You can count on it, man. Your mod definitely deserves for my extra attention because I can't wait to replay the entire walkthrough once again in the future tho :)
You can count on it, man. Your mod definitely deserves for my extra attention because I can't wait to replay the entire walkthrough once again in the future tho :)
I played this mod and I must say it's on 100% better than the original Overdose which had totally messed up gameplay difficulty tweaks for Nightmare and Trauma difficulty by making the game unplayable and not enjoyable on these difficulties. A job well done, man.
Done, be sure to check the "reviews" category, man :)
Thanks, man. I managed to find them inside of the cave. Btw: I already completed my walkthrough in your mod and I really enjoyed playing Lost Alpha 2.0, but the bugs that still presents in-game has to be fixed.
Any ideas where I can find last 6 missing monsters for the galleon level to unlock the tarot card? I found few after reaching to the last checkpoint, but I think I missed somewhere those last ones before encountering the 2 final pirates.
I just found a bug: If you'll try to freeze zombies during the 4th level in BOOH campaign with the shotgun and shoot them - the game will crash without any error message.
That explains why the game is crashing, but anyway somehow I'll survive that. I'm actually playing the game on your mod and the mod itself looks very promising and incredibly good, can't wait to see the rocket jump trick in the future tho :)
The way I installed the mod:
I installed the game through steam platform first, then I downloaded a mod from here and installed this mod to the game folder like from the instructions. That's how this crashing problem started.
This happens only when I change the settings before starting the level, then the game randomly crashes upon loading the level. If I'm not changing anything - the game works fine.
I'm not sure what I'm doing wrong, but the game always crashes upon loading the next level or if I'll change some graphics options or other settings. Is it a bug or it's just me having this problem? I installed this mod on the original Painkiller from steam.
What's a difference between this mod and the Traumatic Controller Encounters?
I'm sorry for this, but I was able to call this unit only if I'm playing with Panzer Elite faction, I don't know how to trigger this unit playing as Wermacht for example.
Sturmtiger can be called only by playing as "Panzer Elite" if playing in the Axis team after selecting the first doctrine from the left?
Don't worry, take your time, waiting for an update will be worth of time.
Sadly the crashlog doesn't register anything related to your addon like I said in the previous message already. The game just simply crashes with the vanilla way aka: Object interacts with the texture and stucks in it for good causing the game to crash, just like you're about to pick up the broken metal box from the floor, but accidently it hits the texture and the game crashes. This problem with the blue & orange poltergeists can be fixed by restoring vanilla screen effect for blue & orange polters that gets stronger for every time when you move too fast what makes things easier for them to find your location. That's what I tried to tell you in the previous message. With the changes that restores vanilla screen effects for blue & orange poltergeists - it could look like this: Blue & Orange polters keeps the teleport ability and their new attacks, but they can't teleport to you if they can't sense your activity by moving too fast when they're nearby. If the
blue & orange poltergeist will start suspecting something by triggering this screen effect that presents in the vanilla game - he'll start move to your location, but when the screen effect is more stronger - this is the best perfect opportunity
for those polters to surprise-attack you from their new abilities. Your addon currently added darkness screen effect for the black poltergeist, but sadly removed / disabled vanilla screen effect for blue & orange poltergeists. That's the main topic of my explaination what I tried to tell you early.
Sometimes when the poltergeist will instantly teleport to you when they can't see you in Zaton at Skadovsk for example - the game can crash if the blue poltergeist will use telepatic abilities to throw with the objects on you. If the objects will stuck in the other textures - the game can crash, but the game registered vanilla crash and it has nothing to do with your addon.
Can you add to the next update an option that allows to decide for a player does he wants to keep teleport enabled for blue & orange poltergeist or at least bring back the vanilla detection rate so the game won't crash if poltergeist will unexpectedly teleport to your location where the objects can easily crash your game?
Yeah, both of them
Any chance to add support for Western Goods & More Food from Denro - FULL REMASTER?
Good to know, but what "WSR" means in the full name?
Is it compatible with this addon: Moddb.com?
Very good job, man. The players that use low-end budget laptops / computers will appreciate your hard work for making the game playable even on the DX8 renderer.
Are you sure you read the instructions? It says clearly to don't place the MO2 in the game root folder otherwise the game will crash because it can't create the files in the "overwrite" folder which is located inside of your MO2 folder. Just separate MO2 folder from the game root folder by placing MO2 outside of the game and problem will be fixed.
I think there's another problem, it's related with the traits system where you can upgrade / destroy collected gems to get XP. Crashlog:
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...talker anomaly\gamedata\scripts\experience_traits.script(1344) : ProcessHint
LUA error: gamedata\scripts\experience_traits.script:1344: attempt to index local 'tr' (a nil value)
Is it similiar to this one: Moddb.com? If so, then what's the difference between them and does that addon will work with this one?
Does the NPC Scalling Level feature works more better than in the 1.2.X version that completely broke the gameplay due to incorrect level scalling by making them bullet-proof, melee-proof, explosion-proof because of the huge level difference between the player & NPC?
Oh come on... Don't be shy and do a favor for the weak PCs
Can you take a look on this bug?
Is it normal when the replay videos are broke in this mod? In the regular NHCMod this is rare, but not so common, but in the EFNHC it happens very often or right after restarting the game. The replay video from the previous sessions can be watched, but not everything is synced correctly when I want to watch my replays.
Can you try to fix it? The game with this addon keeps crashing upon starting the new game and upon loading the previous saved game - DX9 and above doesn't has this issue, only DX8 suffered.
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