat zombies! thx!
excellent mod!!! and thx for your last post at doom3.filefront.com, I was at a loss lol!
btw, a few questions:
1) Is it possible to change implants and psy powers? I just begin the game btw.
2) Bio-Energy Transference should add to my Bio-Energy pool on hitting zombie right? but nothing seems to happen? or doesnt work like that?
3) Projected Plasmakinesis does not make sound on throw and explode? we have no hands shown when it is equipped? or something wrong on my installation?
4) Reflex Booster is not saved? I mean, after reloading it needs to regen even if I had it full before saving? or something went wrong here?
thx!!
I read it is a disabled feature? I cant find it to be bought? how to enable?
remembers me of stranded in an island after boat crash having no supplies, hurt and hungry :o
THX!!!!!!!!!!!!!!!!!!!!!!!!!!! xD
seems broken there despite many ppl downloaded; I got it here: Moddb.com
hi! where can the updates to this file be found? EDIT: oh... at gamefront link hehe, thx!
"You will find bugs, you will have crashes."
hey, when you release it, call it "Release Candidate 1", there are many ppl that are good on tracking lua script bugs and may help!
after a week or two, call it "Release Candidate 2" and so on, until you can believe it is patched enough to be called "Final Release" :)
thx for developing it, I cant wait to test/play xD
wiiiiiiiiiiiiiiiiiiii!!! I "have come here for months" :D
it is good when you tell what is happening, sorry for the ppl that had probs in their r.l. :(
the video playback failed error here but I was able to play it with VLC in case someone experience the same problem just put the url that shows in the error message on VLC as open network stream.
ok it is working great! thx for this mod! :D
wow, I am playing the vanilla (w/o this mod) in nightmare mode and it is so.. easy :(, I am punching all the foes, and spent just a few bullets..
cant wait to install my 64bit OS to use this mod! xD
[BELOW IS OUT OF TOPIC, NOT RELATED TO THIS MOD]
btw pretty annoing are the invisible walls EVERYWHERE I cant even jump from 2nd floor if I want to.. :(
there is no invisible wall remover I think.. anyway my guess it could break the game may be?
and another thing, if I die, it asks if I really want to loose my progress, thats so non-sense...
oh... my OS is 32 bits and wont run Rage64.exe :(
I thought that as it accepted g_allowMods to be set to 1, it could have a chance to work, but also everything I read makes me believe they have made a development/design mistake by failing to provide mods on 32bits (may be intentional?)
anyway, long ago I think on using a 64bits OS, so I think the time has come to put my hands on this affair :)
thx bro!
this mod works in what rage version?
g_playerHealthPerSecond is not being changed also, it remains in 0.5, even if I use the console to try to change it or exec rebalance.cfg!
any tips?
I confirmed at console with listcvars com_allowMods is 1 (it was set properly)
the files are at Rage/mods/Rebalance_v1.1
did I miss something?
the "mod menu" (of the screenshot) wont show up :(
any tips?
I always wait for a hardcore mod before playing a game, thx bro!
hi, I need the 1.1 fix? but it is dated of 2011? this 2013 file has it already?
hi, I need the 1.1 fix? but it is dated of 2011? this 2013 file has it already?
ghussack
Gussak joined
the end of sorrow.. perceive yourself the truth about life, yourself is the book, yourself is the guide.. read Jiddu Krishnamurti! (he is not the guide!) not philosophy, not religion! it is just.. different!