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Comment History
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ Patch 1.09v3

obvio

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ Patch 1.09v3

Because then we would have to give support about how to play singleplayer, disable floors, how to see old replays, how to switch to vanilla as well dealing with vanilla BFME2 launch issues.

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

It's a pain in the *** untill u get used, but at least it's a different experience. I ended up playing in normal difficulty tbh.
Btw, u can disable Prootys HUD hud in the mods menu (still isn't like normal DC but at least u can see map weapon and health)

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

I simply installed DCE through seregaluis repack so i can have both LA's installed at same time.
Stalkerportaal.ru
Just install, open the launcher and update to 286 in the mods tab. And put the translate in gamedata/config/text

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

Im obssesed with Lost Alpha. Gonna review LADCExtended after a playthrough. DCExtended creator aint gonna see this but i write for whoever wants to try this version.
Longpost otw.

Positive things.
+Graphic fixes
+Check point save system. It's pretty immersive and causes huge satisfaction when you complete a mission without saving game (after 2 days trying i finaly passed lab x18) Just wished they were more save places and get automarked in map.
+Anomaly fields in maps that used to be empty. (agroprom underground, north hills, cordon, garbage train tunnel, swamps, etc.) Very good way to fill the empty maps. Loved it.
+Lots of new quests on all maps. You get rich by making quests only.
+New "known" caracthers from other games/builds to fill PripyatOutkist after the deletion of the mercenary raid in the bar. No interesting dialogs in the outkirst bar tho.
+New mutant gulags with respective kill-them missions. You will feel more A-Life; swambeasts fighting with dogs due their agresivity, etc.
+Mutants are agressive and pretty scary due to the save system.
+PsyEmission blockade at Radar, Outkirsts and Old factory/Cement factory are pretty well executed. You really need to use the psy-helmets, sadly you can't wear them with a SEVA.
+Outkirsts earhtquakes were replaced by proper psy emission effects, it's lukash who ask you to disable that **** down. There's no more green ghosts stuff in outkist lab.
+A random military stalker appaers in Dark Valley and quests you to kill a bandit leader in dead city. Cool idea to get player having any interestnig in wipping north east bandit village.
+I personally liked the permanent radiation as you get into the north, it's the first time i actually had to buy anti radiation kits in LA or worry about radiation protection artefacts (not just radiation absorvers).

Negative things
-Cutouts of LA features: Artifact merging.
-Cutouts of LA features: Cars.
-Nerfs of LA features: ecolog fast-movement suit nerfed.
-Cutouts of LA features: talking with monolith and meeting patriach.
-Cutouts of LA storyline scripts: military warehouses scripts are gone (MadDog - Ghost thing). It's not interesting anymore, you just have to kil by urself a dozen of mercenaries, get the MegaCrystal from maddog already dead body and that's all. I would rather have ShadowOfChernobyl military warehouses version than this.
-Cutout of LA storyline scripts: mercenary raid in the bar is gone.
-Bad dispersion of weapons around early-middle-game. I couldn't get a single decent weapon with scope untill i got into the Old Road and scavengered a GP37. I couldn't find a sniper amk/nor a Obokan before going to pripyat underground with Guide.
-Destruction of the stash system: less chances to find the coordinates from bodies but mod notes claim to improve their content... barely do improve them and you will only get them in late game, then the stashes of the first maps will be useless. (but most likely you won't ever unlock more than 2 stashes per map)
-Cutouts of interesting loots in hidden / dangerouos places; for example the famous Pupul in Old Road anomaly tree, the Groza 5.45 in yantar, the batery in streloks hideout, etc.
-Cutouts of Artifact spawning from dead mutants in anomalies.
-Some missions now feel way too easy due to the "balance" after removing quicksaves. (All laboratories except x18, the famous sick mutant battle in North hills). Radar is now less populated.
-North hills is a pain in the *** without cars, you are enclosed without ammo untill u finish the cement factory lab mission.

Things that haven't changed.
-You still will feel the sensation of having to walk 2 hours for a single task, but at least you can accept various quests at once. (instead of having to complete each quest to unlock the next one)
-Old road still empty of interactive caracthers. There are kill-mutants quests, but they proceed from the duty guy in The Forest.
-NPC still have generic dialogs. Nothing new, no interesting scripts except for a random military stalker send
-Geometries in Swamps Bridges and buggy stairs geometry in Pripyat outkirst lab still exist.
-Empty stashes bug still exist. (North hills aqueduct one)
-Traders still dont sell NATO grenades.
-Undergrounds are still generaly empty of notable loot. Waste of the amazing maps.

