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Comment History  (0 - 30 of 155)
siftheadz
siftheadz - - 155 comments @ Silencer Wear and Tear

Hey, thanks a lot for this mod it's a great idea and a much better and more realistic way to balance silencers. Ideally silencers should not affect the weapon condition, and instead have their own durability and be expensive to repair/replace, but that's probably impossible/too much work with current game code. So this is the next best thing. I'm looking forward to when you implement the handling penalty, as some have suggested.

If I may make my own suggestion, have you considered making the wear-and-tear dependent on weapon caliber? You know, considering bigger calibers are more difficult to suppress. For example how about 9mm silencers at 1.5, 5.56mm at 1.75, and large caliber/shotgun silencers at 2.0? I'm going to do this for my own game as it's trivial to implement. Just wondering if it would fit in with your vision.

Good karma+2 votes
siftheadz
siftheadz - - 155 comments @ [1.7.1] Ballistics Overhaul

Quick question, your description mentions HP ammo; does that include rifle calibers or only pistol/smg? Did you add add any new types of ammo, and if so, where can they be found? Thanks again.

Good karma0 votes
siftheadz
siftheadz - - 155 comments @ [1.7.1] Ballistics Overhaul

You are absolutely correct, I think I may have been confused because their sell prices are defined in the trader files but they're not actually added to the trader's supplies. They're also defined in the crafting section. Chalk it up to me spending too much time in the game files and not actually playing :P

Thanks for clearing that up.

Good karma+2 votes
siftheadz
siftheadz - - 155 comments @ [1.7.1] Ballistics Overhaul

Hello and thank you for your efforts on this addon. There was something I noticed in the weapons.ltx file which is that you have increased prices for all AP ammo including the "old" (_bad) variants, but haven't done the same for the "damaged" (_verybad) variant. Is there any particular reason for this? Additionally _verybad ammo seems to have the same stats as _bad ammo.

I don't know if this would be an issue in vanilla but I'm playing with trader overhaul which adds old and broken ammo to some traders like the flea market. This means that I can buy _verybad AP ammo for pennies and repair it for a much lower price overall. Normally this would be balanced by the 3 -> 1 conversion ratio, but as I said, _verybad AP ammo keeps its original price. For the most extreme example, your new dart ammo costs 8700ru per box while its _verybad variant still costs 330ru.

Since I like having the option to buy and repair broken ammo to save money, and also for consistency, I'll be increasing cost of _verybad AP ammo to half as much as the _bad variant of that type. I'll also tweak the impair value for _bad ammo down a bit while increasing that of _verybad ammo just to differentiate them.

Again, thanks for the addon and please let me know what you think. I'd also love to hear your reasoning (if any) on why _bad and _verybad ammo have the same stats.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Hey, thanks so much for the reply :)

Let me start by saying that I think you have no obligation to keep working on this addon or even respond to comments; any such thing would be out of your own good will and love for this game and its community. And in return we only wish for your own well being, so please keep your personal life as your top priority. I was only sharing my thoughts in case you plan on making further updates.

Regarding the balance, I agree that it is an issue with the base game which is part of the reason I downloaded this addon. I also tend to play conservatively in general and like to squeeze whatever I can out of an area before moving on. This is obviously fine in linear games where you're forced to move on after you've found everything, while open-world games must devise other means to encourage exploration. For Anomaly the easiest method that comes to mind is what I mentioned earlier: limiting the best gear to harder to reach locations.

So what your addon does is make each trader more interesting and useful, which does encourage exploration as advertised. Unfortunately it does not fully resolve the issue of endgame equipment being available in the starting few areas albeit requiring a bit of grinding. Again, this is not really caused by your addon, but it would be awesome if this issue can be addressed.

