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wikkid1 Dec 7 2014, 4:14pm says:

Heya, great stuff! I saw this mod on the official forums years ago, but since it's only for vanilla game it's not all that useful.
Could you merge it with the old version of SMRTR? At this point I'm not holding my breath for the new version to ever see light of day... it would be nice to have this available for the version we do have at least.

+1 vote   mod: S.T.A.L.K.E.R God Of The Zone
wikkid1 Sep 5 2014, 6:25pm says:

Thank you for continuing to work on this! Awesome mod. Just bought Torchlight2 only to experience this mod (tried the old version on a cracked T2.)

Quick question, are you planning to add any char class similar in concept to the Alchemist from the original Torchlight? That was such an interesting, multi-faceted, character... the default T2 classes are boring by comparison, have yet to mess around with the ones you added.

+1 vote   download: SynergiesMOD V1044
wikkid1 Feb 9 2014, 2:39pm says:

Unfortunately is seems that this mod died sometime around 2009 (5 years ago at this point). So these downloads are not compatible with ANY versions of the game released in the past 5 years. It's a shame too, just re-installed Relaunch 2.6 and wanted some decent mods for it.

+3 votes   mod: KMOD
wikkid1 Dec 27 2013, 8:54pm replied:

Uh-huh, so zero details... not what I'd call a helpful answer. Confirms my doubts about this being a fake.

0 votes   mod: Euro Truck Simulator 2 Multiplayer
wikkid1 Dec 26 2013, 7:36pm says:

This is DEF one of the most productive MODs I've followed for any game. Wish more modding teams took a look at Synergies and how mods should be done.

+2 votes   mod: SynergiesMOD
wikkid1 Dec 26 2013, 7:24pm says:

Wow, how are you guys doing this? Far as I know SCS didn't build ANY multiplayer functionality into ETS2.

+1 vote   mod: Euro Truck Simulator 2 Multiplayer
wikkid1 Aug 2 2013, 6:22pm replied:

This is the same problem I'm having. The starter armor dropped to 0% during the mission for Beard, with the mysterious artifact on the barge, it's the first mission he gives. Repairing the armor is INSANELY expensive, and once it's past ~50% you can't even use the repair kits, which kind of defeats the purpose of having them in the first place.
I can understand how the team may have made the mod more difficult then intended. They're aware of all the intricacies and the secrets and all of that, they know what sells well and how/where to get it. So to them this may be tuned properly, but to somebody loading into Misery for the first time it's needlessly difficult. My problem is that it doesn't actually add anything to the gameplay, it just makes the same gameplay more tedious. There's a fine line between challenging and unneccessarily obtuse, hopefully there will be some patches to adjust difficulty.
Until then I simply tweak some numbers to make it enjoyable at least, though not exactly what I expected, hopefully patches will make M2 more about intelligent gameplay then tedious farm/grind routine.

+4 votes   mod: MISERY
wikkid1 Jul 28 2013, 7:41pm replied:

These mutant's primary goal is to kill you, they're not your usual fluffy deer, none of the Zone inhabitants are herbivores, you realize that right? They all feed on meat, so they're all hunters, and like hunters they're always aware when there's prey nearby. (Plus if we go by the Zone lore then most mutants have some measure of psi ability, and you absolutely can't sneak up on those.) And since they're adding a hunter component to the mod they should def tweak mutants a bit harder then vanilla.

Either way, there's no point in this discussion since we haven't actually seen yet how they behave.

+2 votes   article: Features (Version 2.0)
wikkid1 Jul 28 2013, 3:00pm replied:

What you're saying is true... for that particular animal and your situation. The Zone boars are not the same boars that you were hunting, which is why they're referred to as mutants. They've mutated and became a lot more agressive as a result, everything in the Zone is out to get you, they want nothing more then your corpse for dinner.

