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Comment History
Stirn May 14 2014, 11:11am says:

A stupid question, but can you give me the weight values for the six or so explosive items in the game like gas canisters, fuel barrels etc.

Either the values you use or the default ones in AMK is fine.

+1 vote   mod: Zone of Alienation mod
Stirn Jan 13 2014, 7:09pm says:

Is there a way to disable the gasmasks+breathing effects on most suits? I never thought it fit STALKER to have your screen obscured by gasmasks and i always disabled them from the AMK menu, they fit METRO2033 because the game was balanced around you having your view obstructed by a gasmask and on occasion i might add, you didn't have it stuck to your face permanently.

+1 vote   mod: Autumn Aurora 2
Stirn Jan 13 2014, 7:01pm replied:

Novice is the real "madness" difficulty actually, the game is intended to be played on Master for proper balance, it should not have difficulty levels at all.

It's not like Bethesda games (Morrowind/Oblivion/Skyrim/Fallout3+NV) where lower difficulty means you take less damage and your enemies take more while higher difficulty is vice versa, in stalker the difficulty level applies equally to every human actor in the game, so on novice you take 0.2 damage and your enemies take 0.2 damage, on master you take 1.0 damage, and so do your enemies. You have the advantage of being able to use artifacts, and if you want can reach near-bullet immunity, if you know how to get your hands on Mama's Beads and Night Stars. Check the stalker wiki for info.

+1 vote   mod: Autumn Aurora 2
Stirn Jan 5 2014, 10:33am says:

So i was heading towards the Army Warehouses yesterday when i noticed the road has been 'lengthened' which was a pleasant little change, but i also knew for a fact that it meant you're likely to have skirmishes with mercs that spawn in the distance, *beat* gunfire gunfire gunfire and i pull out my moist nugget and score a body shot on one of the mercs when suddenly the "THERE IS A MURDERER ON DUTY TERRITORY, KILL THE MURDER IMMEDIATELY" announcement kicks in. After the fight was over i checked the bodies and two of them were loners that the mercs got the drop on, while the other two bodies were the mercs i took out. Checked my profile and it was squeaky clean, no neutral stalkers killed, so i head to the army warehouses and think nothing of it.

Now it's back to the bar and the duty guards posted at the chokepoint are nice and neutral, but once i cross them and get within range of the bar residents they all drop off the radar and that "KILL THE MURDERER IMMEDIATELY" announcement pops up again and of course they open fire on me.

So apparently i took a shot at a merc while he was registered as being on "bar territory" and now everyone acts as though i murdered a stalker.

+1 vote   mod: Autumn Aurora 2
Stirn Sep 26 2013, 5:29am says:

I'm thinking of disabling blowouts or placing them on a 10x slower frequency, will there be any real problems with them being disabled other then no new artifacts appearing and (hopefully) less mutant spam?

+1 vote   mod: Zone of Alienation mod
Stirn May 22 2013, 8:42pm replied:

>Salam to every one

In some languages "salam" means "sausage", so what you said comes out as "sausage to every one", hilarious while at the same time appropriate for STALKER.

+2 votes   mod: Zone of Alienation mod
Stirn Apr 13 2013, 6:30pm replied:

Open the console and type cam_inert, if it's at 0.7 or something then lower it to 0.1 or maybe 0.3, don't put it at 0 because it makes your walking robotic.

Oh, and if you can't open type in the console due to "noise" then press ESC to get to the main menu and enter the console from there.

+1 vote   mod: L.U.R.K.
Stirn Apr 9 2013, 11:20am says:

Good to hear 1.07 is getting released this month, but if you're getting new ideas don't let them get crushed under the weight of the deadline, personally I'd rather wait 3 years for a masterpiece then 3 months for a polished turd.

Had a flashback about Narodnaya Solyanka just now and how the mod used the flash drive system in game to store music playlists, is this something that could be implemented in the future with any kind of ease? It helps to have some music to accompany you in the Zone and the flash drives also made good collector's items.

If i remember correctly, just about every unique NPC had one of these on them and each had a different playlist with different tastes, Mole had europop, one of the bandit NPCs like Friar had death metal etc.
They gave you a bonus insight about the characters in-game and you would remember their tragicomic deaths every time you listened to their songs, it was pretty immersive.

+7 votes   mod: Zone of Alienation mod
Stirn Feb 16 2013, 4:00pm says:

I'm having a hard time in Yantar, zombies and snorks got blown up by Duty and are stuck in the walls of the mobile lab, creates a lot of noise in the console and lags the game like hell.

