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Comment History  (0 - 30 of 107)
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ [DLTX] v1.3 Build 1844 tir 3 test map

I'd love to see old Yantar. I miss The bunker, Military base, and catacombs.

Good karma+4 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ True Stalker

I just finished playing the story the other day. I enjoyed it very much. However, I do have two small suggestions. For the first one I'm not sure if it's a spoiler so just in case, I put it in the spoiler below.

I was sad that after the story ended that it was not possible to continue playing unless you started a new game. Would the team consider adding a way to continue playing after the story is finished? After all, Stalker Complete Mod for SoC has this option, as does Clear Sky complete and vanilla Stalker CoP by default.

The second suggestion would be to re-add the LR300 to the game. It may not be the best NATO rifle, but I really enjoyed using it in all 3 games. Alternatively any M4/M16 variant would work too.

Thank you for this great mod.

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Welrod MK 2 Pistol

Yes. I'd love to have the PPS-43, Johnson Rifle and "Johnygun" (LMG version of the Johnson).

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ TS Debug Tool

Not a problem mate. :)

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ TS Debug Tool

I think he is referring to an issue that I've just encountered, although I'm not sure if it's an issue with the mod or the game itself. For his case, I think he means if you enter a certain part of a location, even one you've explored, it will endlessly teleport you to a certain part of a map.

In my case, I'm in chapter 2 trying to ask the village mechanic for a repair to a Groza. However, when I try to enter his house, it teleports me to the flea market in the garbage. Even worse, when I try to leave the flea market, it will teleport me back to the rookie village, and I get stuck in an endless loop.

EDIT: I was able to escape the Flea market by not taking the stairs. I'll go to Agroprom and see how it goes from there.

EDIT 2: Welp, it happened again. After completing the briefcase mission in Agroprom, and accepting the mission to the Dark valley, the infamous teleport of doom started up again.

Again, I don't know if using the teleport feature caused it, or if it's a bug with the mod itself. And I only used the teleport to teleport to locations I had already discovered. EG: From Garbage back to Rookie village, for example. I even tried uninstalling this mod when I encountered the issue the first time just to see if it would fix the issue, so I assume the bug is permanent?

EDIT 3: Sorry for the wall of text, but judging from the earlier comments, it would seem this is a permanent issue. At least I did not lose too much progress, just chapter 2. When I start a new game, I won't use teleport at all, and I'll just skip the side tasks so I can get back to where I left off. This is a very interesting issue as I don't recall ever experiencing this issue when using teleport in Call of Chernobyl back in 2018.

I don't suppose in the future, you could make a version of the debug with teleport turned off, so that newer players won't make the same mistake? Because at this point I think it's safe to say that teleport just should not be used for the time being, unless the Devs can maybe add a fix.

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ True Stalker

Hopefully this does not get missed. To the Devs: Will there be Mo2 support in the future?

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ TS Debug Tool

Well done! Just a heads up, the 5.7x28mm ammo for P90 and FN-57 is missing from the ammo list. I'm not sure if there are others missing from the list.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Valley Build 358 [WIP]

Cool Thanks.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Valley Build 358 [WIP]

Since it's not in a stable (new levels compatible state) yet, maybe you can answer a couple of questions:

Will the map have basements/underground areas that are accessible, similar to the pipe network in Jupiter, or the tunnel in Agroprom/Garbage?

Will the map have at least one base camp?

I like the maps from new levels, but I do wish that there was a base (with at least a trader) within an underground area (like the basement in the School in Outskirts).

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ New levels 0.53

*facepalm*

Guest, did you really miss the simple and easy to follow installation guide??

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ [1.5.2] HG Companion [1.111]

While I do have 4 companions (living legend achievement), it's never done this until a few days ago. I'm wondering if maybe it has to do with enemies (mutants) being close by? I do have Dynamic Mutants mod, which includes friendly dogs and chickens.
Moddb.com

I wonder if the game is crashing because there happens to be chickens nearby? xD

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ [1.5.2] HG Companion [1.111]

Yeah, I get that issue too. Not sure how to fix it.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Duty voice

U WoT M8? I've been using this mod with no issues what are you talking about?

Good karma+3 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) FG42 V2

While I did not have this issue when installing the FG-42, for some reason I did experience this same issue when installing the Stalker 2 HUD for Anomaly for some reason. I followed the steps here and it did help.

