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I dont mind not seeing the ammo but I'd like to know what fire mod I'm using
This mod changes the available inventory for barkeep and sid to a few ammo boxes, few medical items and foods, 1-2 armors and 1-4 weapons. They should have a few weapons every time you visit them, like fort12, makarov, toz194, ak74u, ak74 but that's the best they offer
Do I have to restart the game after I changed the scopes? I installed Gnomus scopes but the Ak74u special and pso1 scope put on fast firing ak(only guns I have with scopes so far) still display the Misery scopes. I will just leave it as is if I do have to restart, as I'm too far into the game already
Well already tried the mod for a couple hours and doesn't seem to demand alot more, I mean, I was thinking about memory when I asked that. It runs great so far. Like that it has heal over time items. Seems balanced, the only minor 'problems' Ive seen are inconsistencies like, in the description, merc armor has 20% on all except 40% rupture and 30% bulletproof but when you wear it it actually has 20% to all, 25% bulletproof. Mail jacket gives 28% bproof but description says 25% etc.
oh wow, how much more demanding is it than Autumn Aurora 1? so I know if I can play it :D
Autumn Aurora 2 is being uploaded on Moddb :D
Been playing System Shock 2 with the latest unofficial patch and some hires texture updates. Uses Thief's Dark Engine, and therefore some things are 100% like Thief so I already know how to 'exploit' :D Captivating story and background, a horrifying experience if you play with headphones alone at night(ambient is real freaky at times), and it's like Thief + Deus-Ex so what's not to like about that. Better than real life. And more interesting, in my opinion, than it's successor, Bioshock.
Some time ago, Bethesda guys were seen 'scouting' in Boston and so the rumors started
Hmm, started playing Nehrim recently, should I play Arktwend first?
Yes, it's a different water, seen it in a couple mods
Ugh what? so on youtube more adds appeared on the left and right, and also opens another page to an add, did youtube change just now, got more ballsy with adds? or did I do something, it's just me?
Oh wait..might be a virus idk, 'ads not by this site' is written under them
Graphics are the least important part of Thief, like the first two games' old graphics didn't stop me from enjoying the series very much but no, the 4th game looks OK as shown on the console so it will look better on PC with higher resolution textures. It's weird how they seem to make the game newbie friendly first and add 'no help mode' instead of the other way around. A game where some people have to disable the hell out of features first in order to enjoy it
I remember seeing this some time ago on Thief forums where ppl talked about the upcoming 4th game way before there was any footage of it. Pretty funny, a good joke, but wow, not so funny anymore now, when the game is exactly what the picture shows, except for the 'heal' part.
Idk, haven't been regularly checking Misery page anymore, anyway it made more fans and now the bug thread is 110 pages instead of 10 pages like I remember
xrEngine.exe caused ACCESS_VIOLATION in module "E:\Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrGame.dll" at 001B:04DC141C, CDialogHolder::CDialogHolder()+436972 byte(s)
what does this mean? I didn't have any trouble with Misery 2.0.1 in Jupiter but now with 2.0.2 savegames won't work fairly often in Jupiter, this happens when I'm around Yanov or when I was paying Vano's debt
Too bad they took the video down, wanted to see it now, after Ive seen how laughable the game is
Haha I just watched BirgirPall's gameplay of that game, hilarious
They didn't include a lot of stuff from the other games, I'm thinking about the factions, now it's just the normal people, nobles and the city watch inhabiting The City, nothing out of the ordinary. One thing I like, we will be able to turn off certain features so maybe it will feel like the older games. I will also unbind the "swoop" move which is clearly made for the consoles to have fun with the controller.
Here is a harsh criticism, which I found very funny Youtube.com
I know a trailer must be action packed and stuff in order to appeal but, if the game ends up too actiony I am afraid it won't be deserving of it's name, even if it is a reboot. I am not happy of the developers' seemingly copy pasting of their Deus-Ex 3, Dishonored or even Assassin's Creed elements like +Experience Points for 3rd person take-downs, fancy combos, a dumb obfuscating shroud on the edge of the screen to show you are hidden(btw, where are the shadowed spots where you could hide like in the previous games). They made cinematics, showing too much of the main character when previously he wasn't very exposed in the cutscenes(not cinematics, but cutscenes which are amazing; maybe they are enjoying their work making cinematics, but otherwise why all the time, effort and money going into that instead of focusing on the game), and his voice which is now replaced, defined the character. I'm sad that I was very excited before, when there was no trailer or gameplay, and now it is looking very dissappointing for people that are familiar with the other 3 games.
Ha :D yes you are right, usually when I get shot at all of a sudden it startles me(and any other player no doubt) and I immediately focus on running for cover instead of looking at the indicator, because if you don't start running you are dead in a few seconds, they have damn godly accuracy(even with no scope probably).