I'm still early on in my playthrough and I've only started as a Loner so I could only comment on the Cordon and Garbage traders. But I imagine the same changes might be due for the starting traders of other factions. You'd have to still allow the player a way to get end-game stuff eventually though, so I guess Monolith players can be exempt for having the whole zone against them :P

I still like this addon in its current state and will continue to use it for reasons mentioned before, in addition to the fact that it makes Anomaly's crafting and upgrade system much more feasible since you can buy the upgrade kits. In fact, I might even suggest adding crafting manuals to relevant traders with a small chance e.g. survival manuals for Loris(at high rep)/Forester, engineering & mechanics manuals to mechanics (once you give them tools) and drug recipes to medics. Maybe ammo manuals to armorers or other select traders.

Once again thanks for reading and sorry if I repeated myself too much. I hope you have a good week ahead of you :)

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Correction: I was mistaken about Sidorovich's prices, I must have misattributed that due to the relations discount. Please ignore that part.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Hello and thank you for your work; I think traders are a centerpiece of the stalker experience and deserve all the attention they can get. I totally agree on how they affect your journeys through the zone. Which is why I'd like to give a little bit of feedback regarding my experience if you'll allow me.

My issue is that so far I'm about 10 hours into the game (story mode, starting as a Loner, basically what I consider closer to the vanilla experience) and I have not felt the need to venture too far away from the Cordon and the Garbage. The furthest I've gotten is to Yantar to sell human mutant parts to Sakharov. I haven't even been to rostok yet. I've been doing various jobs within Cordon and Garbage (most often mutant hunting) and getting access to mid-game and end-game content from Sidorovich, Loris, and the flea market as my reputation rises. I already have a Skat-9 suit with an apocalypse helm, a SPAS12, an SVU, and a tourist backpack, before even reaching the bar. I also noticed Sidorovich has much better prices now (as he appears to use the trade_trasher (flea market?) preset) even though he's known as a ripoff in the other games.

I've just installed the hard version to remedy this but I know I can just do a few more jobs to reach 2000 reputation and have access to exoskeletons again. I'll have to force myself to venture deeper, knowing that I can have everything I need back in the Cordon and Garbage. To be clear, I'm aware this is an issue with Anomaly itself, although it is exacerbated somewhat by Sid's better prices and the new outfits (which are really cool don't get me wrong).

Now to be more constructive, what do you think about limiting the higher-end stock of Sid, Loris, and the flea market, and if there are any unique items, moving them to traders deeper in the zone? I've already moved Ghost's suit to Sakharov (you fetch it for them in SoC) and Fang's exoskeleton to Nimble. I'm thinking of removing the expert tools from the flea market. I haven't seen the traders in the Great Swamp yet; they might need similar treatment. Ideally, you'd just gate higher-end stuff after certain story events (like in SoC), but Anomaly is mostly a sandbox, not story-driven. So the best way I can think of is keeping the good stuff in harder-to-reach and/or more dangerous areas of the zone.

Kudos if you've read all of that, it would mean a lot. Please let me know what you think!

(This is the only page I could find for this addon, IDK if theres another place to leave feedback)

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ 1:1 Ammo Restoration v2

It's been months but I might as well mention for anyone else; it does work for 1.5.1. There have been no other changes to the craft.ltx file.

Good karma+2 votes
siftheadz
siftheadz - - 155 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

I had a similar bug but without B&S. Most mutant pelts sold for higher than buying price on tourist progression difficulty. On scavenger selling was just barely less than buying (when buying and selling sliders are both at 1). This was not an issue for other mutant parts so I added entries for hides under generic_sell and used the same values as for other mutant parts.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Sikkmod Enhanced Perfected Doom 3 Pics

Wow what were the employees eating only maple syrup for the past few weeks? The blood looks like its 50% sugar. Strawberry jelly indeed...