Reddit.com

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) FG42 V2

Unfortunately, given that Gamma has like 300+ mods preinstalled (Sorry, I don't know the exact number), I can only imagine it would be difficult for the author of this mod to check if 300+ mods are compatible with their ONE mod. Especially if they don't even play Gamma.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) FG42 V2

Fantastic! Now I can use the weapon of my favorite OKW unit from CoH2:

Thank you for uploading this!
EDIT: It's even the 1942 model, which is the same type used in CoH2.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ SR-25 Overhaul v0.6.7 (ABANDONED)

Why was this abandoned? Does it still work?

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ photoloved1

One of the images is the Author's profile pic. *shrug*

Good karma+3 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) Type 56-81 rifle pack V2

That would actually be really cool. I remember first seeing this gun on an episode of Simple History.

It can be found at the 8:33 mark.

EDIT: I would also like to see a PPD Bramit (PPD-40 with a silencer and fore grip) or FG-42 (Because CoH2) addon added as well.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) Type 56-81 rifle pack V2

Why would you not want BaS? It has a lot of cool stuff.

EDIT: stuff not stuf. xD

Good karma+4 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) Type 56-81 rifle pack V2

I see. Well oddly enough the BaS AKMs can't accept scopes but can accept GLs.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) Type 56-81 rifle pack V2

Can the rifles use scopes/grenade launchers?

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ New levels 0.53

Indeed, I gotta say that after playing the heck out of the map the past few days, the fact it is empty of bases is actually a good thing. Why? Well because it's the first brand new custom map for Anomaly like ever, it allows other modders the freedom to choose which bases will be populated and which ones empty. As well as which factions would use such bases. For me personally, I would like a (separate) addon that adds a neutral trader (maybe also a mechanic and medic) either in the east rail tunnel, or in the KBO style building in the center of the map, but that's about it. The rest of the map can be isolated.

However, if I could request one change to the map by default, I'd like to see more zombie (mutant) spawns in the industrial areas, and more stalkers traveling through the map in general, mostly outside the industrial area traveling on the roads. That way, there can be some more engagements, but the map in general is still isolated with no main bases.

Good karma+6 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ New levels 0.53

Cool. Many Thanks.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ New levels 0.53

As I've had some time to explore the map, I have to admit it is a masterpiece. One thing I've always wanted in the Stalker maps was a balance of urban environment with plains, forests, and hills. As well as underground locations be it tunnels, basements or lab style underground.

With that said I have noticed a bit of a bug. I have not tested this on all the underground locations, but the rail tunnel on the east of the map, including the basement area do not protect from emissions or psi storms. I assume this is due to the fact this is an early version of the map. I just wanted to point out this bug. In addition, there does not seem to be a way to climb out of the hole in the road located in the center of the map. Not sure if that's a bug either.

Also as a side question, are there plans to populate the map buildings with traders, medics, technicians, etc. in the future? The brick building that resembles the KBO building from outskirts, looks like it could be a new 100 rads bar, as it already has furniture for a bar and resting place.

Good karma+4 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ New levels 0.53

O.M.G.!!

Thank you! I'm downloading it right now. Btw, I thought the Devs said the Map tools were lost? Whatever the case, I've been waiting forever for a new location, regardless of what kind it is. you are a hero, stalker. o7

EDIT: Just out of curiosity, are there more maps planned for the future? No rush of course, just curious.

Good karma+3 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Campfires placeable 0.22

I found out what I was doing wrong. Can't say if others were doing the same thing to get the error. Even though I had it set to 2 meters (later changed to 3), I had the bright idea to try to place the campfire right at my feet. However, when I aimed it 2-3 meters away, it placed down just fine.

I felt so silly when I found out my mistake. Hopefully this will help others.

Good karma+2 votes
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ (DTLX) Stick Grenade V2

Awesome. Now we need a bundled grenade.

Either that or a satchel charge. :D

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Hideout Furniture (HF) v2.2.1

I literally just suggested doors and walls (fences) a week ago lol.

But the more advanced bed would be a great addition as well.

Good karma+1 vote
SAUBER_KH7
SAUBER_KH7 - - 107 comments @ Hideout Furniture (HF) v2.2.1

I would like to see something like this, too. Although I would add two additions to this suggestion:

1: some doors or gates. Some locations like the Hospital in the Outskirts have doorways but no doors. So being able to add your own door or gate would be good.

2: Fences. Does not have to be complex, but a simple fence, maybe in 1, 2, and 3 meter sections would be nice.

Good karma+1 vote