To top it off, Kruglov the man, the ******* that i risked my life for about seven times over keeps blocking the door and i either can't get into the lab or i can't get out once i get in.

No way to stealth kill him either since i didn't bring explosives with me.

Kruglov is the biggest asshopper ever.

+1 vote   mod: Zone of Alienation mod
Stirn Jan 31 2013, 7:16am replied:

The reason i ran out of ammo was because i loaded a savegame from regular AMK so my bullets didn't convert to magazines and i was left to defend myself with the spare shotgun i had with me and some 15 buckshots.

Ammo is very easy to find since NPCs loot the dead constantly so you kill one guy and find out he has like 8 mags on him no problem, his buddy might have 2 more etc.

I'm certainly cheating by starting the game midway since i already have about 200k rubles so it's kind of amusing to see AKs being sold by Barman for pennies, although the higher level stuff is still expensive/reasonably priced like the AS VAL.

One thing that really annoyed me, a bit of a nitpick, is the high pitched beeps from the anomaly detector, i think it's the same .ogg from 1.05 LURK if I'm not mistaken, very obnoxious; the vanilla sound is a lot better imo.

+1 vote   mod: Zone of Alienation mod
Stirn Jan 29 2013, 8:45am says:

It's great to see this project grow and become more awesome by the day, i had some problems with my HDD and lost my STALKER folder but not the save games ( i was running vanilla AMK ) and was pleasantly surprised to see that the save games are compatible with ZoA, that's a lot of trudging and grinding off my back.

The little changes made are definitely noticeable and for the first time in years i was ******* myself trying to hide from a bunch of lowly mercs in the Wild Territory because i ran out of bullets.

The AI is actually intimidating now, i don't know if i can make it to the Bar.

+1 vote   mod: Zone of Alienation mod
Stirn Nov 22 2012, 5:26pm says:

Oh **** me, it was high time i got out of Strelok's hidey-hole to punch through some two dozen military chumps when i suddenly realized my stockpile of AK and MP5 mags were actually 1 bullet mags, even the two AP 5.45 mags i found in a stash were "fake"

The only thing i could rely on at this point was Mole's 9x18 Walther ( with no mags to spare ) and a half-broken sawn off with 8 buckshots and a slug.

Needless to say i got pumped full of lead from behind by a random soldier while i was desperately looting the dead ones.

These bugs keep making my life very interesting, that's for sure.

+2 votes   mod: Zone of Alienation mod
Stirn Nov 21 2012, 5:08pm says:

I was really surprised when after applying this new patch the pristine condition Browning pistol i had with me was suddenly worth 50 rubles; and the 13 round mag that came with it was now worth a whooping 7 rubles!

I'm not entirely familiar with rubles as a currency but I'm pretty sure it's more then a little inflated and you won't even buy a candy bar with 7 rubles, let alone a pistol magazine.

A place like the zone would make this plausible i guess and it's not too far-fetched to think of ammunition as being more worthless then the petty things you buy with your pocket change such as a coke or some skittles but it really irks me nevertheless, the custom made 9x39 AK you find in Strelok's stash is worth 200 rubles, i remember buying three pieces of bread in vanilla for that much money; ridiculous.

I approve of this, but it needs to be closer to the real life currency.

+2 votes   download: Portable stashes and new NV system.
Stirn Nov 11 2012, 4:20am replied:

Ok, let me elaborate a bit on the magazine bug.

- experimentation has proven that the bug occurs pretty much exclusively with weapons that you "find", what i mean in this context is weapons that you yourself have not touched via loading and unloading bullets, loading mags etc.

So weapons looted from dead people, or bought from traders are guaranteed more or less to have this bug, weapons that were "clean" and empty then filled and depleted will not cause the bug.

- you can't use the belt/binoc mechanism to pry bullets out of mags or put bullets in them after this bug happens, loading a previous game is necessary

Like i said, this isn't gamebreaking but it does force you to change your habits; not something new for me as I've had to deal with countless idiosyncrasies like these from all the mods I've played.

+1 vote   mod: Zone of Alienation mod
Stirn Nov 10 2012, 3:26pm says:

I think this was mentioned before, the visual bug with the binoculars.

At first it seemed benign, you just wait 2 seconds and the bug goes away but i managed to keep the gasmask like visual permanent somehow, not sure if it will stay permanent after a reload.

And no i didn't buy armor that has a gasmask, I'm using a raincoat.

