TO GAME COMPANIES: First of all - thank you for your work and contribution to the world of gaming. As mentioned before: You are the Easter Bunny. We (the modders) are simply painting the eggs. But we are actively engaged in projects of serious game improvements. Mind that we are doing this in our spare time for zero ecomic benefit. I strongly encourage you to consider staff candidates from the Stalker modding scene. This is likely to be one of the best places for you to find motivation and dedication for a professional development environment. Several active modders are well capable of taking part in an actual and professional game development process. And if you choose not to I wish you the best in development and hope that at least some inspiration was found here. Thank you N.Aaroe The modding community

Comment History  (2490 - 2520 of 2,742)
N.Aaroe
N.Aaroe Aug 19 2011 replied:

Good question Teemuslayer, I updated the FAQ for this Moddb.com

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 19 2011 replied:

Look in the weapons.ltx file. Somewhere it says bullet manager and every ammo type has a line that says something like 'bullet tracer' (don't remember). Just change the input in that line for the caliber you want traced.

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 19 2011 replied:

Headshot damage is based on weapons and not character. A headshot means instant death and that goes for you as well (unless you are wearing protective headgear).

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 19 2011 replied:

I won't accept salary as an excuse. It may be that GSC are paying smaller salaries than what's going on i.e. Denmark but the modders around here are doing their work for free! At least I would accept a small salary for doing something that I love to work on as a hobby when I get home from my dayjob. From what I have experienced through my life on moddb I could easily assemble a team for all aspects that could ensure the perfect Stalker 2 for GSC.

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 19 2011 replied:

Vandrerer, you are one the modding kings around here (at least you are the oldest ;)) So your possitive comment has a lot of weight behind it. Thank you!

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 19 2011 replied:

It's based on ver.2.1 currently but I'm planning to use ver.3 instead. It's just one of the last things for me to do because it requires at least 1 playthrough afterwards to see if I did it right and it didn't cause any bugs.. Regarding sky boxes: as I understood you only changed the visuals for the nighttime boxes? I have altered every daytime box of ver.2.1 so that means that I can just overwrite the ver.3 boxes when I implement the whole thing to get my MISERY sky look

+2 votes   feature: F.A.Q. (Frequently Asked Questions)
N.Aaroe
N.Aaroe Aug 19 2011 says:

There's an important factor here and that is the fact that MISERY is not going to contain thousands of bullets per caliber. That results in you having to shift to weapon alternatives once in a while. Let's say that I'm going to make a suppressor variant per caliber (10+ in total)
Now imagine this: You favour the silenced lr300 and set out to explore. You run out of ammo and have to change to the AK47. Now you can't use your silencer and that won't ruin a fluid game for you? 
The situation is authentic but would it make a better game for us with... say 4 different sized silencer kits (small, medium, large and huge caliber sized fittings)?

+1 vote   media: Sound suppressors
N.Aaroe
N.Aaroe Aug 18 2011 replied:

These models show the weapon textures at their current state and I will enhance every single one of them to optimize their quality. Some of the new weapons will look as they are right out of the box. Some will look worn and rusty

+1 vote   media: Show of arms
N.Aaroe
N.Aaroe Aug 18 2011 replied:

Yes a bit harder

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 18 2011 says:

There will only be one difficulty to choose from in this mod and that's the one that I scripted it for.

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 18 2011 replied:

Right, that should be the way to do this... Thanks

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 18 2011 replied:

I agree. GSC really should consider a handful of modders from this community and offer them a contract! I mean what's there to hold them back?

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 18 2011 says:

To clarify I would like to split the single default 'multi purpose silencer' of the game into 2 or 3 different variants. But in what way should they be varied? (See my approaches in description).

0 votes   media: Sound suppressors
N.Aaroe
N.Aaroe Aug 17 2011 replied:

You are doing great, Kaplan. I take it that you would like to release all of your work at the same time when every part is finished. If so what other aspects are you currently planning besides the weapons, winter environment and quest enhancing?