It would be interesting if the mutants did have some different behaviors. Kind of like the flesh do in CoP, a lot of the time they'll walk right by or run away, but sometimes they'll sneak up on you and attack. Would be nice to see more of variety like that, but not mindless randomization, some patterns of behavior.

Can't wait till this is available for download... only 2 days left...

+1 vote   article: Features (Version 2.0)
wikkid1 Jul 23 2013, 6:33pm says:

That has always been one of the things that puzzle me... And since you guys are working so much with the engine itself maybe you could finally resolve this puzzle for me.

CoP has a bunch of different render settings, are there actually many benefits to using the "better" ones? Or is it mostly additional PC load?

Should I bother with DX10/11 modes or should I do what somebody mentioned before and leave it at DX9 and then use nvidia panel to override the settings?

It would really be nice if the GSC programmers actually wrote out the benefits of using particular settings because as it is the biggest change when moving to higher settings is the load on PC, the actual graphical changes are a bit... muted?

+1 vote   media: Not a place for the night
wikkid1 Jul 16 2013, 8:10pm says:

Is there any place that has a list of features? The only solid mention in the description is the blue overlay, but that could easily be added with SweetFX or something similar. What exactly does this mod do? Is this the same thing as SFX profile but with a different name or does this add something unique? I'm looking to replay ME3, but I've been playing it with SFX, so if this is essentially the same thing then it's not what I'm looking for.

+1 vote   mod: Mass Effect 3 Cinema Mod
wikkid1 Jul 16 2013, 7:30pm says:

I don't understand, at the top of this page it says to visit the Bioware site for the latest version. But on the Bioware page for this mod is says "Newer version are on" So where is the latest? BSN has 2.6, here I see changelog for 2.8 but I don't see any other 2.8 downloads except the changelog.

Also, do I need to start a new game for this? My Coalesced is slightly tweaked - I'm pretty sure I added a binding to expand FOV, and one to unlock DLC weapons and give some creds.

+1 vote   mod: MOTHER OF ALL MODS
wikkid1 Jul 16 2013, 7:14pm replied:

You can't loot not dead bodies anyway. These guys are not dead, it's not a booby trapped corpse. They're alive, the aim cursor will turn red when you hover over them, just pump another round until the cursor doesn't respond anymore.
This is something that I've seen in another mod. First time I encountered this feature I got blown up. Saw the guy on the ground, not doing anything just laying there, noticed the aim dot go red, but decided to approach anyway. Maybe he wants a medpack or something... booom! right in my face. Since then I've been making sure that bodies are dead before getting close.

It would be interesting if it was possible to convert these badly wounded enemies to friendlies. So that each time you run into one you gotta decide to risk it and maybe earn another friend, or get a nice explosion in your face. Otherwise it's just kill em all. But at this point I'd be happy with almost anything that gives me more STALKER to play, it's been too long.

+1 vote   media: Bringing death
wikkid1 Jul 16 2013, 7:08pm replied:

My vote is also for torrent, assuming you're taking suggestions at all. Nothing sucks more then a large download from one of these "free" hosting services. The ones that cap the speed at something ridiculous like 50Kb unless you pay them. Especially when you're talking something really like 5Gigs, that's a crapton of data... sucks extra hard with sites that don't offer some sort of a resume broken download feature.

+2 votes   media: Bringing death
wikkid1 Jul 13 2013, 10:44pm says:

I'm pretty sure you could just rename the video files, then at the time they're supposed to play it's like 10-20seconds of silence and it just goes straight to character selection screen. May also be possible by editing the config files, not sure.
What exactly does this mod do? I'd rather not install all types of stuff without knowing what it's going to affect.

+1 vote   mod: NO Intro
wikkid1 Jul 5 2013, 10:29pm says:

It would be interesting to see procedurally generated maps used in some new ways, it's a very interesting concept. Wouldn't it be awesome to be playing a shooter where the environment is different every time? Driving/flying arcades would be some other scenarios where generated levels could be interesting... Something like GTA but a scrambled world map each new game.

