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HellzWind
HellzWind @ Beef's Shader Based NVGs Color Change

Ooh, thank you very much.

I really love Beef's NVG mod but couldn't stand that Turquoise color with all due respect, now it seems that someone fixed it and I am really quite grateful.

Love you modders!

Good karma+1 vote
HellzWind
HellzWind @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

I have another question if I may please?

I am reloading my AEK-971.

Before I would have sworn the animation of cocking the bolt handle didn't initialize or show when I swapped out mags like an old mag that wasn't empty with a new full one, but now for some reason each time I reload the bolt handle *****.

Do you or does anyone know what is going on? I think realistically speaking this shouldn't occur, and again I am pretty sure that when I began my current playthrough that didn't happen.

(cocking happens on the SR-25 as well continuously)

Good karma+1 vote
HellzWind
HellzWind @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

A helping hand...

Or a few.

But no, honestly: touche. I got you.

Still though, having about 10.000 KG of loot in stashes with thousands of magazines that I stash haphazardly lags a lot and a key to just click while hovering with the mouse over a magazine would be most grateful addition.

Right click, clicking 'unload'-method is lagging.

Also, there is an inventory bug that after a few clicks on unload makes the scroll go wild moving up and down uncontrollably.

Just another update, to clarify the situation for anyone concerned/interested: I have figured out a way how not to have lag and the inventory bug.

Having a lot of magazines in a stash, take some of them out of 1 stash, not too many and put them in another empty stash.

Then unload following the vanilla method. No lag/No bugs.

Then the Magazines stack. And I put them back in the main stash and take some more out of that stash and put them in the 2nd (empty) stash and repeat the process.

Heaven.

@Ravenascendant, I got you but I didn't completely get myself (what to do) but after a while of tinkering (and some help from reddit, old posts) I figured out what to do in my playthrough.

Good karma+1 vote
HellzWind
HellzWind @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Any way to unload ammo from magazines in a stash without having to go through the process of using the context menu and clicking on unload?

Good karma+2 votes
HellzWind
HellzWind @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Hello. Now I have that same problem of duplicate NPC's.

Could you maybe tell me how to fix it, what to edit please?

Edit. I have turned option in ZCP configuration MCM utility off, one that's called: 'don't load configuration from savefile' and it helped me get rid of duplicates.

From the looks of it, and I am still pretty early in game it seems to work nicely.

Anomaly @ZCP Duplicate NPC, Duplicate NPC's. Unique NPC's.

Good karma+1 vote
HellzWind
HellzWind @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Hello.

Started using this mod and I love the configuration options in it but some aren't clear to me.

Like for instance I noticed in Story mode that the usual Faction Units aren't present and I am wondering which option have I selected that disabled them?

Traders and mechanics and medics are still there like the faction bosses or leaders but the soldiers that for instance guard them and patrol in and around their area's are gone.

In 'Spawn Templates' I have 'default.ltx' and haven't checked on 'Apply to random mutant spawns' and neither 'Apply to replaced disabled mutant spawns' because honestly it is not clear what those options do.

Starting a new game constantly to find out what each of those checkboxes does for instance is kind of hard or ''tedious'' in the sense that it's a lot of work but doing that, starting a new game a few times I have finetuned other settings like loot and enemy spawns, but again.

A problem I have is that I'm seeing really not that many NPC's that aren't monsters, and am wondering if anyone can help me figure out how to make the game have more Stalkers and other NPC's from different factions.

One last question I have is, since I have enabled zombies around 60 units (spawn chance) in zombies tab so that's fun having them around, makes roaming more challenging and tempting and exhilarating of resources but a problem I noticed with zombies is that they do kill and attack NPC's that are in their Faction base in which case then I have even less human NPC's to fight against where it seems that there are a LOT of monsters around.

Can anyone please help me with this and enlighten me a bit which settings I have to tweak to get more humans in the zone with ZCP?

Mutant Population Factor and Stalkers Population Factor are both 1.5 and 2.3 respectively. (under the main tab in ZCP settings)

Good karma+1 vote
HellzWind
HellzWind @ Boomsticks and Sharpsticks

Thank you for your reply.

I will try to follow your advice.

Edit: Just installed Magazine Redux and it actually has this feature I so badly desired :) Which cuts also my reload times, next to being realistic.

Thank you for the suggestion!

If anyone wonders, this is the mod I am using.

Moddb.com

Good karma+1 vote
HellzWind
HellzWind @ EXPEDITION 2.3 Graphics & Gameplay Overhaul

For me this mod is really the penultimate because it is simply so satisfying.

A game changer definitely and I've been going for about an hour or so since my first install being like wowed. Literally wowed by the quality of the visual fidelity as a whole, the change is immerse and I really basically love your mod guys.