Another thing that irks me is that when i unload a weapon to squeeze its mag out ( like say an AK mag ) instead of getting a magazine with N bullets, i get N magazines with 1 bullet each.

This can be abused since the magazine with 1 bullet in it masquerades as a full mag and sells for the same price as one.

In a way this gives you an incentive to hoard less, just taking the mags you can salvage immediately and no more fidgeting with 50 guns for those extra bullets.

+1 vote   mod: Zone of Alienation mod
Stirn Nov 3 2012, 1:29am replied:

This might sound like a stupid question, but will the unofficial weather addon you posted in the /vg/ thread be taxing on lower end systems? I run STALKER on a toaster from 2007.

I just want to know if i should bother installing it or not.

*Links you posted :

+1 vote   mod: Zone of Alienation mod
Stirn Oct 30 2012, 8:42pm says:

The spatial distortion family of anomalies, namely the Springboard, Vortex and Whirlgig, are invisible in ZoA and undetectable via sound unless you buy an expensive detector for this purpose once you reach the Bar. Until you do that, you are confined to spamming bolts every 2 seconds since you can never be too certain where an anomaly might be hiding.

Fortunately, there is a way to make these anomalies "visible" again and it doesn't involve much hassle :

go to gamedata/config/misc

find all the .ltx files with the "zone_" prefix to them such as "zone_buzz" or "zone_gravi" , these are the files for the various anomalies in the game

open each of these files and search for "idle_particles"

if there is a semicolon in front of idle_particles like this ";idle_particles", remove it

there you go, now those pesky anomalies are at least somewhat visible and won't instakill you without giving you a fighting chance to notice them beforehand, no more dying two steps away from Sidorovich's bunker.

Copypasted from an old thread, I'm sure it's relevant to a lot of people.

Would be easier if there was a forum so this post wouldn't get buried so quickly.

+1 vote   mod: Zone of Alienation mod
Stirn Jun 19 2012, 3:13pm replied:

The thing that irks me the most is that canonically the controller is INTENDED to be perhaps the most powerful mutant in the game; in scripted sequences you can observe him taking control of an entire squad of stalkers or making people kill themselves and i think there's a STALKER comic that talks about how they're able to morph reality like this villain from a Batman Beyond episode :

In the vanilla games the controller is admittedly underpowered and is only mildly frightening the first few times you run into it unprepared like the hidden cave in CoP.

There must be some way to make these bastards challenging without making them ridiculous.

The controllers in OGSE are pretty interesting from what i remember but that mod is all over the place.

+1 vote   mod: Zone of Alienation mod
Stirn Jun 18 2012, 8:01pm replied:

My solution was to modify actor.ltx and cut the psy protection from 1.0 to 0.1 or 0.5; the controller will still sway your camera and **** but he won't kill you unless you get so close that you could start dancing with him.

Unfortunately by the time i finally set foot in the Army Warehouses, as is the usual with AMK, i was greeted with massive lag and unending hordes of mutants that raped anything that moved.

The only stalkers that were still alive on the radar were the ones that got zombified by the handful of controllers roaming around before they could get curbstomped.

The game has gotten far too unstable to be playable anymore so I'm giving ZoA and AMK in general a break for now.

+1 vote   mod: Zone of Alienation mod
Stirn Jun 14 2012, 8:05pm says:

Although this is probably a common observation, the controllers in this mod are insanely overpowered and annoying.

The radius of their psy field is kilometer wide and if they spawn in a tight space like the compound in the dark valley or in the bottle necked Bar, you are royally ****** and have no way of retaliating in time because if you're too close to the psy field you get instakilled.

I'm aware that you can bypass a controller's shenanigans with the help of the Simbion artifact, but not everyone is going to have that in their inventory when a controller decides to spawn and ruin your day.

I've spent the last two hours now trying to find a blindspot from where i could snipe the goddamn controller that has zombified half the people in the bar and is slowly catching the other half in his radius.

+2 votes   mod: Zone of Alienation mod
Stirn Jun 7 2012, 8:20am replied:

Okay, thanks for the clarification.

I wish you all the best.

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
Stirn Jun 5 2012, 1:08pm replied:

What i wanted to know is if Vintar plans to update this little mod, I have the latest version of course.

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
Stirn Jun 5 2012, 6:00am replied:

Hey Vintar, sorry to bother you with this but do you still do work on that Megamod of yours that's buried in the GSC forums?

I liked it very much for some reason but it was too unstable to play ( blowouts were buggy, savegames got corrupted and some weapon switching script kept spamming the console )

+3 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
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