+1 vote   poll: You prefer game levels to be
wikkid1 Jul 3 2013, 2:06pm replied:

I also always side with Freedom in the games, they make much more sense then the Duty. But it's weird that in the books Freedom are just a bunch of stoners who don't care about anything, almost like bandits in a way...

+1 vote   media: Work in progress, new suit variation for factions.
wikkid1 Jul 3 2013, 2:02pm says:

What's wrong with the graphics in this shot? The huge pipe in the rear looks like it has some sort of webbing hanging off it, the BMPs look washed out while the cranes are all jaggedy, and then take a look at that little hill that's directly in front and follow this little hill all the way to the left, wtf happened there? The screen looks ok until you blow it up to full size, then it just looks weird.

It is an interesting view, I never made it that far in my games, someday. The gloom looks good though, the way it should look with them clouds hanging over everything.

+1 vote   media: Power plant.
wikkid1 Jul 2 2013, 10:08pm replied:

since the edit time limit is up: I was able to find links to the classes on the main mod site :) also I messed about with the class list in an attempt to make it a bit more readable:

Dread Pirate (WIP) by BemusedBear (v.51)
Dragon Prince (WIP) by mlbyas458 (v.12)
Tenebris (Released) by Astkqk (v2.0.1)
Nethermancer (WIPa) by Haette (v.1824)
Sprite (WIPa) by SkiesUpHigh (WIPa) (v.47)
Otaku Fighter (WIP) by thesouthstarwaterbirdfist (v.1126)
Techmage (WIP) by Ghostblade (v.7)
Warrior Monk (WIP) by Zyph (v.2c)
Noxmer (WIP) by Ser Williamson (v.194)

Grand Master (Theme) by Someone Else (v.17)
Chrono Shifter (Theme) by ??? (v.21)
Elemental (Theme) by ??? (v.10)
Flamma (Theme) by ??? (v.9)
Ampere (Theme) by ??? (v.9)
Isaz (Theme) by ??? (v.3)

Sucks to see that only one class in this comp is actually completed. Hope to see some more get finished up some time :) Looking forward to it.

+1 vote   mod: Community Class Modpack.
wikkid1 Jul 2 2013, 9:43pm replied:

You have an old version of T2, make sure you update to the newest one, then use the MODLauncher. If you have the STEAM version of T2 (you probably don't since it would be up to date automatically) then you have to do something with the STEAM Workshop to get mods to work, I'm not sure how to go about that as I've never done it.

+1 vote   mod: Community Class Modpack.
wikkid1 Jul 2 2013, 9:41pm says:

Could you please include a "readme" type file that has links to the original classes? I'd like to see if any of them have been updated but I've no idea where and which specific ones are part of this comp.

+1 vote   mod: Community Class Modpack.
wikkid1 Jun 25 2013, 5:47pm replied:

I'm signing up as well. So much effort and time goes into all these screens and vids I feel that it could be better used. But of course that's why it's their team not mine, on their team they decide what goes. But yeah, that was my exact complaint too, why can't we just have a nice little list that would take under a minute to read instead of this nearly 10min video that doesn't really show much anyway.

0 votes   media: MISERY 2.0 trailer
wikkid1 Jun 25 2013, 5:22pm says:

Aw hell, we gotta re-download the whole thing? It would've been real nice to know in advance, I mean you knew that there would be a fix shortly, why not tell us to hold off on downloading until then? Or on the opposite side, why not just release a patch? Is it necessary to release the whole package again? Anyhow, thank you for your work, is it ok to download this one or will there be more changes in a day or two? :P

0 votes   download: [RELEASE] Morrowind Rebirth 2.31!
wikkid1 Jun 23 2013, 6:01pm replied:

Thanks for a super quick reply :) I'll take a look at your suggestions, maybe I'll be able to also find some decent equipment mods at the nexus. And yeah, I guess I'll wait a couple of days until that patch is out, it'll probably take me that long to find some mods anyway :)