In conclusion, good mod but too many sacrileges respect LA original features.

LADCE 286 English translate: Mega.nz

Good karma+3 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LBs LADC 1.4007 Compilation V.3

Ok, i will write an additional comment there too. But i wanted to point out here the things the DC Compilation could have/steal

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ DC Extended eng text files V.3.7

new link. final translation
Mega.nz

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

update: fixed link here
Mega.nz

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LBs LADC 1.4007 Compilation V.3

I have been playing this + prm merge mod after a i finished LADCExtended version. Everything looks fine except that maps are still empty and there is no the actual extra content everyone would love.

It makes me sad to be lossing the extra quests, anomaly fields and the new mutant gulags from Extended. But i also hate its dev has got rid of a lot of features such as artifact spawns from mutants on anomalies, cars, good stashes, he nerfed the speedup ecolog outfit, eliminated from middle games the sniper AMKS/obokans, even the cool weapon the mayor gives you in countryside is nerfed to a basic SPSA14. I actually stopped playing in chernobyl as i felt annoyed by the fact im finishing the game without having found a good amount of stashes from dead stalkers, since its dev also decided to nerf stash chances so bad. Which equals to even less motivation to explore map, except for the new anomaly fields. Oh, and he even deleted the artifact placements in the tops of the Old Road anomaly-trees. That was the most cuntish action i have ever seen.

Anyways, i hope in the future there's an actual community project of fans or ex-LA devs to make a new patch and merge the ideas of this several "expansion" packs laying around. Or that's too much dreaming? I personally don't care about Stalker 2 hype.

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ DC Extended eng text files V.3.7

rename mod_stalker_network.xdb0
to
mod_stalker_network.~xdb0

in order to disable the new stalker network stuff.

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ DC Extended eng text files V.3.7

i also have been translating here.
Mega.nz

LADCE v2.86 ENG.
When i see something weird ingame, i minimize, fix it and i everyday i post a new .rar to mega.

Good karma+3 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ DC Extended eng text files V.3.7

I was following the mod untill i got bored. I have translation untill Extended 2.3
Mega.nz

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ DC Extended eng text files V.3.7

Am i not the only one who lost interest in the "patch"? =D
The locked save is just... bad.

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

update it on the mods tab from the launcher and get modb's eng text files.

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

you need a jellifish =D

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

Redownload it, i added LiquidBroze's google translation + some translates from me and i included the respective gamedata/ folders. so all you ve to do is to drop the gamedata folder into the la dc directory.

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

Actually i was still crashing even with the update. But apparently i didn't properly delete the spawns.db0 file (i had renamed extension instead). Properly deleting it and starting a new game(with the update ofc) fixed it indeed.

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

Ok i merged the new russian strings and the new english. (pretty complicated to explain but i made several WinMerge tripple comparisons).

So, here is a english file withouut empty text or crashes regard unexistent strings. What was not changed will be on english, what is new will appaer on russian. So rather than play in russian to avoid crash, u can play half and half here. I also translated a couple of easy things.

Mega.nz

Pretty interesting how they remade the Darkscape-x18 and Doomsay earthquake device missions. Freedoom pretty much integrated to the storyline now, very nice.

Anyways, this is my little grain of sand to the translate. However, if it still crash, means it would also crash on russian.

Good karma+4 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

same here

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ LA DC Extended

Feedback from a simple stalker here;
-Serious crashes after dying and loading a save. It's insanely frustrating. can't even pass the first bandit battle cuz i crash at the 2nd load.
-i ensured to not minimize the game or do anything wierd. still crash.
-i made some experiments by using the entire old bin folder. still crash at 4th load (ye im playing on hard).
-also english players will have to wait a update aparently. too many new strings (which is exciting, i just finished .0007 normal yesterday and i want more)
-pd; i play on r1 with resolution lower than my actual desktop reso. but didn't have such issues on official file.

Good karma+2 votes
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ RMA: Autumn Edition

i had massive crashes when my pda had +17 or +27 tasks, dont remember. (like 10 of them were autoquests, really annoying).
so yeah. u will have crash in dead city due missing model tho.