Problem is, you start getting shot at from, say, 150-200metres, and even if the terrain is plain or filled with obstacles, you have trouble spotting them because in misery the terrain color is so dark and NPC blend in
Weird, I think if the door is closed npcs can't notice Noah inside, not sure, but I've seen Mercs spawn in the next room to Noah in v2.0 on youtube, near the bow, which has an opening on the other side of the ship. Doubt mercs actually spawn in the same room, that would be so dumb
:D the stalkers outside the scientist bunker usually get killed by mutants in mods that alter the spawns, but how did Noah die? Never saw that happen, he stays inside his ship, door closed, no1 bothers him
I am not sure if in Misery all npcs use the stalker_m.ltx, but that is where you can tone down their visibility_threshold, eye_fov, eye_range, luminocity_factor and other parameters to make them less all-seeing. I know what you mean, by default I think enemies can see as far as 100-150 metres or even more, and that means it's very likely you will get shot and you will have no idea where it's coming from, also because of the grim color pallete of the mod enemies are hard to see/spot
Haven't been browsing the forum in months, anyway the mod got more popular and it's hard to keep track of posts. I noticed Beard's prices remain the same no matter what, but Owl's prices keep going higher as you complete stalker missions in Zaton(didn't try allying with the bandits to see if I get a discount). For example at the start, the beril suit is 80k, after you do stalker quests and the bloodsucker lair mission, it costs ~90-100k. Is this as intended?
Also did MDT gave up on the backpack quick release system?
Wow, they can remake Stalker into a more scary game
Even in 2.0 it wasn't very harsh, I really don't know if they can do anything to make it harsh (without setting ridiculous prices for everything) since you get alot of junk/misc items from stashes which you sell, point is, you make more money than you actually need. If you fully explore Zaton you should end up with 200k by the time you get to Jupiter. If you find a broken weapon just pay ~10k for repair kits and oils and fix it yourself instead of paying 50-100k at the repair man.
Ha, I use only 67.5 too, I like that you can see more of the weapon in the higher FOVs but what you see on the monitor is put a little ways back than where your character's body is actually, so you will see it as if you bump into invisible walls when going against an object and I don't like that
Awesome! had a feeling some1 will eventually do a rebalance mod for Misery. Gonna try it now. Did you also increase weapon damage? That is one of the first things I change in mods because they usually stick with vanilla values, although in Misery 2 enemies die pretty quick, I still am for real deadly weapons ever since I played the Redux mod
Indeed, idk if you are talking about the lost world mods for soc but there this map had alife, had transitions to a few other maps and had that cut-out cordon night music which to my surprise fit so well, gave me shivers as I was slowly exploring the pass, loved it. And yeah would be awesome if it lead to a lab too.
Thank you FF and TKGP for an awesome mod, love the mag system the most and I see now it got improvements <3. I only played 1.06 something some time ago, had problems with 1.07 coz of memory issues ;) but will definitely return to this great mod some day
Hmm, come to thinking of it since when did ppl start globally using f5 for quicksave and f9 for quickload?
I've only seen the first 2-3 hours of the game and wasn't happy. Some reviews also say the first half (@10hours) is kind of boring and limited. I come to think the city HUB and sidequests might be more close to true thief then some main missions. Totalbiscuit said there are both very linear and non linear missions.
Upgraded Walther? which one is that idk if I found it before, in vanilla or other mods, can't remember
Haha, glad I didn't find this weapon :P
I know what you mean, saw it too, but its too dark to see it in this picture
Yeah the gun kinda looks like a plastic one.. and if u look at the base of the scope its like it melted. All in all is okay but its not top quality
I also found the bed missing
Its because of the increased FoV
You serious? I saw the drinking anim etc.... but..maybe not in the way im thinking of
You are right, but when Stalker will have anims for changing the firing type, the Zone will be habitable again. The following would be amazing: when holstering the gun it does an anim switching it to safety then lowering the gun, vice versa for taking your weapon out and changing between 1 round, 2 round etc, full auto
Will we see these in New Vegas someday? I will replay it in the future because I missed out on some great mods lol, checked the internet too late and I'm right at the end of the game, and only completed 1 DLC
Gourmand. I've seen an old build vodka drinking animation, and the gunslinger mod one. Pretty cool
Ahahah 20:20 I remember standing on that pole too in LWR, out of reach of boards, but by a collision bug they could push you and fall down. The beginning is rough, there are many packs of mutants which are hard(but better) to avoid.
Clear Skies? could you please give a link to it?
Too bad the lightrays don't show in screenshots like ingame
That giant is a pro climber
I had the same problem when I tried it, and even after I toned down to the minimum, nineties resolution, it still ran as slow as on max, which defies logic. Maybe has something to do with nvidia. Anyway still played a bit, but the damage done by me and the damage done by enemies was too unfair and didn't bother playing further.