+1 vote   mod: Morrowind Rebirth 2.9
wikkid1 Jun 23 2013, 2:48pm says:

Ok, I've been watching this mod for a little while now, and since the new version just dropped I finally want to give it a spin. Sooo, big major question: What other mods are considered essential, if any? Perhaps some hirez packs or something like that? Maybe a nice big comp of custom races/classes? And I'm a HUGE fiend for shinies, I feel like I'm wasting time if I don't get at least a couple of nice shinies in a dungeon, it's one reason I like how Blizz set WoW up, loot is everywhere! I'm not talking about imba death knight swords ported straight into TES, but this was always my biggest complaint about TES, 99% (probably a slight exaggeration) of the loot you find is useless, by useless I mean it's not even worth lugging to the vendor unless one happens to be nearby.
So anyway, some suggestions for mods to go with MW-R especially gfx packs (it was never a particularly stunning game visually, and it's really starting to show age) and gear (lots and lots of it.) But, PLEASE don't offer mods adding new areas, new content/mobs or anything like that. Any suggestions much appreciated. :)

+1 vote   mod: Morrowind Rebirth 2.9
wikkid1 Jun 22 2013, 8:21pm says:

Ooo! I LOVE the scope/sights feature! I prefer to have scopes on my weapons, taking out the binocs takes too long and I like to see what's ahead. But obv scopes are not ideal in those situations where the dogs come out of nowhere or them sneaky zombies so having an iron sights as well would be great.

+1 vote   media: WIP demonstration
wikkid1 Jun 21 2013, 9:47pm replied:

"Windows XP huh? Are you using a 64-bit version because if not you won't even be able to play the mod."
Nope, the plain XP SP3 x86... one of these days I'll get around to installing W7... maybe this mod will be the straw that breaks the camel's neck (or is it back?) and will force me to upgrade. :/ It's about time anyhow....

+1 vote   article: Late June update
wikkid1 Jun 21 2013, 8:57pm says:

WOW! I don't even know what else to say... this is great work! Like somebody said on another page, I'm going to have to dig out and re-install Morrowind just to experience this. Previously I never got past the first couple of hours... maybe now I'll be able to. (Never knew of TES until Oblivion GOTY came out, but that time Morrowind wasn't exactly new. Didn't get around to it until after Oblivion was like second home.)

+1 vote   article: Changelog (very outdated)
wikkid1 Jun 21 2013, 8:53pm says:

Great stuff!!
* Sigerous mod has MAC-10. I can't remember how good the texture/animation is, but I'm pretty sure that the mod has a MAC-10. (unless it somehow crept into my SGM gamedata folder without my notice.)

* Personally I'm happy that you're not doing dx10/11, quite a few of us are still using WXP which doesn't support anything higher then dx9.

* I would love to see v1.9! I've never been a fan of custom maps for any of the STALKER games, they're usually in some way lacking. Not neccessarily the maps themselves, often they're added just to pad the list of features, in which case there's a ton of empty land, not even an anomaly in sight and absolutely no reason for it's existance. If you manage to fill the maps in with interesting stuff and quests that actually provide a reason for visiting said maps that would be awesome.

* Re the Kedr: I think if you found a kool looking gun that fills a niche but isn't 100% realistic that's ok. I mean if it's a really horrible model or something then that won't work, but if it's something minor then I'd say it's ok. For example I never saw the big deal with the weapons being mirrored in these games... but I've not handled weapons enough to imprint, the fact that the slide is on the wrong side doesn't break immersion for me. And that's what it comes down to essentially, if it's something that's immersion breaking for a large number of people then it should be looked at or eliminated, otherwise let it be.

* And finally, I think that being able to use assault weapons single-handed while in an exo is a really great idea! It would be really awesome if it were possible to dual wield them with an exo, obv only until the clip runs out then you'd have to drop one of the weapons (or put in back into backpack or something.) That may be a little too Rambo though, although some mods do add miniguns and such, and if somebody doesn't like they could just choose not to do this. But it may be a sore topic with some I guess...

