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Comment History  (0 - 30 of 59)
Uranium-235
Uranium-235 - - 59 comments @ Brutal Doom: Black Edition v3.38

Oh snap. Somehow that turned itself on. Probably a misclick since it's the first option on the list. Thanks!

Good karma+2 votes
Uranium-235
Uranium-235 - - 59 comments @ Brutal Doom: Black Edition v3.38

Does this mod have infinite enemies or am I missing something? Starting with E2M3 I suddenly had dudes teleporting in forever, E2M4 started right off the bat with enemies spawning in from nowhere. I'd have kept fighting them until I noticed the kill list on my HUD kept adding enemies whenever they'd teleport in.

This kind of seems the opposite of the BDBE experience I'd had up to that point.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Brutal Doom: Black Edition v3.38

Ah, I was trying to figure out what it kept telling me about the weapon option fire modes. I figured out it was the command for 'burst fire', which is weird. It was baffling why every time I picked up a new gun it was saying 'burst fire' on it.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Brutal Doom: Black Edition v3.38

Okay am I an idiot? Where are the weapon option and grenade selection buttons?

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ BaS JSRS Sound Merge [1.5.1]

wpn_ak12_custom_mono_kit_hud and/or wpn_ak12_custom_mono_kit is utterly broken beyond all hope. The regular weapon is fine but as soon as you add the Monolith upgrade kit the weapon ends up pointing down at your feet and you're looking at the grip or some ****. Deleting the file from the BRSS merge patch and not only was it fixed, but the 30mm grenade launcher was back.

item_position = -0.001257,-0.006943,0.001043
item_orientation = 88.154449,-60.970139,-86.585159
;--------

I'm assuming this piece of **** code has something to do with it given it has everything twisted by nearly 90 degrees.

Good karma+2 votes
Uranium-235
Uranium-235 - - 59 comments @ Enhanced 4X Mod 1.86

Hmm. I have an issue, my Ankylon Titan is destroyed as soon as it's made. Reports it as destroyed and everything.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ (Archived) Anomaly Magazines Redux

Does this mod alter the way ammo stacks in a stash?

So before, when I had piles of ammo added to a stash, if you looked at it you'd have stacks of 15, 15, 15, 15, 8, 6, 4, 2, 1, 1, 1, etc.

I've noticed that now when I pull ammo out, it seems to 'rerack' the stacks, something it didn't do before unless I pulled all the ammo out, and then inserted it stack-by-stack.

However, this is apparently very buggy, as it's causing my ammo to literally disappear. Every time a stack get re-racked it seems to lose between 15 and 30 rounds.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Boomsticks and Sharpsticks

Hmm. How on earth do I turn on the 1PN93 night vision scope? I know you use the grenade launcher toggle for dual-optics, but I can't get this thing to work at all.

The notes say:

To turn on/off the night scopes press “B” key. The key can be changed in maslina_nv_scopes file inside the scripts folder

Not having much luck with that. I unbound the 'holster' key from B, I ran the launcher and cleared the shaders... I have Beef's NVG installed as well.

The script says it should make some kind of power-on noise but it does absolutely nothing.

[b]EDIT:[/b] Found the problem, the JRSS patch is out of date.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Warfare ALife Overhaul 1.4.2

The biggest issue I noticed (I dunno, this was probably a problem in vanilla too but I never played with it) is that 'neutral' factions take over everything. The fewer enemies, the more they end up everywhere. So if you're also playing a neutral faction, the game world just ends up boring.

Example: Clear Sky, Loners, and Ecologists took over much of my map, but then Duty moved in and took over behind them.

Since Duty is neutral to all of those factions, plus military, there's basically nobody who can fight back against them. So my entire map south of the Red Forest is boring and empty of threats.

Freedom ended up trapped in their base because they got surrounded by Loners (again, neutral), and then Duty eventually just crushed them because they were churning out squads from the south.

I'd really like to see presets oriented around player faction choice to make the game less boring like this. I don't really know how to fix this but it's just dull now.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Blindside's Weapon Reanimation and Rebalance - "Loner"

The "Nerd" Saiga (wpn_saiga12s_m1) is unusable with the Kobra sight. You just look at the back of the sight and can't see anything.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Immersive Sleep v1.2.1

Get Notepad++ and then install this plugin:

Sourceforge.net

You can easily make your own patches by comparing overwritten files and combining the changes together.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Immersive Sleep v1.2.1

Probably because somewhere in your mod load order, something overwrote actor_status_sleep.script

It's missing the following lines:

function get_sleep_blur_4()
return start_blur_4 or 0
end

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Immersive Sleep v1.2.1

I'm not sure what I'm experiencing, but with the Sleep/Food/Thirst UI mod, getting 9 hours of comfy sleep while in the 'gray' indicator status never seems to actually max out my sleep.

I waited until my sleepiness factor turned yellow, which means I'm at 6250 of sleepy units. I have a comfy setup (bag + roll).

I slept "very well" for 9 hours.

