The aspirating ass-pirate. I enjoy making simple mods to S.T.A.L.K.E.R.-series games, studying Soviet/Russian military history, and shooting guns. Feel free to talk to me on Steam (Mental Tormentor), or fuck with me in any way you like.

Comment History  (0 - 30 of 548)
Mental_Tormentor 3hours 18mins ago replied:

No, you choose one or the other.

+1 vote   download: Arsenal Overhaul - Clear Sky 1.1
Mental_Tormentor May 25 2015, 2:06am says:


******* noice job. Any more development on the Eastern Front?

+7 votes   media: British Airborne Playermodels
Mental_Tormentor May 22 2015, 1:48am says:

The mod to be finished

+19 votes   media: Make a wish
Mental_Tormentor May 1 2015, 12:44am says:

Holy ****, is that an M16A2?

-2 votes   media: Famas F1
Mental_Tormentor Apr 29 2015, 5:47pm replied:

How might you compare it to vanilla CoP's A-Life/AI? Similar to vanilla or more similar to mods like MSO or Pripyat Reborn?

+3 votes   news: Stalker: Open World Online - 13# Week Updates
Mental_Tormentor Apr 26 2015, 2:54am says:

Good to see that the ayy lmaos are still in the tubes.

+5 votes   media: 1 Year Anniversary! | Lab X-18
Mental_Tormentor Apr 12 2015, 2:35pm replied:

Seconding this. Perhaps people running servers will be able to modify relevant parameters to their own liking?

+2 votes   news: Stalker - Open World Online "Features" #1
Mental_Tormentor Apr 5 2015, 1:43am says:


+4 votes   media: 1.1 Shock & Awe
Mental_Tormentor Apr 4 2015, 7:33pm says:


Again, love all the replacement models you're putting in. Part of me hopes that you'll put in all of the AKs from Heffy's pack (I might have said that earlier), especially the milled receiver ones, but that's probably a bit much to ask.

Great to hear that the project is going a bit faster, and good luck in finding animators!

+2 votes   media: AKS-74U
Mental_Tormentor Mar 30 2015, 6:09pm replied:

Will backblast kill players behind you? I want to utilize this

+3 votes   media: CoD2 muzzleflash rework (rockets)
Mental_Tormentor Mar 29 2015, 2:14am says:

This is excellent! I'm loving all the recent updates, and it looks like you're using Heffy's AKS-74U model, which is awesome!

One thing that I noticed in the G3 video from a while back, the cocking handle in the animation never rotates when pulled back like it should like in this video (1:13 or so): It's a very minor thing, however.

Good luck continuing the mod, we're all patiently looking forward!

+3 votes   media:
Mental_Tormentor Mar 27 2015, 10:05pm says:

Very cool outfit! Will that sexy AK-74M be included?

+1 vote   media: Borland (NPC 3d Model by Hakim)
Mental_Tormentor Mar 23 2015, 6:16pm says:

Very cool! To answer questions:

1) If SWTC skyboxes are easily interchangeable, include LA.
2) Optional, people may want different texture layouts (green, autumn, etc).

I'm sure I've seen that suppressor on a model for CS:S, I couldn't tell you which because I haven't played in so long. Perhaps try looking through Gamebanana or something, see if anything usable pops up.

+1 vote   media: Uzi - again
Mental_Tormentor Mar 22 2015, 6:52pm replied:

True, I just think the 540 series is so much more attractive than 550. Yeah 542 would be super badass

+1 vote   media: SIG
Mental_Tormentor Mar 21 2015, 2:59pm says:

Is the Absolute Nature 3.01 included with this mod different from the standard or can I use one I've downloaded previously? The zip file for it was corrupt in my download.

+2 votes   download: Arsenal Overhaul 2.5 with MSO
Mental_Tormentor Mar 21 2015, 1:18am says:

Cool stuff! I'd be interested to see the animations, with good animations and a proper, military-style texture job this could be a great replacement for the vanilla model.

I just wish someone would make an SG 540 variant.

+1 vote   media: SIG
Mental_Tormentor Mar 15 2015, 12:56am replied:

I believe this weight is taking into account the weight of an unloaded steel magazine as well. Same thing with the other AK variants: actual weight of an AK-74 is 3.07 kg, but with a polymer/bakelite magazine (0.23 kg) it is 3.3.

+4 votes   mod: Arsenal Overhaul
Mental_Tormentor Mar 9 2015, 5:43pm replied:


[Hopefully someday]

-2 votes   media: Hercules
Mental_Tormentor Mar 1 2015, 9:07pm says:

Great stuff, I especially like that you finally used Heffy's AK-74 and AKS-74 models. Only gripe is the AKMSU's anims and the AKS-74N model, which could in my opinion be better represented with a simple retexture of Heffy's AKS-74 for plum or polyamide handguards. Actually I think tsf from Road to Limansk is using a plum version, you might ask him.