+1 vote   mod: Kaplan's Weapon Packs
N.Aaroe
N.Aaroe Aug 17 2011 replied:

Good one

+1 vote   mod: Kaplan's Weapon Packs
N.Aaroe
N.Aaroe Aug 17 2011 replied:

Well said. Well said. And Smrtphoneusr don't think that I'm trying to point fingers at you here -the words just come across as very well articulated and spot on for my very own situation

+1 vote   media: Guards
N.Aaroe
N.Aaroe Aug 17 2011 says:

You might have noticed that I changes the colours of the mouse pointer a bit to fit the image.
But does anyone have a suggestion for a brand new pointer? (remember that it is used ingame also when browsing your inventory).

+1 vote   media: Main menu
N.Aaroe
N.Aaroe Aug 17 2011 replied:

Wow, very nice -especially the lr300 display! I will have to ask these modders if I could have a peace of that cake also (although I already have better animations than the vanilla ones (much thanks to Kaplan994)). Let's see what they say as it seems to be WIP still..

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 17 2011 replied:

That frequency of firefights that you mention would also annoy you if it were constantly accompanied by combat music, wouldn't it? think that I will go for that NON-musical action sequence and see how it turns out. It could easily be turned back on if it's a bad idea

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 17 2011 replied:

No I'm alright with your comment here. What you suggest would enhance our gaming experience (those of us who doesn't understand russian that is). And it seems like we are on the same page in terms of solutions: if I edit the voice acting so that the default language is on when in hectic situations it might do the trick. However, the solution raises two questions for me
A) will the regular swopping in the language in spoken words be something that ruin the immersion?
B) will it be very obvious that the languages from the same NPC is executed by two different voice actors?
That could confuse the player and the authenticism of the situation.
What do you think?

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 16 2011 replied:

I understand. Personally I'm not a big fan of the tracer rounds so don't count on them to be included in MISERY. I find it unrealistic that so much tracer ammo is to be found in this place of the world...

(They are easy to enable yourself - just find the proper text line for every type of ammo and you have them turned on).

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 16 2011 says:

That could be done. Has anyone seen a baton-like weapon in a stalker mod?
Then I could use the same idea and tweak it to your suggestion

+1 vote   media: Character Selection
N.Aaroe
N.Aaroe Aug 16 2011 says:

You really like that detection stuff huh? The sensor with a counter is cut out in MISERY as it was in IWA. I like your suggestion with the artifact detectors but I honestly don't know how to do it. Anyone have any input on this -and I will consider looking into it..

+1 vote   media: Show of arms
N.Aaroe
N.Aaroe Aug 16 2011 replied:

Yeah I see your point. A solution could be to make the actor an english speaking person and make every interaction WITH him in the rubbish english language and have others speak their original language when interacting around the actor. What do you think?
A remake of the default english voice acting would never satisfy me.

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 16 2011 replied:

Thanks for your feedback! I shall think about your cinematic voiceover suggestion... I agree on the stashes/exploration part. I'm currently trying to put the new guns in special stashes but it is a complicated matter. Exploration is for me one of the most important aspects of Stalker.

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 16 2011 says:

I'm afraid to disappoint you on that one. "I Work Alone" tries it best to shuffle the encounters and vary your gameplay. But if you were dissatisfied with IWA on this point chances are that you also will be on MISERY.

+2 votes   feature: F.A.Q. (Frequently Asked Questions)
N.Aaroe
N.Aaroe Aug 16 2011 replied:

Nice, I'm going to implement this straight away.
What do you think of the idea of having NO music when in combat?
I think it takes you from a dreamy stance into a more tense situation.
When movies uses this strategy I kinda like it

+1 vote   mod: MISERY
N.Aaroe
N.Aaroe Aug 15 2011 says:

The muscular Syl'nyy type fears every danger in the zone as well as everyone else. But he is the type of character that doesn't turn his back on moving shadows in a dark tunnel. He is slow but carries more than the other two. He also has a better control of the heavy weaponry when it starts kicking.

+1 vote   media: Character Selection
N.Aaroe
N.Aaroe Aug 15 2011 replied:

You are not able to prone in Any Stalker mod that I know of. It would be a really complicated thing to implement with actor animations combined with certain weapon types. But cool non the less..
I thought about the upgrade of binoculars but the squares are a bit too sci-fi for my taste so they have been cut out.

The crosshair can be turned on but MISERY style is aiming with iron- or scope sights!

+1 vote   media: Show of arms
N.Aaroe
N.Aaroe Aug 15 2011 replied:

Agreed. Should they have more tattoos?

+1 vote   media: Droyashki
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