Based on the math, I should wake up with pretty much with 166 sleep units left, or rather, my UI bar should be totally full (comfy2 = 676/hour recovery, 6,084 total sleep recovery).

Instead, I wake up in 9 hours and the bar is at like 3.5 bars full. Meaning my sleep level is at around 4200.

So maybe the UI is wrong?

Maybe not. I took some Sleeping Pills. My Sleeping Pills give eat_sleepiness = 2.668, which has a 1,000 multiplier in the actor_status_sleep.script, so that increased my sleepiness by 2,668. If my sleep was actually maxed out AS IT SHOULD BE, I should not be in sleepy status.

But instead, my sleep scale drops to 2 bars, and I go into 'gray' sleepiness.

---

I've double-checked all my mod overwrites and my patches. Everything appears to be correct (mods I'm using that affect these files is limited to:

- Arszi's Radiation
- Food Drug Drink animations
- A patch for both of these + immersive sleep.
(This patch is nothing more the ui_sleep_dialog.script with the radiation limit removed, and it's at the end of my load order)

- Hunger/Thirst/Sleep UI (only touches actor_status_sleep)

So something appears to be very wrong. I cannot actually sleep and regain much sleep at all.

Also:

printdbg("/ Sleep deprivation | Reduced sleepiness by sleeping: %s - old sleepiness level: %s", hours*(in_hour/2), last_sleep)

Where does this show up? I'm not really an expert at STALKER, but it never shows up in my xray_xxxxxx.log.

At the end of the day, I'm not getting my full sleep recovery and I've isolated every reason on my end why that could be. Maybe this is by design, but it begs the question why the "maximum wakefulness" would be hard-limited to around the 2000 unit mark. Why isn't it designed with 0 being the maximum wakefulness, and then scale the sleepiness increment from there?

Good karma+2 votes
Uranium-235
Uranium-235 - - 59 comments @ Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 for Anomaly 1.5.1

Hmm, can I suggest something that might be outside the scope of the mod?

Well first, while I get that alcohol doesn't *really* clean out radiation, it does have the problem of making alcohol basically useless. I think it is more fun to have alcohol be functional radionucleid cleanser, so I added it back in.

However, my suggestion does involve food and water and such.

Right now, if you eat something, it basically just blasts you with a lot of radiation all at once. Additionally, things like radioprotectant and meds are relatively fast-acting mechanisms.

What I was thinking, more in-line with how radiation works, would be for everything that involves radiation to actually be very long-term items. For example, if you eat radioactive food, the radiation doesn't hit you all at once, but instead it trickles into your system over the course of a couple hours. Alcohol wouldn't clean you out at once, it would be like a thirty minute process (with extended intoxication effects as well). Drugs would be much slower acting and therefore the whole process would - while none of this is actually realistic at all - at least FEEL more realistic, I suppose.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Weapon Parts Overhaul for 1.5.1

Thanks, I'll check it out.

I'm curious about the mechanism of operation you're describing there. How does the .45 barrel end up on the 9mm handgun?

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ [2.0.2] Body Health System Redux

Hey Grok, I was originally playing with the 'ammo on the right' version. When I changed to 'Quickbar + ammo' next to the figure, the background was now properly sized.

Regarding the Psi health, my issue is that it doesn't disappear when I hit H. Everything else goes away, just stuck with the blue bar.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Weapon Parts Overhaul for 1.5.1

Also, echoing many, "Unjam" appears to have disappeared altogether from the key binding menu.

Good karma+2 votes
Uranium-235
Uranium-235 - - 59 comments @ [2.0.2] Body Health System Redux

I have an issue with the UI - there's two layers, the little man and health bars, then there's the 'indicators' (the white lines, probably some other stuff). I guess that's the background layer.

The issue is that I'm playing at 2k resolution, and the little man and health bars is sized to about what I would expect it to be, but the background is double the size and doesn't fit. I've been hitting H to play with just the health layer in the meantime.

I've found if i switch to the default HUD (was playing with no quickslot + right ammo) then the problem goes away... kind of. Read on.

I've never seen the 'healing' indicators above the health silhouette like on the description page.

Lastly, the blue bar above the silhouette is permanently stuck on my screen. I think it's psi health?

I've been gradually ditching mods trying to figure this out, but I've basically concluded at this point that BHS UI is broken.

In the next fix it would be nice to be able to turn off the ammo indicator altogether/patch for Count Your Rounds or something.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Weapon Parts Overhaul for 1.5.1

Heh, would be funny if a broken bolt on an SKS would cause it to full-auto uncontrollably when it fails. This is a known real-life issue with the SKS, when the firing pin gets jammed. Happened to me once.

Good karma+2 votes
Uranium-235
Uranium-235 - - 59 comments @ Weapon Parts Overhaul for 1.5.1

This mod is super-cool, but realism is... a little lacking. Part of it is """""balance""""" needed in the base game but it does kind of tend to end up being frustrating.

