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Nero_amatam
Nero_amatam @ Wonders 1 for Rebellion 1.82

Is this compatible with E4X? Or has anybody tried?

Good karma+2 votes
Nero_amatam
Nero_amatam @ Toxic Sins of an Empire Has Returned New Content!

Any chance this is/will be compatible with the E4X mod?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Call of Pripyat Complete

Question: Though I doubt it will, if I install this mod with the mod I'm currently using (Arsenal Overhaul with AtmosFEAR and Absolute Nature), will it break my game or otherwise conflict in a terrible/hilarious way?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Original Weapons Renewal by r_populik

How about with Complete?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Original Weapons Renewal by r_populik

Is this mod compatible with Arsenal Overhaul?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Arsenal Overhaul 3

Is this mod compatible with OWR?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Maelstrom

Thanks for your help. I'll go and get started on the forums. Do you know the name of the fellow I should be looking for in particular?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Maelstrom

I know, I'm asking how to go about integrating them. I don't expect it to be easy or fast, but I want to do it right instead of jumping in blind. Would you mind giving me a few pointers on what I need to do?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Enhanced 4X Mod

Great. Thanks so much for all your help.

Good karma+1 vote
Nero_amatam
Nero_amatam @ Enhanced 4X Mod

Oh, okay. That's fairly simple, just time consuming. As for the art and such, that's all under Gamedata, right?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Enhanced 4X Mod

You wouldn't happen to have a list of the entities I would need handy, would you? And what do you mean, merge by hand?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Enhanced 4X Mod

Well, I've got nothing but time at the moment. Would it be easier to move the planet types and artifacts/structures/encounters to the other mod? Doing it that way would keep me from having to do any rebalancing between races. What would I need to copy to do that?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Enhanced 4X Mod

Hey guys, great mod. Easily one of my favorites to play. I tried asking elsewhere with no answer, so now I'm hoping you can help me. I want to add the extra races from Maelstrom to this mod. Could someone give me a few pointers on how to do that?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Maelstrom

Is there any way to combine this mod with the Enhanced 4X mod? What I want is basically the E4X gameplay with the races included here. I already tried laying one over the other. Is there a way to place these races into another mod? If so, how would I go about doing that?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Legend of the Galactic Heroes - Sea of the Stars

Having a little trouble. There's no maps showing up in the game, and when I add my own, it crashes. I honestly have no idea what might be causing this. Can you help?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Dawn of the Reapers

I'm not sure if this is a known issue or not, but occasionally fighters will spawn well outside the solar system. This causes fighters and frigates to leave the gravity well in pursuit. If this is a known issue, I apologize.

Good karma+1 vote
Nero_amatam
Nero_amatam @ Star Trek: Armada 3

I rather enjoy the threat that the pirates provide. Just wasn't expecting them to be that powerful out of the gate.

Good karma+2 votes
Nero_amatam
Nero_amatam @ Star Trek: Armada 3

Are the pirates supposed to be so overpowered? Usually I can use them as an experience farm and a monotony breaker in the early game, and as a weapon later on. But they were able to wipe out my starfleet command and my home planet in the first wave.

Good karma+1 vote
Nero_amatam
Nero_amatam @ Sins of a Galactic Empire

What was the purpose of removing the cap ship limit? My curiosity won't let me get on with my day if I don't ask.

Good karma-1 votes
Nero_amatam
Nero_amatam @ MISERY

Thanks man, big help. I'll give it a shot as soon as I can. I love the mod, I just hate the constant deaths I have to suffer because of overpowered enemies that frequently attack in packs.
Though Fire_Wound_Immunity sounds like it would be decreasing the damage done if the number is increased. Not to look a gift horse in the mouth after asking for help, but could you explain how that works?

Good karma+1 vote
Nero_amatam
Nero_amatam @ MISERY

So you're telling me that I'm supposed to see them shrugging off 7.62x39 AP ammo too?

Good karma+1 vote
Nero_amatam
Nero_amatam @ MISERY

I guess this is really my own fault for going into it expecting a realism mod, but I have reached the frayed end of my sanity. Someone, anyone. PLEASE tell me how to lower the health of the enemy. They should not take 2 shotgun blasts at point blank and laugh while they kill me.

Good karma+5 votes
Nero_amatam
Nero_amatam @ MISERY

I'm having a lot of crashes when trying to collect a squad to go to Pripyat. Is this a common issue?

Good karma+1 vote
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

I don't think it's a conflict, because the problem was in place even when I only had this mod installed. I'll try reinstalling it to see if that helps.

Good karma+1 vote
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

Understandable, but the issue begins at around 5-10 meters(if that). Just wanted to alert you to a potential bug/see if you had a fix.

Good karma+2 votes
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

All of the weapons. I don't have any problems when I'm using a weapon, but when I'm being fired at over any sort of distance, there's no report. The only clue I have is that I'm being hurt or bullets landing around me.

Good karma+2 votes
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

Thanks. I've also noticed that weapons fire is completely silent at more than a few meters. Is that a known bug, or just something on my end?

Good karma+2 votes
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

I've noticed that something is preventing me from setting a global time modifier. I've been using a bullet time mod to try and replicate the effects of adrenaline in combat, but it randomly cuts out. Do you have a script in place to return SGTM to 1?

Good karma+2 votes
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

Fair mention that V10 prevents you from using alien weapons, due to a bug in the Max Ammo feature causing the max ammo of alien cells to be 0.

Good karma+1 vote
Nero_amatam
Nero_amatam @ Fallout 3 Reborn: A Realism Mod

I tried playing with it for as long as I didn't starve to death. So far, I've not noticed any performance hits, except that one time I threw a grenade in Moriarty's saloon, and all the alcohol exploded at once. THAT was a massive framerate drag. Worth it though.

I also set my friend up with Reborn V9 so I could test it a bit more, and he hasn't had any problems at all so far. Been about 3 days.

Good karma+1 vote
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