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Comment History
SpeakEasy89
SpeakEasy89 - - 9 comments @ Fallout: New California

I am so happy to see this released. I've been rooting for you guys for years now, keeping up with it and checking in every few months. You deserve every accolade and I'm so happy for you.

Good karma+1 vote
SpeakEasy89
SpeakEasy89 - - 9 comments @ Dead Air

For me, and as someone who has played Misery 2.1/2 and who is a STALKER/Metro veteran, the way stamina works in Dead Air is just unacceptable. Yes, I get it, you need to stay fed, and all of that was fine enough to manage in Misery, but in Dead Air the sheer size of CoC's map makes stamina regen a serious issue. The fact that radiation is so serious to deal with (especially in the early game) coupled with the huge stamina penalty of a gas mask makes stamina this constant battle when you are JUST TRYING TO GET FROM A TO B. It is infuriating, it isn't fun, and it is a real shame when so much else of what Dead Air is doing is just absolute top-notch. There's verisimilitude in games, and then there is just poor game design.

Good karma+5 votes
SpeakEasy89
SpeakEasy89 - - 9 comments @ S.T.A.L.K.E.R. Anomaly

Great mod, a few things:

1) I have a problem regarding windows scaling. Basically, and maybe in part because I use DisplayPort, Anomaly loads slightly zoomed in, like a half-inch has been cut off around the edges (e.g., part of an ammo box will be missing in the hud). If I run as an Administrator and Override high DPI scaling behavior, this fixes the issue, but if I also try to use ReShade, the issue comes back (presumably because the .dll's load from xengine exe) and I can't fix it. Can anyone help on this?

2) Is there any particular reason I couldn't drop Autumnal Winds (the CoC addon) onto Anomaly? I just happen to prefer the Fall setting.

3) Is it normal for NPC walk animations to seem off? Like, their walking animation is playing, but they are moving veeerrry slowly, like the ground underneath them is some kind of treadmill.

Sorry if these issues are covered elsewhere! I don't have a lot of time to play games and I either couldn't find or was overlooking this stuff.

Good karma+1 vote
SpeakEasy89
SpeakEasy89 - - 9 comments @ Fallout: New California

I've been coming along and checking out the progress of your mod for years now. I simply can't be more excited about what you've put together here. It's my most anticipated game of next year, no joke. F:NV is quite literally my favorite game, and the fact that I feel like I'm getting a new game that takes its design as inspiration while developing the role-playing even further after the trainwreck that was Fallout 4 simply feels like a gift.

Also, don't know that you've had the time, but try out Fallout 1.5. It's another massive fan project that culminated in a game every bit as good as 1 or 2, *seriously*.

Good karma+3 votes
SpeakEasy89
SpeakEasy89 - - 9 comments @ Fallout: New California

Can I just say that you are doing a fantastic, incredible job keeping up with this massive project and being responsive to your fan base? Many modders out there don't just fail to keep status updates flowing, but get offended/defensive when fans ask for them. You're several tiers above the average modder in this respect alone. Carry on, you're a creator (and that means something).

Good karma+1 vote
SpeakEasy89
SpeakEasy89 - - 9 comments @ Brutal Doom

The guy does not have to be jumped on for making a suggestion. He asked for the option to remove them, not their full removal from the mod, an option which would probably be incredibly easy to make. This kind of vitriol is not good in a community. The dual plasma rifles have been too strong ever since they were introduced. Some people prefer to be able to mod away features they don't like rather than pretend they aren't there.

Go on, bury me.

Good karma+1 vote
SpeakEasy89
SpeakEasy89 - - 9 comments @ Brutal Doom

It is worth noting that on UV the sheer amount of kamikazes on some Valiant maps (especially in traps) can be overwhelmingly difficult with PB (seriously, it took me *ages*). This is one case where the 'gameplay mod friendly' version has a use in removing those new monster placements. That said, the patch is simply awesome for letting the player keep those monsters, so I'd just recommend not playing on UV if the player is worried about it.

Good karma+1 vote
SpeakEasy89
SpeakEasy89 - - 9 comments @ Autumn Aurora 2

I retract my earlier comment about the SAIGA being available too early, going through 2.05 I did in fact find the SPAS 12 in a stash in the Garbage, so I suppose the "shotgun progression" doesn't matter much one way or the other. I guess I'm just used to vanilla where I usually couldn't find a shotgun better than the sawed-off until Yantar =).

Also, I know there were some updates to the animations in 2.05, and from what I've noticed so far everything is great. Even the humble Makarov is a lot of fun to shoot. You guys really got weapon animations, textures and sounds down perfectly here. Everything 'feels' right. I'm also very happy with the removal of the merc suit in the Cordon, it really allows the player to feel vulnerable and like a rookie to not get a decent suit right off the bat. Same goes for all the ammo up in the boxes in the Garbage, I always though that was really silly.

Good karma+1 vote
SpeakEasy89
SpeakEasy89 - - 9 comments @ Autumn Aurora 2

This mod is magnificent. You've taken what in my opinion is *by far* the best STALKER game and made it even better. You guys have *skyrocketed* the immersion factor in a game which is already known as one of the most atmospheric shooters ever made. Cruac has consistently amazed me with his work both here and with CoP, not only in the quality of his work, but in the professionalism he conducts him modding with, creating full installers so as to make his mods painless to install and remove (not that you'd want to). Similar praise goes to Vandrerer and everyone else on the team. Seriously, bravo.

Two things of note from my experience with 2.04:

1. The SAIGA, for being such an incredibly good weapon (I consider it the best overall, in part because I love shotguns and in part because you added an attachable scope), is available awfully early. If Petruha dies during the raid to save Nimble (or if you're heartless and kill him), you essentially receive it for free within 15 minutes or so of playtime, and even if you don't, you still find it in the early-mid game. I only mention this because for 2.05 you guys addressed some early-game balance issues, and as far as I'm concerned the SAIGA being so good and yet available so early is a balance issue, though in the long run it isn't a big deal.

2. Save game corruption became common place in my game as the hours stacked on. Eventually, even my hard save was corrupted, and I lost all my progress (I was about to enter Red Forest). Do you guys recommend multiple hard saves for every area transition to avoid hard save corruption, or is it just very rare that hard saves get corrupted and I was particularly unlucky?

Thanks, and again, truly great mod. I don't think this will be topped as far as STALKER goes. With your mod + ENB, you've transformed a very dated looking game from years ago into one of the best looking games I've ever played, hands down. Just awesome.

Good karma+6 votes