+1 vote   article: Late June update
wikkid1 Jun 21 2013, 8:31pm says:

What a pretty hunk of metal! I'd like one of those. Re your gfx card troubles, I *may* soon be a proud owner of an upgrade from my 560ti, and so the 560 may soon be needing a new home. If you're somewhere fairly nearby (east coast US) I may be willing to donate it. (again, assuming I do get my hands on that upgrade)
edit: nm on that gfx card bit, just saw the post that you have solved your vid card probs.

+2 votes   media: Barret REC7
wikkid1 Jun 14 2013, 3:06pm says:

Are you making those for all screen ratios? I know that's normally the big problem with sights, they don't work unless specifically made for the ratio. It does look very nice though... very clean, I like it!

+1 vote   media: Sights demo #2
wikkid1 Jun 6 2013, 8:40pm says:

Sounds good! I had what I thought as an interesting idea a while back when I was reading my way through the 150+books set in the STALKER world. It's for a anomaly detection system that interfaces with the PDA. (Obviously this is something that only makes sense if dynamic anomalies are present) Basically some sort of a system where you could approach the anomaly with the detector out, at which point it would determine the exact type of anomaly and mark it on the map until the next emission. There are some problems with this when the setting is CoP, there are no dynamic anomalies first of all, but it seems that a lot of mods add some. Then the fact that in-game the emissions happen A LOT more frequently then they do in the books, we're talking once per two weeks or so, and they know in advance the approximate time from the scientists. And of course some serious scripting would have to be done to implement such a system.

I think it would add a bit of a stalker feel to the game, the feeling that it's not just another shooter, but you're surrounded by anomalies and any wrong step could be, and often is, deadly. So assuming these conditions are met I think this system would benefit the game greatly, it would give us(players) reason to step off the path a little. Just in case you have to sprint your way back and you want to make sure that there are no un-expected anomalies hiding in the tall grass.

+1 vote   article: June update
wikkid1 Jun 1 2013, 6:51pm says:

Good stuff! Personally not a big fan of the AKs, especially the older models, but good skins are important for all. Nothing destroys immersion faster then a bad skin or broken animation. Not sure how I feel about the addition of Shoker mod, we discussed it earlier and it seems that we both hated the exact same thing, so hopefully the way you found that works around juggling all the pouches will work well.

+1 vote   media: Updated AK-74
wikkid1 May 31 2013, 12:07pm says:

Good stuff! Although to be honest I'm beginning to get weary of all the delays every mod team keeps throwing up. I mean, I understand that it's people working in their free time and etc etc etc, but also with every week the chances of anything getting released get smaller and smaller. We've seen it many times already, and even this news mentions that you basically quit working on the mod, almost permanently. Don't get this wrong, just venting.

Just in case you haven't bumped into this yet: There's a great piece of 'ware out there that I think you may incorporate into your mod to assist with gfx, it's called SweetFX. It's pretty easy to get to work with STALKER and it easiely tweaked, maybe this is what you're looking for. I've used it in a number of dx9 games from Torchlight to Euro Truck Simulator to STALKER, it offered a nicer(then either vanilla or modded with yours, complete or smrtr) picture in all games, with some minor tweaks.

+1 vote   article: Latest news yo
wikkid1 May 19 2012, 10:52pm says:

Hey there, you mention that you havent found GOTZ for CS and ShoC. I know that its definately included in CS Complete, and for ShoC I have something called Atlas, its not as nice as Voron or GOTZ, but to somebody who knows the scripting it should be easy to make it more fully featured(using the Atlas as a base I mean.) If you like, drop me a msg and I'll get you the .script files, and whatever other files you need.

+1 vote   mod: S.T.A.L.K.E.R God Of The Zone
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