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IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

The weapons list pdf says that the FAMAS and an AKS-74U with a dot sight are in the game, but I haven't seen either of them. I'm at the last two or three missions now, should they be sold at traders or do I have to search around?

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Thank you! Works perfectly.

Good karma+3 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Is there any way to spawn objects? I sided with Morgan in the ambush quest, and got some mercenaries after me. I seem to have lost the PDA that they drop which I could have given to Morgan to progress in his questline, and open the armory

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Nice! Looking forward to hear the results. I'll try fiddling with the console next time I die as well.

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Is there any way to enable free look after death? It would be nice being able to check out the unfolding events even after my passing.

Good karma+5 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Good news! I paid a group of stalkers to take me to the container warehouse, bypassing the mission fail thing that happended when I moved close to the area on foot. Shot the bandits and completed the mission no problem.

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Sorry if I was unclear. On pure reflex I chose "kill the bandits", sort of regret that now. My earlier saves are all overwritten, so I don't think I'll be able to do this mission.. Maybe if I do some other stuff for a while, it'll fix itself.

I was hoping I could de-spawn or re-spawn mitay or the bandits or the stalker crew. Just something.

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

I'm having trouble with the hostage rescue mission. It auto-fails whenever I get closer than past the train with the anomaly in. First I get the message that the stalkers are "going in", and it says "mission updated", and after a few seconds the mission fails.

I've tried different saves, no difference. I did accept the mission a long time before I told Grizzly I was ready to do it though, that may have something to do with it? I'm not going to revert to a save from before talking to him the first time.

Is there some trickery I can do with the console to fix this maybe?

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Maybe you could use the deployable backpack and put the seva in it, then switch when you have cleared the building. Haven't tried the backpack myself, so I'm not really clear on how it works.

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

No sweat, it's not exactly game-breaking.

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

I'm fascinated by the amount of weed Major Degtyarev can smoke in one sitting. 100 gram joints; now that's something! Maybe in the end it turns out you're character is actually Snoop Dogg?

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Spoken like a professional. As always.

Good karma+3 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

I hate the crabwalk too. I've fallen for that trick so many times. The fact that it looks stupid only makes the humilitation that much greater.

Good karma+5 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Of course, you should be able to reduce it through upgrades, that's what they're for, but I don't know if it would be possible to run around blasting on full auto killing everything after polishing a few parts and putting some rubber on for better ergonomics. Which I think is what the upgrades mostly do.

The exoskeleton-idea is cool though.

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Fun, maybe, but not realistic, or very much in tune with the rest of the mod. I don't have any experience shooting calibers larger than .22, and certainly not anything fully automatic, but as far as I understand, it makes the weapon extremely inaccurate and inefficient to use.

I'm sure there are lots of games where you can blast through zombie hordes. I think in this mod you'll get your thrills from seeing careful preparation and planning pay off, and adapting well to changing circumstances.

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Don't you think that sort of defeats the purpose of the Misery mod? They are aiming for realism, after all.

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

I think it's been delayed until Q2...

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Lite version? Is that a version for weaker computers (like mine)?

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Didn't realize it was a contest, but when you mention it, yes, they are quite impressive.

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Yes, that's the "Black Road" option. Here's the info they have released: Moddb.com

Good karma+3 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

I hope we're seeing the same thing, and I hope that thing means that the thing we want see is really happening

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ Stash overhaul (info display)

Maybe the junkie stalkers you mention in the picture? Surely stim abuse must lead to slightly impaired planning abilities.

I was just asking because so many of the vanilla stashes had weapons in them, but the new approach makes total sense.

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ Stash overhaul (info display)

No weapons or ammo in stashes anymore?

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

It has been suggested many times before, and I think it's a good idea. Micromanaging of this aspect would feel more directly relevant to the player, unlike other some of the other more mundane features, like suppressor wear and batteries.

I'm a little surprised the team hasn't implemented it yet. Or have they?

Good karma+3 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ Info on equipment handling

i guess only N. Aaroe will tell.

Good karma+3 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

What do the scripts do?

Good karma+1 vote
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

You just convinced me. I'll be playing recon. Was leaning towards sniper for a long time, but nothing can beat a good backstabbing.

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ Wind-up flashlight

It feels weird being excited about a virtual wind-up flashlight, but oddly enough I am.

Good karma+4 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

Yes, yes, I buy it for the sake of the STALKER universe and the story. The point I was trying to make was that it doesn't matter if the exact mechanics behind an EMP during an emission are explained, considering that the rest of the universe isn't that accurate in regard to physics and biology.

0rpheus: I see what you mean, but I don't agree. Anyway, this is not the right forum and we're clogging up the comment section. Lets just say I accept it in the setting.

Good karma+2 votes
IrwinSnodgrass
IrwinSnodgrass - - 37 comments @ MISERY

The mutants for starters. Horribly crippling and painful mutations are not exactly adaptive for an animal, so there isn't really any reason they should have multiplied the way they do. I'm not a physics student, but I can't see how the anomalies would work at all. False gravity, telepathic fields. Fire and the electric ones are more defendable I guess.

But all this is just silly nitpicking. It's a game, a really good game, which happens to use some supernatural stuff to create the atmosphere. I don't think about these things when I play it.

Good karma+2 votes