I play a variety of games and do a bit of modding on Crysis. The thing is I'm in college and my spare time for modding is somewhat unpredictable. Recently wrapped up the Tactical Expansion mod for Crysis, and working on a ongoing singleplayer map.

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Kilroy357
Kilroy357 Jul 21 2014, 1:21pm replied:

I did notice that grenades have no explosion sound, besides the loud clang of the shrapnel hitting everything. Otherwise it's very good work. I look forward to what's next.

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Kilroy357
Kilroy357 Feb 15 2014, 6:47am says:

Have to say I really like what you've done with the weapons. A lot of them felt like automatic toothpick launchers in the normal game, not anymore.

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Kilroy357
Kilroy357 Jan 26 2014, 3:13am replied:

I've noticed it too during testing. Always assumed it was a memory leak, but more than one person getting a crash when a helicopter shows up seems like way more than coincidence.

+1 vote   media: WiP TE Warhead
Kilroy357
Kilroy357 Apr 11 2013, 11:39pm says:

OK guys, this is very much WIP, but I've uploaded the current state of the Warhead version for you to play around with. There's still a lot of things to add and adjust, but currently the shotgun, SOCOM, SMG, AY-69, and DSG are in, as well as some of the SCAR/FY attachments.

Install is nothing fancy, just put the downloaded .PAK file in your Crysis Warhead/Game folder. You'll need to start a new game or load a map with the console.

Note that the AY-69 is in the "5" weapon slot.

Mediafire.com

+1 vote   media: WiP TE Warhead
Kilroy357
Kilroy357 Apr 11 2013, 11:31pm replied:

They would need to upload the .CRY files to do that. I've tried to contact Crytek in the past with questions related to game code and got no response at all, so I doubt a petition would get anywhere.

+1 vote   media: WiP TE Warhead
Kilroy357
Kilroy357 Apr 11 2013, 11:29pm replied:

As far as I know the crysis expanded mod makes use of level modifications, so it would be necessary to open up the expanded levels and and add the ammo types to them.
I could do that, but one project at a time. Currently I'm working on getting this to work in warhead.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Apr 11 2013, 11:27pm replied:

Yes, it can.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Apr 1 2013, 9:29pm replied:

You're welcome :)

Little update: the changes to the shotgun and SOCOM .45 are in, and I'm working on the other weapons. Going to save the SCAR and FY for last since they're the most complicated due to all of their attachments.

Now I just have to sort out what to do with the ammo. Crytek elected to make Warhead's levels completely locked-down, so I can't place weapons or pickups in them. All customs weapons will have to be either replacements or used by certain AI, and special ammo has to be either given at the start of the game and/or given when weapons are picked up.

+1 vote   media: WiP TE Warhead
Kilroy357
Kilroy357 Mar 28 2013, 10:03pm replied:

In the early stages right now. Taking it one weapon at a time, but first I need to copy over the particle effects which is a slow process. Been on it for the last two hours.
Have to first create the entries in the sandbox, which is done, then open the file and copy the data for each individual effect.

Yay for XML notepad 2007, this would be a nightmare to do with plain notepad.

+4 votes   media: WiP TE Warhead
Kilroy357
Kilroy357 Mar 28 2013, 8:57pm replied:

Did you download the 1.0 version? The 1.1 version that's up has an installer and more custom gear.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Mar 28 2013, 8:56pm replied:

I'm glad you're having fun. The repair torch can be found on a pile of crates next to Strickland's dug-in gauss tank near the start of the tank mission. The repair torch has quite a few other pickups with it there, as well. I put enough ammo and weapons near Strickland's tank to kill the entire KPA a couple times over.

The SCARAB is a little harder, since it doesn't have a proper third person model, but if you see a SCAR with a bayonet attachment lying on the ground, it's a SCARAB. There's one on a pile of weapons in the third level which had burning red flares leading to it. Another one I know of offhand is in the same place the repair torch is.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Mar 28 2013, 8:51pm replied:

Well, one new weapon (M1911) is found on a table in one of the wood houses of the first level. If you're on level 3 I would check the normal locations where weapon caches are, like the armories at the bases.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Mar 28 2013, 8:48pm replied:

Ok, here's a checklist for you of things that could be going wrong.

-Check that the game itself is updated to the latest version, which would be 1.2 or 1.21. At least 1.2 is needed.

-Visual Studio 2010 Redist. needs to be installed, for the DLLs to work properly. I included that in the download.

I advise installing the mod with the installer, and not using Desura's downloader. Here is a direct link to the installer:
Dl.dropbox.com

As for the AI issues, that should correct itself once the other issues are sorted out.

+2 votes   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 24 2013, 3:11pm replied:

An error like that downloading is...weird. Really don't know what to make of it. I'd try downloading the patch from somewhere else.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 23 2013, 2:25pm replied:

Do you have the game patched to 1.21 and the VS2010 redistributable installed?

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 22 2013, 1:44pm replied:

Glad you like it, thanks!

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 22 2013, 1:43pm replied:

As a failsafe, here is a direct link to the installer: Dl.dropbox.com
For the installer to work right, the base game folder "Crysis" must be selected as the location to install the files to. It's the default location for the installer so you'll only need to change it if you installed the game to a different hard drive or something.