Still am wowed and am constantly impressed because the graphical changes look so good and I'm also even using the shader version, in which sense I will get to the big one one day but before I get there I got an issue with the shader mod.

When in game, there are effects that intensify the screen brightness I have to toggle the mod off because then everything gets so bright that it's basically overwhelming.
Think along the lines of poltergeist and such events where again the screen becomes really bright.

Is there a way to fix this please?

Tyvm, and keep on rocking in the free world. Your work is much appreciated!

Good karma0 votes
HellzWind
HellzWind @ Boomsticks and Sharpsticks

This mod is the most beautifully rendered 2D and 3D I have seen up to now, which to me says a lot and has made me want to play it a lot.

Animations are smooth as are the sounds very good but I have an observation.

If I reload any gun basically and it has one in the chamber.

The gun doesn't need to be cocked. I think then you would technically loose a bullet.

Is there a way to fix this small issue that can save some reloading time? If a gun has a bullet in the chamber it doesn't need be cocked, and if it doesn't it get cocked regularly.

Good karma+2 votes
HellzWind
HellzWind @ Beef's Shader Based NVGs v1.1.1

Really a brilliant mod, honestly. Awesome look and toggle functionality.

Have no problems with it whatsoever so in this regard of functionality it's a charm, but.

NVG Gen3 scope has this turquoise light to it where I really much more preferred to be honest game's default ''white'' light or white NVG.

Is it possible to change the colors or color on NVG Gen3 to game or Anomaly's default of white NVG please? That would be awesome, maybe not ''realistic'' but today, almost anything is possible... I think. Right?

*Edit, I found this MOD's addon that just does what I wished for...

Now rests me the question if there's a possibility to have the NV turn on/off directly instead of having to go through the animations thereof.

Flashlight I don't mind so much but also that would be cool (and very useful, it's basically a question of comfort and kind of life and death in game at least) if it was also available to instantly toggle those on/off as well.

Ehm, edit again looking into cfg files (scripts) r/n. This might work though.

Good karma+1 vote
HellzWind
HellzWind @ SidHUD - Clean, Minimalist & Informative HUD

Beautiful hud just I wonder if it is possible to make it bigger, like its size because now I got to strain my eyes a bit to get a good reading off it.

Good karma+2 votes
HellzWind
HellzWind @ Anomalous Vibrance ReShade

Bro your shader is really IMHO the best because now I can see the enemies :P

Good job, looks really crisp and clear.

Also, thank you for sharing.

(edit, only issue I have is that in game I get in ReShade error that these 2 files are missing: v_areatex v_searchtex)

Good karma+2 votes
HellzWind
HellzWind @ Stealth 2.3

well that can be. I was in a situation that I alerted them somehow, I thought it came through sight, that they saw me but couldn't react because I was fast to move and after which I hid.

Imagine that happening by me coming from behind a wall, taking a corner very near to that wall and them not shooting. (I am not sure 100% if they had sight of me, I thought they did but I could be wrong)

Then I hid, and they came by as you said to investigate noise which I thought they just followed me because they saw me. 2 of the 3 enemies were far about 100 meters away but the 3rd guy was very near.

When that guy came around he went around the corner and I was in the bushes he went past me not seeing me, not knowing where I was but still aiming at me.

Then he walked a bit head of me, came back and stood in front of me aiming at me and looking but not reacting. When I moved he did the melee attack and I shot him.

This could have been due to the sound attracting them but I was under the impression that they saw me, at least one of them but they couldn't react in time and followed me but then lost me due to me hiding where I could take one of them out and the other guy too and then the third guy as well all before any one of them could react.

The only strange thing is here that their animations kind of are always focused on me even though they don't react because I think due to your mod (Stealth 2.0) they can't ''see'' me in the way that they don't react when I am hidden, which is kind of supposed to be I think.

They know I am there but can't see me in the bushes. If I stay still they also just stay still when they are near, at least one guy and those that are far either come towards my general direction and until I shoot they don't register me.

In any case it's an awesome mod. It works but sometimes it seems a bit tricky because of the sound. It takes getting used to, to use to your advantage. I kind of hate the fact that I can't be stealthy because for instance playing FPS multiplayer games I can sneak up on human opponents sometimes either by flanking them or hiding in the bushes and they would have their backs turned on me and I would like either knife them like in battlefield or just kill them like in call of duty, when I used to play those games not too long ago.

Playing cat and mouse with the AI in stalker has basically in essence never been so fun, due to help of your mod I think so thank you very much for this in any case.

I wish if I removed my backpack I would be able to be more stealthy so that I can sneak up on them and catch them by surprise sometimes while they are for instance camping and get the drop on them, to kill them all in essence before they can or while they are reacting, readying their guns and such.