The top magazine in my country also had a highly positive review, with only one or two minor 'complaints', that the water isn't at the standards of it's time and that there isn't much water in a zone where it rains/storms often
CoP map doesn't seem big enough to fit in more mutant lairs etc. Sounds like lairs and stalker camps/bases will be too close to one another, will they? But it would be a nice surprise to explore a vanilla empty building complex and bump in some nasty mutants. Hmm, could you guys silence/replace the mutant roars when they see an enemy and idle sounds so maybe they can get us by surprise? Have the bloodsucker in mind, which isn't very stealthy, his sounds give him away easily :P
Wow I always wanted from a mod to make early-mid game enemies and traders have basic, cheap weapons, so i get the good stuff much later on. Most mods port in weapons and have them randomly spawned with any npc
WOW next thing you'll know, we'll get body awareness :P
It's beautiful. Had screenshots of it from RMA but lost em :(
Smooth shadows, the picture almost looks real
You are right about the cracks, but i did enjoy them when i got a grenade to the face by surprise
It's usually dark like that, had pretty grim days ingame myself
Seems like standard for all Stalker weapons, but it doesn't bother me at all
That goofy sprint anim :)
Oh is that 1865/1935 Garbage?
this weapon in NV? i want it!
hello there, i was checking the misery patch 2 bug report and read your post; i'm not playing misery anymore, at the moment im playing some more ShoC; waiting for another patch on misery but i am planning to make another full bug report on patch 2
You said: "The zombies seem to be able to shoot you without any way they've seen you, and with ridiculously uncanny accuracy. I.e., you poke out from behind a crate, in a dark room, a zombie outside spins 180 and shoots you in the head, one shot and you die. Light level, sound level, and exposure should count more than distance and whether you're holding ctrl. Besides, zombies? They should barely be able to aim, much less go BOOM HEADSHOT after spinning."
I don't think that is a bug, that is because almost all mods use default game config files for creatures; What i mean is, for example if you look in m_stalker.ltx or other mutant .ltx file you will see a huge eye_fov and eye_range values for stalker/mutants, this means they have superhuman detection abilities, thats why you cannot sneak up on them, they have eyes at their backs because of the high eye_fov value
They can also see you in the dark because they have a low luminocity factor, default game is 0.5 value that means they see you even if its pitch black outside; what i do with every mod is look in config/creatures and modify the ltx files there, i lower eye_fov and eye_range values opening the ltx file with notepad, and if you want to be able to sneak in the dark you should put the luminocity_factor between 1.0-1.5, i think from 1.5 and above you become invisible for enemies to see in the dark and u can just creep up on them and stab with the knife; at 1.5 and above they cannot detect you so if you kill some of their friends the rest will just come near and point the gun in the direction of the last enemy sound they heard, i know, that is wierd behaviour on their part. Maybe you already knew this, im just trying to help.
about the scope on the SKS: the new weapons have upgrades based on vanilla weapons, but the creator wanted this: he wrote in the description of an item the attachments, so if it says the weapon can use a scope or silencer than it does, doesnt matter what upgrades the weapon has..so we need a patch that comes with new upgrades for the new items because, for example it isnt normal for the Obrez to have the vanilla sniper rifle upgrades like 6x magnification
example of bug: GSh has silencer in the description but you have to do the upgrade only then it works; in misery, the creator didn't put a scope for the SKS but the SKS is based on the vanilla sniper rifle retextured and reanimated to look like SKS so by default the game considers it to be a vanilla sniper and it shows a scope upgrade when in fact it doesnt have one, thats why i would like N.Aaroe to create some new upgrades for the new items.. he kind of rushed the mod abit
i searched by the volkov aa complex behind the buildings, went from kopachi to the place Strider hangs out and i searched by the trees and bushes
you say the npcs can loot the hidden weapons...damn then maybe i am searching for nothing; couldn't find it
i haven't found the sniper rifle yet, i think i searched by all the trees to the north of the sawmill and i only found a stash with 10 sniper rounds
i'm curious as to where it may lie
nice tutorial, great combination of graphical mods.. i installed amk 1.4 + SW0 2.2.1, absolute nature & structures mods ( i didnt install complete 2009 and shaders max textures because i'm sure if i did i had to play at a lower res than 1600x900 ).
i didnt istall your mod, coz the game stops working if i install en 2.0.94 final so i am playing with 2.0.92 en.
i installed "lurk animations for amk mod" but some weapons like lr300, groza and abakan still use vanilla hand textures and reload animations.
i did experience some crashes because various lines were missing from some ltx files, some say this happens because im not playing at the res i installed amk(1440x900) ; i had to modify the ltx files so i dont get crash for example at the bar got crash coz some file was named L-85-AMK-W and the game was looking for L-85-AMK file to load so it crashed when it didnt find this file; i renamed and problem solved... the other crashes occured because certain lines were missing from weapons.ltx file
hi, i enjoyed your lurk 1.1 playthrough, good job!
played it myself was pretty cool all-in-all except.. the crazy enemy accuracy, insane armor durability loss( 2-3 shots taken from 9x39mm bullets and it went down), the brownish impossible to see terrain at later hours ingame, i almost couldnt see where im going
the stupid AI awareness; lame, the enemies always knew where you were, didnt matter if you were crouching to be silent, it was a glitch they always knew you were there and came searching so no use in sneaking
all my hope goes to 1.2 installment, that it will fix all that crap