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ RMA: Autumn Edition

it's on the bar m8. Wait to midnight and you gonna see some teleport FX like in clear sky cnp. get in the stairs and kill him, make a savegame before because action in the ladders can cause a bug that kills you.

Good karma+1 vote
ecthelionBFME2
ecthelionBFME2 - - 24 comments @ RMA: Autumn Edition

Long post on the way, but i played it completly and im gonna say all i found. This might rather need a thread tho. And i understand it's a simple merge of two mods, but some of the mentioned bugs were probably created during the merge.

Found many bugs, imbalanced, dullneses, errors, dumbnesses.

-Cat tails needs a .ogf model. (crash). I had to fix it using the dog tail model to avoid crashing at north west of the Dead City. (Note i barey have seen a cat. Maybe 1 in the cordon and never again.)
-FN2000 can't be switched to grenade launcher mode. I tried to merge with vanilla but it doesn't work, looks like it's a totally new weapon.
-A lot of missing or fuckedup portraits. Repair kits are invisible (unless you start messing around with .dds and .ogf things, the texture is there but probably the model is linked to something wrong, idk. Never modded before, but i had to learn a bit to continue the playthru.)
-Black Kite pisto portrait displays a white retarded rectangle, couldn't fix it.
-"defend the dutty camp at dark vallley" mission has missing scripts. Bandits spawn on the oposite side of the map, but they never ever go attack dutty boys.
-Dead City stuff is bored asfuck. Find vasili petrovich mission took me a lot, for nothing. He doesn't award any map. The only way to complete the "find the dead city map" mission is get one on the Bandit Base. Which is just wrong to be forced to do this on middle-game without any NPC help. Would be ideal if Vasili was hidden nearer, he grants the map, you give the map to any faction and they go attack dead city. But that doesn't happen, Vasilly is passing the red forest in the Secret Lab. A whole new map only to meet him and say "Hi/ Oh, whatsup Strelok/ I found ur pda, have it/ Oh thanks strelok, have 200 ru/ Bye"
-Find the stalkers in pripyat mission seems impossibe, unless it's a tease/fake mission that occupies a spot on your PDA.
-Oh, the famous crash when having many too many Missions at once, and also corrupting savegames ALSO happens on this AA2 kind-of mod. Even if you don't use ENB, new .dlls or new shaders. (i dont think the russian version of RMA have this crashes).
-The car in agropom and dark vallley is a buggy piece of ****. D:
-The white-kind-of ammo has only One or Two weapon that you find in a mercenary corpose. Nobody sells it and nobody really uses it. It's attachments have wrong portraits too.
-SUSAT scopes still useless, like vanilla. Can't be attached to SGI5k.
-Actor is too slow, even if actor now resist less weight. (i had to use vanilla speed factors to don't fall asleep going from bar to cordon).
-Automissions still being the most annoying thing, why havent been added the ZRP fix?
-Lukash convert you into a fredoom boy (which means everyone is gonna shot you in the bar) only because you heped him with the snitch. Doesn't really matter how the Skull group was killed (i killed them exploding some fuel box, they are grabbable.) I had to remove the "action:actor_become_freedom" lines in military waerhouses text to complete a ****** task without becoming a dutty enemy unintentionally. Lukash conversation should have something like; "i would like to join freedoom".Like with voronin.
-The controllers, JESUS CHRIST, the controlles. theyno longer attack, they simpply bother you with the psi aura (which is radius seems to be doubled and walk speed halved), which DOESN'T REALY DAMAGE AT ALL. In warehouses you need to wait like 1 minute untill you can spot up the goddmn controller in order to kill him.
-Stash system stays untouched. Cordon stashes are still useless, since you will find them only in late-game. I wish anyone did a stash system like CoP on any mod.
-Theres a bug with objects from metal or wood boxes getting behind the floor. I kknow this happens on vanilla, but it happened to me in a 1st floor and objects were ungrabables.
-Abusive rain chances, mostly in agroprom.
-There are military/monolith tanks, and there are rooket launchers ofc. But one single grenade from a Groza or a Sgi with grenade launcher one-hits it.
-Chernobyl maps have textures issues, had to fix with the links i recently found on this thread. U m8 want to release rather a patch m8.

The only reason i started to fully-play this mod was because i wanted to play the vanilla campaign with a conservative mod. (and because i can't find a english version of that RMA mod). I only wanted few new missions and see some use of the cuted off content; either dialogs or maps. And i like new scripts.

Good karma+3 votes