The sound of my footsteps or my gear (backpack full of stuff so to speak) is often very sensitive to them and they hear it while I can't hear them unless they are taunting. Kind of wished that could be changed a little bit.

Good karma+1 vote
HellzWind
HellzWind @ Stealth 2.3

Okay, fair enough.

No I tried it in Anomaly 1.5.1 and enemies were aiming at me in the bush where I was hiding without them knowing I was there.

It's just out of a spirit from gaming a bit where you don't have to go through exact procedures or occurrences that happen IRL like waiting for 2 days for someone to stop looking for you when they saw you and you hid somewhere. In essence they have to stop searching at one point, which isn't necessarily immersion breaking unless it happens literally directly after you hide, I agree.

'Think there was a similar idea and I already answered above that I might try to do something similar later (maybe), but it's hard to balance out. Feels like it's going to be too OP to be absolutely invisible on some occasions.'

Thank you for your reply, and good luck in your endeavors. Hopefully you can make stealth a bit more powerful but in essence it does work, works well because I also had instances where enemies didn't see me and walked past me with your mod, which is awesome, just once they spot you they kind of know exactly where you are even if you are successfully hiding, that's why I suggested trying to implement game debug incognito mode into the mix like after a minute of not finding you them going back to regular patrols (and you can pick them off again, slowly).

Good karma+1 vote
HellzWind
HellzWind @ Stealth 2.3

Hello.

Interesting mod, I really like the light gem or indicator that shows how visible you are, but there's a slight of issues here.

I installed the mod and go into bushes to hide, and I see them passing by me not noticing me in the way that they don't shoot, the enemies that is, which is awesome but.

They are looking directly at me when they do this and sometimes from what I noticed is that they are also aiming directly at my head as they move along, sometimes stopping near me and keeping me under aim while technically not seeing me, because I am hidden. Enemies also adapt their awareness level to a degree whey they themselves hide (behind cover and such) when they are further away as if they or we were in combat, meaning they do not resume their patrols I think once I engage in stealth which is kind of immersion breaking for such a great idea for a mod (I love Thief games)

I know that the debugger menu has an incognito mode and when I enable it this doesn't happen, enemies resume their normal patrols and stop looking directly at the player character and also don't aim. Apparently they sometimes spot me but can't find me and for them to go back into their regular patrols, etc, takes a very long time or they stay aware or on high alert indefinitely.

Would it be possible for this mod to automatically, once hidden engage this incognito mode for the duration that you are hiding and in effect are invisible to them? Would this be programmable into your mod?

I am very curious.

If for instance the game can't recognize the player being in the bushes and hidden (to apply the incognito mode) could incognito mode work for every time that the light indicator is black after a while? For instance incognito mode working with a cooldown timer so that when you directly hide and incognito mode becomes available, it won't trigger directly and you would have to hide for some time (10, 15 or 20 seconds)

I would like to try to program this myself but to be honest have very limited programming experience.

Good karma+1 vote
HellzWind
HellzWind @ Provak 's Weapon Overhaul v2.6 | Anomaly 1.5.1

You don't need to use mods that are already included in the Provak mod itself but as far as other Anomaly compatible mods, some can be used and others can't. From what I understand weapon mods for instance can't be used those that modify weapons in any way or add new ones but you could use others that for instance add extra fetch quests but. Herein lies an issue.

There simply aren't so many content mods for stalker that for instance change its story.

There are a few that change the gameplay and overhaul it, like Misery and used to be Call of Chernobyl (one I was particularly fond of) and Escape from Pripyat and Anomaly (also one of my favorites) but in essence all these mods kind of keep the default content of the game in the sense of what the game is about with a lot of as I said overhauls to them where they add new elements and expand on them or change existing ones like mechanics and content and then there are like a lot of (smaller) mods from people who preference something gameplay related (mechanics, features etc..) and add it in the game that are smaller in scope which makes the total amount of mods overwhelming but there aren't really a lot of mods that for instance change the story itself, so in this way you could ask yourself which mod and why you want to add it to the game or in as you said Provak's mod.

For me it's the weapons simple as that. I like to use weapons and use his mod because there are a lot of weapons available and besides that I think there simply aren't so many mods that I want other than this in essence. Overhauls I mentioned are interesting for example and are separate for each mod but they sometimes add elements that I am not interested in which usually pertain to very fine micromanagement that aren't very characteristic of mechanics that are found in mainstream games, mechanics that are streamlined and don't resemble real life aspects too much in which case some addons are fun and others are a bit tedous.

Uhm but, you could check the 'readme' portion on the page of a mod on moddb.com for explanation which are compatible with which ones in essence.

Good karma+1 vote
HellzWind
HellzWind @ Provak 's Weapon Overhaul v2.6 | Anomaly 1.5.1

I don't understand why this mod was so polarizing (4.9, I gave it a 10) especially considering that you can't apply 2 different weapon mods by default in anomaly.