1) You can't remove barrels in the field. Okay, this is true of many rifles, but not all. For example, AK barrels cannot be separated from their receivers without an entire freaking machine shop. However, AR-pattern rifles, the entire upper assembly can be swapped out. This also would go for guns like the F2000, Steyr AUG, etc. Many machine guns are also designed to be easily swapped *under battle* as well. Now, you could argue that most of those guns, if you want to talk just the barrel itself, well, okay, you can't swap an AR rifle barrel without a vice and a wrench. However, for 99% of handguns, uh, the barrel, and only the barrel, just falls out when you field strip it. Why is the Beretta barrel 'fixed' to the gun and need tools to remove? You literally cannot clean it without removing the barrel. In fact, for most guns, the TRIGGER mechanism requires tools to swap. Some guns like Sigs can have the triggers field stripped, most handguns like FNs and Glocks cannot. Makarovs cannot, Tokarevs can (Makarovs are also one of the few handguns where the barrel is fixed and cannot be removed without a toolbench).

I mean, I'd be willing to apply my own personal firearm expertise on some of this.

2) The tools and materials to do field maintenance make no sense to me. In my mind, the way this should work should be constant *minor* care of guns should prevent much larger problems down the line. Or hell, put two healthbars on each part - one for cleanliness that declines very fast, and one for wear and tear that cannot just be cleaned with some spray. But back to my point - for example, I have a gun that says the recoil spring is dirty. Okay... you know how you fix that? You spray some CLP on it and wipe it down with some cloth. Literally that's it. But I cannot even figure out what tool I need to even fix it. I have bottles of oil but it doens't let me do anything with them.

3) With BaS - and I may do more digging here - some things don't make sense. For example, 9mm pistols with .45 ACP barrel and recoil spring requirements. It's not that the pistol is wrong, but the parts are wrong. The PL-15 is a 9mm handgun but is asking me for .45 ACP parts.

Overall, cool and ambitious mod. Been using it with BaS without other issues besides mismatched parts. But while the idea seemed to be to make repairs more realistic, it kind of hurts that I need a thousand things just to maintain my guns when I've literally been maintaining 35+ of my own - including many that are in STALKER like the ZM LR-300 - with nothing more than a boresnake, some Hoppes #9, some gun oil, and some torn-up t-shirts. Hell, the Taliban uses shoelaces dipped in oil. I have tons of Jerrycans lying around, gasoline works as a solvent too.

Also no love for the P90? It's a hyper-reliable subgun that is nearly exempt from all the features anyway due to its design, but still...

Good karma+4 votes
Uranium-235
Uranium-235 - - 59 comments @ GhenTuong Tasks Pack v2 (outdated, use only for research purposes)

Having the same issue as ZJ-B312. I was able to talk with the tech but asking for a job instantly crashed with the same error ref.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Alien Ignores Amanda

Thank you so much for this. I got through Medical (level 5) and pretty much had enough. The alien isn't scary anymore, it's just annoying and wastes my time.

Now it's like having a big noisy puppy dog that follows me around <3

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Outfit Addon 1.4.7 [CoC 1.4.22]

I've found one small bug - the Clear Sky scientific outfit says it comes with an artifact container but it doesn't. This is obviously easily fixed by editing artefact_count in the outfit_scientific.ltx file.

Good karma+2 votes
Uranium-235
Uranium-235 - - 59 comments @ Arsenal Overhaul 3

I'm a little disappointed this is the final version, as it just needed a bit more polish: the Starlight scope, Docter red dot, and some 9x39 scope show up occasionally in my game but don't go on any guns. :(

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Arsenal Overhaul 3.1 (v.5)

I love the weapons, but holy god why is everything shooting airsoft pellets? It takes full magazines to kill a bandit in a track suit.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ Arsenal Overhaul 3.1 (v.5)

Your FOV is probably set stupid low.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is it possible to have a fix for the fact that reloading a save makes 80% of everything instantly respawn? This was, IIRC, a glitch in the original game related to respawn timers being reset, and I don't seem to have had a problem with it in other mods. I'm in the Agroprom underground and every time I reload there's a batch of fresh Bloodsuckers in one direction, and a bunch of bandits and Army dudes in the other, and I'm stuck here without much ammo. Not really any choice except to start a new game or cheat my way out.

Also, the fact that Bloodsuckers are now 100% invisible is frustrating as hell.

Good karma+3 votes
Uranium-235
Uranium-235 - - 59 comments @ Arsenal Overhaul 3.1 (v.5)

Nitpicky issue: for the HK MP7 4.6mm ammo, the icon clearly is using the Fabrique Nationale 5.7x28mm ammo boxes, while the 5.7mm ammo icon is just some kind of generic green ammo.

Good karma+1 vote
Uranium-235
Uranium-235 - - 59 comments @ C&C 3: Tiberium Wars TactiX

I <3 this mod. Makes C&C3; campaign actually tolerable.

Only problem I have is the Albania mission has a secondary objective to destroy a NOD venom with a Firehawk using missile loadout. Unfortunately it looks like the loadout change was removed and/or you need a tech center to change it, so you can't complete it. Shame :(

Good karma+3 votes