Now to launch, I would not recommend using desura.
The easiest thing to mess up on the shortcut is that there needs to be a space between the existing stuff in the target field and the "-MOD"

EX: in my case it's

"F:\Program Files\Electronic Arts\Crytek\Crysis\Bin32\Crysis.exe" -MOD Tactical-Expansion -DX9

I have the game on a secondary HDD, so don't copy that directly.

Lastly, are you using the steam or normal version of the game?

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 22 2013, 1:26pm replied:

I'm glad you're enjoying it!
Now for the AI issues, there are some glitches with the advanced AI used in the mod. I have no clue how to fix them since the advanced AI was done by someone else.
I never noticed any AI problems on the big tank battle mission. For other reasons, that mission is changed completely by this mod because the tanks are so much more potent.

The mini attack choppers were put in on the request on someone on this site. One of those just for fun things.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 22 2013, 1:18pm replied:

First place you can find those is the third level, if you check the weapon caches at the central base and the excavation area. There's also a big cache in the woods with flares leading to it. You can find this one if you take the right flank road.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Feb 22 2013, 1:15pm replied:

Thanks!
And yes, the ammo in the fridge. Was waiting for someone to mention that :D

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Dec 21 2012, 7:12pm replied:

Had to pull the flashlight from much of the campaign in order to make room for other, more useful things in the player's inventory.
Wish I could make the inventory bigger, but I spent months trying to figure out how. Even asked crytek for help and didn't get a reply.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Dec 21 2012, 7:08pm replied:

Yes, you need to start a new game for the pistol/smg modifiers unfortunately. It has to do with the weapon firemodes, if the new weapon doesn't have the same firemodes as the old one, and you load a saved game (which saves which weapon and firemode you were on), the game crashes.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Dec 21 2012, 7:03pm says:

(reply to guest comment 2:43 ago)

I don't have the steam version, but the mod should be installed in the Crysis base folder, not the Bin32 or Bin64 folders where the .EXE is.

Since you're on steam I'm pretty sure that would be (stuff)\Program Files\Steam\SteamApps\common\crysis.

Now to load the mod, I'm pretty sure you would right click on the game, click properties, and click the set launch options button near the bottom.
In that menu, you would put " -MOD Tactical-Expansion" then save the info.

On successful loading of the mod, you should see "Tactical-Expansion" in orange font at the bottom-right of the main menu. If it doesn't work, try removing the space before "-MOD" on the launch options.

The desktop shortcut requires a space before "-MOD", but I can't say for certain if the steam version does or not.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Dec 21 2012, 6:41pm replied:

Sorry for the delay, end of semester blahs.
If you have the special ammo and weapon pickups throughout the levels, then the desura installer worked.

Now as for the issue with objectives not updating on the second level, that is a bug in the game that has existed since its original release. It's not caused by the mod.
Only way to fix it is to reload an earlier save or restart the level. Alternatively you could just skip to the next level using the console commands "con_restricted 0" followed by "map rescue". You will lose your current loadout, but I've set up the level starting equipment so you have the sort of ammo you would have picked up previously.

The most reliable way to install the mod is to use the installer link.

Dl.dropbox.com

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Nov 24 2012, 5:49pm replied:

The MP5 and UMP-45 are both optional replacement weapons. If you look in the Tactical-Expansion/Game/Extras folder you will find the files and the documentation on how to use them.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Nov 24 2012, 5:47pm replied:

Direct link: Dl.dropbox.com

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Oct 28 2012, 6:29pm replied:

It would be easier to put a modified shortcut on the desktop and just use that.

Putting most of the mod in the crysis install would be easy enough, you could just rename the "Tactical-Expansion.pak" file to "zzzzz_TacticalExpansion.pak" and move it to the Crysis/Game folder.

Here, however, is where we hit a brick wall. I have no idea how do permanently place the mod DLL files into the game installation and make the game use them without running a mod.
Without the DLL files, many core components of the mod don't work anymore. Ammo pickups, tracers, etc.

That said, it's easier to run the mod as a mod.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Oct 28 2012, 6:20pm replied:

That's a bug in the base game that's existed since release. It's quite rare, the only way to fix it is to reload an earlier save or to skip to the next level via the console.
The commands would be "con_restricted 0" followed by "map rescue".
You would lose your current loadout, but I've modified the starting equipment for all the levels so that if you load them using the console you start with everything you would have found up to that point.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Oct 28 2012, 6:12pm replied:

The Desura on or the ModDB one?

No way to tell which site a comment comes from lol.

+1 vote   mod: Tactical Expansion Mod
Kilroy357
Kilroy357 Oct 28 2012, 6:11pm replied:

I was aware of the SCARAB third person model being the same as the SCAR's. As a (sort of) workaround, I was careful to place all SCARABs with bayonets already attached. If you see a SCAR with a bayonet in a pile of weapons, it's probably a SCARAB. The guy who made the SCARAB didn't make a third person model for it.

As for the sights, the SCARAB did have them originally. However, the sight models were floating in midair above the gun and it looked silly, so I removed them.

The majestic could be done if I had a model/animations, as could the mini gauss. Trouble is I've already taken the game to its limits on inventory space. Without triggering bugs I can't really add it. The mike might be possible, it seems like it would be a simple matter of making the MOAR kill instead of freeze.

You're not bothering me, don't worry lol. Good suggestions and I'm glad you like the mod.

+1 vote   mod: Tactical Expansion Mod
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