I would have assumed people would be more grateful for it.

As far as bugs/crashes goes bugs can be fixed and I don't have any crashes thankfully (using 2.6 r/n). But... given the response of some individuals I would be happy if the modder decides to keep his basically precious work up.

Good karma-4 votes
HellzWind
HellzWind @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

It's a game changer.

I mean literally and proverbially.

It's a double whammy.

This is great.

Good karma+1 vote
HellzWind
HellzWind @ Agressor Reshade

where

Good karma+3 votes
HellzWind
HellzWind @ S.T.A.L.K.E.R. Anomaly

Nice.

I do the opposite.

I load constantly. :P

Good karma+4 votes
HellzWind
HellzWind @ S.T.A.L.K.E.R. Anomaly

Hello.

I played Anomaly 1.5.1 and after that have tried Escape from Pripyat. I liked it a lot but the constant hunger and thirst made me want to try Anomaly again.

Both mods looked nice, but then I decided to go play Anomaly with Provak's mod but the game looks different, by default it's so dark that I couldn't get out of the Home in Cordon.

I installed Anomaly 1.5.1 by extracting the files without gamedata putting Provak's gamedata from its separate zip when I downloaded only Provak 10gb file.

Does anyone know what is going on? Tweaking a bit around with r2_sun_lumscale_hemi by putting it on 2 made the game much brighter but it doesn't look nearly as good as neither vanilla Anomaly nor EFP. Is this supposed to be like that?

Edit. Found out what was causing the darkness issue.

I downloaded apparently an old Provak Mod 2.5 or so.

I went to his youtube channel, visited last video he released with the Mod D/L URL in there and got 2.6 version which is 16GB, installed and works better.

Good karma+1 vote
HellzWind
HellzWind @ Rainbow Six: Black Ops 2.0

Thank you very much guys.

Good karma+1 vote
HellzWind
HellzWind @ S.T.A.L.K.E.R.: Call of Chernobyl

Man I just want to show some love again for fusing these games together and bringing this mod to life and even though it's lifeless on the inside, it's more about its spirit than ever before and in this sense you shall not be forgotten mod.

Stalker.

Developers and the community for bringing this gem together.

Good karma+2 votes
HellzWind
HellzWind @ GMDX 'v10' Community Update

it is an accidental solution that works due to the way that the game is structured with folders and the way that the mod interacts with the game with its own folders and the games folders (and contents thereof), just make it a perfect symbiance.

Steam registers it as the real game.

Real solution would be to take a look at one of the two INI files when a custom directory target is applied, because I think some of the contents is making a conflict somewhere with the Steam UI-Overlay, or the game doesn't register the mouse because of some bad reading or error in INI files (like an unknown incompatibility issue), alas I am not technically inclined to really help in this regard but if anyone finds a real solution, please post it somewhere online.

That being said:

I. Love. Your. Mod!

ps, I've tried these shortcuts in steam, to no avail, it works but mouse doesn't move or the clicks don't regist*#RR:

"E:\Steam\steamapps\common\Deus Ex\System\GMDXv10.exe" INI="E:\\Steam\\steamapps\\common\\Deus Ex\\System\\GMDXv10DefUser.ini" USERINI="E:\\Steam\\steamapps\\common\\Deus Ex\\System\\GMDXv10User.ini"

and

-localdata INI="GMDXv10.ini" USERINI="GMDXv10User.ini"

From <https://steamcommunity.com/app/6910/discussions/0/1842440600600094869></https:>

Good karma+2 votes
HellzWind
HellzWind @ GMDX 'v10' Community Update

I figured out that:

In Steam by adding a non steam game, the client still registers the game as the original therefore I can have my UI, make screenshots chat and what not in short: everything's fine, really.

I don't know why this is but it works so that's great, great mod btw, really. Really great.

Good karma+2 votes
HellzWind
HellzWind @ GMDX

found out later playing it's fairly balanced though we could use some more: 10mm ammo and some extra lockpicks somehwere in game because those are really rare.

Good karma+3 votes
HellzWind
HellzWind @ GMDXv10 - 08/22/19 Update

could you figure it out?

I can't find it.

Nvm, advanced it is lol. Ouch.

Good karma+1 vote
HellzWind
HellzWind @ GMDX 'v10' Community Update

Hey guys, just about to try this mod out, just played GMDXv9 and it was awesome up to the point I wanted to check this mod out but I have a question:

How do I run it through steam, can I? I know for GMDX 9 there are instructions but I couldn't figure out how to get GMDX 10 to do the same, although I've edited and modified the lines myself when GMDX 10 starts through steam my mouse buttons don't work as in they don't register.

Anyone got help with this please? Otherwise I'm play it without Steam and see how that goes, but...

Good karma+2 votes