Looking for good mods....like everybody else.
For the Pan Asian Coalition! They were abandoned and left to be eaten up by the ice as the Southern "European" forces took over Africa (I don't think the locals were happy about the EU forces moving in). So the PAC took over the abandoned areas the EU used to hold and started exploiting whatever resources were there to keep their population alive.
Both sides did what they had to do survive, I just root for the one I can connect with the most. And that would be the guys of the north, the PAC.
Is it possible to have a "none" slot in weapon loadouts? It was a peeve of mine back in ME1, not so much in 2, but still.
What I mean is, for instance, when you have Solder. He has all the guns, but lets be honest, most players only use 3 guns at most. And even then they switch from their "main" because they run out of ammo.
It's a minor issue, but I like to have the least amount of "clutter" on my character. That includes how many guns it has. A "None" slot would mean I can choose to not carry some type of a weapon to one mission, but take it to some other one.
I'm still kinda hoping they let us choose between "Adam or Eve"
It is, but in that particular area, there's a "bug". The mutants spawn in as if they are coming from the Duty Base. They should spawn in the middle of Wilderness (I think that's what the area is called), patrol, and try to get out. I earned a damn FORTUNE just by standing by the entrance to Wilderness from Duty Base and killing any mob that came through (I picked up every bit of sellable stuff I could carry and soon, money was no problem for me). I thought of it kind of like... guard duty with the Duty guys. Just sad I was trying to keep things OUT of wilderness, not in.
It was interesting! I liked the sketchy appearance. I also enjoyed the sight into the dog's, rather asian-feudalistic culture.
The ending was... unexpected. And, may I say, a bit of a let-down, if a bit funny non the less.
I was kinda hoping to see where this story would go, but whaleman happened :(
Whaever happened to the UT2k4 version? I mean, KF was made on Unreal engine 2, and the original DA2 was for UT2k4... are those cross-compatible?
I have question (or a pair of those).
Does the defib still revive to full health? and Is the medic box still "magical" (AoE heal)?
I suggest someone look over 142. Because there is something... wrong, with it. larger areas lag like no other now. Cordon is bad, but Army Base area is at times, unplayable. My game "locks up" for a few moments (graphically, it seems the NPCs keep on moving about when I am frozen). It was tolerable and livable in Cordon, hardly noticeable in Garbage. Looking at Army, I dare not venture into Dark Valley.
Still needs me to be in Cordon.
Yeah tried that, well, the sad part for that being that my save is basically 2 feet away from the ending teleport node, and to teleport, I need to be in the Cordon. Would re-installing the mod do the trick? (Got my reasons to not wanting to lose this save and start over)
Thanks. Also, count me as one of the stupid people, but isn't there supposed to be a pop-up or something after finishing with the "Good" (find out who you are, DON'T join the C-Con) ending? I don't get no such thing. Get the cut-scene, get the credits... and then just main menu. I started this whole story shebang with the 141, finished with it too, didn't get the free-roam prompt then either.
Can I just install this over 141 or do I need to uninstall the former for 142?
Hmm, is it right that the v2 of Q4R is only 0.09mb big?
I got two questions: How does the whole medic revive thing work? Is it like vanilla where you are revived to full health and a headshot from a sniper rifle (and most explosives) is revivable?
Also, what differences are there between light and heavy armor? Is it also like vanilla where you simply get more sprint but slightly less health?
Is it just me, or is that one big *** mech?
"GRUPO 6"A play on Section 6?
It's like lemmings jumping off a cliff. :3
Hvae to say, I like the mod, but the zoom thing is starting to get old, fast.
Nice mod, very nice.
But one question keeps popping up:
Is it possible to see my hands in the cars and the new walker?
Damn! In conflict, that thing is the LAST thing you want to see in the sky.
Attack of the marshmallow men!! Run for your lives!!
man, looks like someone took a maul to his face :)
But...but, that would get stains on it! I can't do it! I use sanitized gloves to handle the box and it's precious content.
WEEEE! MY soundtrack arrived!
*hurk!* GAAAAAA- 'has heart attack*
I bought it last night. Now I just need to wait for it to arrive....
Does CD Baby ship to EU?
Hmm yeah the silencer does make the gun look very, forward heavy but the biggest gripe from me (visual wise) is the forward part of the trigger guard, so blocky! Unless there's a purpose to be this boxy then it would look a BIT better a bit more rounded, IMHO at least.