+3 votes   media: AO 2.5 The Kalashnikovs
Mental_Tormentor Feb 25 2015, 9:29pm says:

Very cool! I like the use of stalker font on the different sections. My only suggestion might be to add extra belt slots (if you plan on using your magazine/ammo on belt system).

+3 votes   media: new Inventory
Mental_Tormentor Feb 21 2015, 6:38pm replied:

Well, I might give it a go. I already started a weapon mod of sorts for 1.14.8, I'll see what I can do.

+1 vote   mod: Arsenal Overhaul
Mental_Tormentor Feb 21 2015, 3:35pm says:

2.5 beta with PR looks interesting! Might it be possible to merge with the 1.14.8 version of PR (it has increased spawns all around, new mutants, and many other interesting fixes on top of 1.01b).

It seems a lot more populated than 1.01b, but also doesn't seem to hog memory quite as much with MSO.

Awesome to see that you're still working on this mod, good luck!

+1 vote   mod: Arsenal Overhaul
Mental_Tormentor Feb 16 2015, 4:53pm says:

If you're working on F:NV modding as you said, perhaps Heffy's AK and AR pack can be ported to CoP in its entirety? I really love his models, and mixing them with Millenia's AKS-74U or Mr. Rifleman's models doesn't seem right. He has just about everything, including "customized" AKs and ARs.

+1 vote   media: Ingram MAC-10
Mental_Tormentor Feb 14 2015, 2:17pm says:

It seems like there's a bandwagon for the color tape method, so I'll jump on. Just kidding, I do think the idea is great, very intuitive and simple. Perhaps you could add the little "AP" icon to the taped magazine icon so that newbies know what the tape means.

For color coding, you may not need to use different colors of tape. This example I'm thinking of would only work if you have three types of ammo, but:

1. No tape = standard ammo (7N6 5.45)
2. One stripe of tape = AP ammo (7N6M or 7N10)
3. Two stripes = HP ammo

I'm loving that you guys are taking time to ask what the community would like for new features, kudos and good luck!

+2 votes   media: Community Feedback - Magazine Concepts
Mental_Tormentor Feb 10 2015, 11:09pm says:

I think an early release of the engine would be awesome, although I'm ignorant of exactly how it would work. Would it simply overwrite original CoP bins and apply to the vanilla game? If so I myself would love to get my hands on it just to see what it can do.

The weapons all look pretty good, except it seems like the hammer on the CZ-75 never moves, which irks me slightly.

I love all of the updates coming from these STALKER mods, good luck on your continuing work!

+1 vote   media: Alpha test
Mental_Tormentor Feb 10 2015, 10:37pm replied:

Will I be able to substitute vanilla configs in? I really don't like OWR 2's weapon models. If it requires merging I can most likely do it, but if I can just overwrite it that's great.

+2 votes   media: Good old artifacts are back in game !
Mental_Tormentor Feb 5 2015, 8:48pm says:

This is all very exciting. Best of luck to you all, your work will surely be appreciated!

+5 votes   news: 3# week goals
Mental_Tormentor Feb 3 2015, 6:03pm says:

This is... different, I'd say.

I'm not sure if I'd like it without a giant monitor, trying to distinguish certain items and read how much ammo is in a box in my backpack might be difficult for some.

The ammo on belt thing could also be quite tedious in practice, unless you have an ammo reboxing mod (like that one for SoC) implemented. Otherwise we could frequently be placing "boxes" of 3, 7, and 2 rounds (as opposed to full 30 round boxes) in the belt.

I think your last idea of rearranging the original UI would be best. And with "less is more," you're actually adding knife and binocular slots, as well as 5 extra belt slots and tens more grids.

Just my two cents, you're doing great work!

+3 votes   media: New UI Mockup
Mental_Tormentor Jan 30 2015, 6:35pm replied:

This seems reasonable, although hardly ideal in my opinion. I've heard that some weapon mods are planning to make mergers with this one when it comes out. Perhaps they can address the idea of parts commonality then.

+1 vote   media: Wormwood Features: Weapon Repairs
Mental_Tormentor Jan 29 2015, 1:05am says:

****! I totally forgot where the Q+A was on this mod's page and so I posted my question in the announcement. Here it is, if it's too late I understand.

Do you plan on adding some "immersive" combat features? I guess what I'm thinking of is much louder bullet whizzing/snapping and maybe some Insurgency/Project Reality-esque screen effects when you're shot at. It would make combat far more interesting, and IMO could do wonders for combat balance and difficulty, since you will have an incentive to find cover and not just run around being Rambo.

Another idea is to focus on a sort of ironically bleak atmosphere of the Zone. That is, that the Zone is lush and beautiful, being untouched by humans for decades, yet also depressing because of the anomalies and how quickly and painfully someone can die at any moment.

+1 vote   feature: Announcing the Wormwood Developers Q+A
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