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ More features and changes in PD3 v7

Yeah, the basic weapons are indeed powerful, and a little bit too much, I think (see my post below). One shotgun blast may have been suitable for doom 1 & 2, but doom 3 has you fighting way fewer monsters at a time, so I think 2 shots feels right for taking down an imp at medium range.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ More features and changes in PD3 v7

Hey, I have a question. Are you planning on re-balancing the player's weapons? For example, I love that you've made the shotgun not-completely-useless by decreasing its spread, but frankly, it feels overpowered now. I can consistently one-shot imps at short-medium range, which makes the early game really easy. I realize that your weapons are supposed to be better, but the shotgun is OP even compared to say, the machinegun, which takes much more time to take down the same enemy at the same range.
I also think there's a problem with some of the secondary fire modes being a little too good as well. Why would you ever use the machinegun primary fire if the secondary fire has a much higher burst damage (maybe it's a bug, but the secondary has less spread than the primary) AND better damage-per-second? Pistol secondary's kinda OP, as well, I think. I like that you're making every weapon useful; I just feel like these imbalances kind of make the later weapons less important, because you can handle most enemies with the pistol or machinegun secondary shots, and the shotgun can tackle even strong enemies from a safe distance.

Anyway, I'm glad you're listening to feedback and v7 looks very promising. Cheers.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

Thanks for your help; I forgot to check the ammo values. Now I can tweak as I wish.
Again, thanks.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

The mod is working very well, impressive visuals, etc. <---- You're familiar with this part

However, it's getting pretty annoying how I can kill a bandit with (no exaggeration) two mp5 shots to the chest, and even to the foot! Meanwhile, slug rounds one-hit-kill any human enemy I've encountered (haven't tried exoskeletons). Also, I've gotten insta-killed by bandits so many times I've lost count.

Whether or not this is intended, can someone please help me change the health/damage back to normal? I tried changing npc immunities (in immunities.ltx), but that doesn't seem to work. Do I need a game restart?

Any help is very appreciated; this is a great mod and I really want to enjoy it fully.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Old Good STALKER Evolution

Ah well, better not mess with the weapon balance. Perhaps in OGSE 07.
Question about the APC: It needs refueling, but does it need reloading? Like filling it with ammo?

Also, can you give us an ETA for release? Even a really rough estimate?

Anyway, thanks for your reply and send my best regards to the modding team.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ OGSE 0.6.9.3 minigun

"I am heavy weapons stalker."

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Old Good STALKER Evolution

This appears to be my dream Stalker mod, but I think I'm gonna wait for the next patch to try. Speaking of which, is it true that it's gonna feature weapon upgrades? That would make me happier than a stalker with a new gauss rifle.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

Ah, that seems to be why I can't find it in treasure_manager.

Say, are quest rewards also randomized? Because I got a night star +2500 RU for killing mutants, and a freaking Mama's Beads for killing two boars, all right at the beginning.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

There's a unique ak74u (with permanent scope & silencer) I found in a stash in the cordon (in the train cars) at the beginning of the game, and it seems to be one of the best weapons available. Seriously, this thing has the best accuracy and damage of any 5.45x39 weapon in the game, and I'd like to fix that. Can someone point out the name of the weapon in the config files? There doesn't seem to be a new unique ak74u, so where can I find it?

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

Sorry for all the comments, but I have one final question (hopefully): is there a way to change the equipment of npcs that spawn at the start of the game without requiring a game restart? I know that I can change equipment of those who respawn, but isn't there a way to force existing npcs to respawn with their new equipment? Any help would be very appreciated.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

Ok, since I posted this comment I think I might've found the files. Someone correct me if they're not in character_desc_(xxx). Thanks anyway.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

The mod is working great so far, and aside from a few subjective issues with the weapon damage, all is well. However, it would be great if someone would tell me how to make NATO weaponry more common again. I liked the weapon diversity and would like to see stalkers use them again.

If someone could just point me to the files that govern the item drops, I would really appreciate their help.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

Thanks.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Autumn Aurora 2

Quick question: which game version is needed?

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Syndicate Buzzsaw

Melee attack?

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Mental Omega

The AI has a very huge (practically unlimited) amount of money. I used cheat engine to confirm and if I remember correctly the computer's money was in the millions.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Point of View

Alien grunt: there's a mod called Xen Warrior.

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Syndicate Cabalist

So magnetrons can still lift vehicles?

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ Soviet Recon Gun

Anti-infantry or anti-vehicle?

Good karma+1 vote
siftheadz
siftheadz - - 155 comments @ War Miner Water Version

This reminds me... Does the colony have to gather ore? Or do they use another resource?

Good karma+1 vote