Comment History  (0 - 30 of 2,062)
Slayer_2
Slayer_2 Jul 6 2014, 4:09pm replied:

I think you probably did not install the mod correctly. Either you're missing some files from the archive, or you didn't install all the mods this one is dependent on.

+1 vote     article: Fallout 3 Reborn V11
Slayer_2
Slayer_2 Jun 17 2014, 8:43pm replied:

They need one fission battery to operate, and it depletes over time. Press N to access the control menu for the NVGs.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Jun 17 2014, 8:43pm replied:

MMM is hit and miss. It may work, but some things are iffy, it worked well for me though.

+2 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Jun 5 2014, 8:36pm replied:

There are full detailed install instructions in the readme file.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 May 21 2014, 8:45pm replied:

Play V9, V10 is the hardcore only variant that doesn't allow much customization.

+2 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 May 17 2014, 7:31pm replied:

Sure thing: Steamcommunity.com

I won't bore you with too much of the details, but you can find a lot of info on the greenlight page. Pretty much it's a game I've been working on for about 2 years now. Essentially it's my "ideal" survival game. Extremely hard and unforgiving, very limited inventory, and a focus on realistic combat and surviving day to day. You roam around a giant tropical island and attempt to survive and find a way to escape.

+2 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 May 14 2014, 11:10am replied:

Hahaha, thanks for the thank you thanking.

+2 votes     article: Fallout 3 Reborn V11
Slayer_2
Slayer_2 May 14 2014, 11:09am replied:

Hahaha, yeah this mod certainly needs some work, but it's behind a few other mods and games I'm working on currently.

+1 vote     mod: Fallout New Vegas Reborn
Slayer_2
Slayer_2 May 14 2014, 11:08am replied:

They aren't gone, they can be found, but are extremely rare (prototypes). Occasionally you will come across some soldiers wearing power armor, and it can be found in some places in the world.

+2 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 May 14 2014, 11:07am replied:

I agree, I really want to try to reduce the amount of guns and armed enemies, give melee combat a place again. I was working on it until the V11 .esp started acting up. I think I'll have to redo a lot of stuff and I'm debating redoing it ground-up, which is a ton of work. So due to this, I probably have to finish my current project (a full game set to go on greenlight), then I'll have some free time. An approximate time? Well if I go the re-do route, probably either Q4 this year or sometime early in the new year, but I have to clear my plate first, and it depends on that really.

+3 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 May 2 2014, 11:02am replied:

Well, hopefully I can get V11 out sometime soon to cheer you up :P

+2 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Apr 22 2014, 12:58pm says:

You'll need more that 6L of gas to go anywhere, it's not a hybrid boat ;)

+1 vote     download: Escape Paradise V1.0
Slayer_2
Slayer_2 Apr 21 2014, 10:29pm replied:

V9 + read the readme.

+3 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Apr 7 2014, 1:23am replied:

Hahahaha, any chance you know of mods that provide these models and allow their usage? :P

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Mar 28 2014, 4:40pm replied:

You'll need more than 60 liters (which is about 16 gallons) to make it off the island in the shortest direction.

+1 vote     member: Slayer_2
Slayer_2
Slayer_2 Mar 13 2014, 7:18pm replied:

There is no nanosuit, the model is still there because at the time I didn't have the ability to change it, but it does not function and your health is that of a realistic shooter (one shot often kills).

+2 votes     mod: Escape: Paradise
Slayer_2
Slayer_2 Mar 9 2014, 9:58pm replied:

I provided detailed install instructions in the file.

+1 vote     media: Fallout 3 Reborn V10.3 VO Demo
Slayer_2
Slayer_2 Mar 9 2014, 9:40pm replied:

PC specs and is your game up to date with the latest patch?

+2 votes     mod: Escape: Paradise
Slayer_2
Slayer_2 Feb 14 2014, 3:29pm replied:

But only 15 mil polygons in the scene :P

+2 votes     media: 704 Ships, 5632 cannons, 1408 compasses
Slayer_2
Slayer_2 Feb 9 2014, 2:04pm replied:

I already did a mod for NV ;)

It's better for realism, but I just can't enjoy the NV storyline, I only made it about 12 hours in and quit soon after releasing the mod for it. Fallout 3 has such a rich environment compared to NV I find.

I started bad with the GECK too, but a few months of trying and I learned most of it, there isn't much documentation on it, so you have to learn it yourself.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Feb 8 2014, 3:04pm replied:

Thanks man. As for the damage values, the idea was to implement a system where pistol caliber rounds would deal more damage to flesh targets (simulated hollow points), while rifle rounds would ignore and penetrate any armor easily (simulated armor piercing) as well as have a knockdown chance. However, this has been consigned to V11, whenever I can get around to it. I suppose I forgot to fix the damage values before release. I also debated multiple ammo types to allow players to choose, but that could get messy.

I'm glad you're getting the full benefit of the mod, lots of people initially dislike the HUD reductions, but I find it immerses you more in the environment having to actually pay attention to your surroundings.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Jan 30 2014, 5:17pm replied:

No problem bro, some news on V11 should be out around April or May! A bit of a wait I know, but I'm probably gonna end up re-doing the whole mod ground-up.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Jan 24 2014, 2:58pm replied:

Hahaha, thanks mate!

+2 votes     article: Fallout 3 Reborn V11
Slayer_2
Slayer_2 Jan 24 2014, 2:53pm replied:

There is a command you can use, it's a dev command I created, so no promises on how well it works. Try typing it "set needDifficulty to X" and replace the X with 0, 1, 2, or 3, higher numbers indicate faster need draining. Obviously, don't include the quotes either.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Jan 15 2014, 9:29pm replied:

Hey man, work is coming along slow, I have very little time for gaming lately, but I hope to get back on the horse soon!

+2 votes     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Jan 8 2014, 6:21am replied:

Two things: V10 doesn't have the option to set these values anymore, only V9 does.

Also, timescale doesn't affect the needs speed, they're set with the fixed 30x timescale in mind.

+1 vote     mod: Fallout 3 Reborn: A Realism Mod
Slayer_2
Slayer_2 Dec 21 2013, 10:40pm replied:

Hahaha, glad to know people are checking up on me, I'm kind of surprised this mod is as popular as it is still.

+1 vote     article: Fallout 3 Reborn V11
Slayer_2
Slayer_2 Dec 20 2013, 6:33pm replied:

Slow, I'm stuck with a painful scripting problem that's ground things to a halt.

+2 votes     article: Fallout 3 Reborn V11
Slayer_2
Slayer_2 Dec 20 2013, 6:32pm replied:

I do like those ideas indeed. I have very little time to work on games these days, and most of it goes to my own game right now. However, I'm thinking after that game it's likely I'd make my own post-apocalyptic game focused on immersive realism and a connection to your surroundings that would involve ideas similar to yours. Kind of like Metro Last Light + Fallout 3 Reborn with a few other things thrown in. Version 11 is likely the last I'll release for Fallout 3, once I solve the issues.

+1 vote     article: Fallout 3 Reborn V11
Slayer_2
Slayer_2 Dec 20 2013, 6:29pm replied:

This ^ ^, Thanks

+1 vote     article: Fallout 3 Reborn V11
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