My first MMO, which I loved, was Shadowbane and I was a big Darkfall fan (DF1 and DFUW; was in Battle Saints all-Dwarf clan). Today, I play mostly cRPGs. - old gamer in Quebec City - Seighfryd on Nexus Mods

Comment History
baraz
baraz - - 12 comments @ Ghost Recon: Heroes Unleashed 1.0.1 (Mac/PC)

I don't know if this is intended but, though I do not own the two expansions, and though I properly activated the two "HU - Missing..." sub-mods, I can play the Desert Siege and Island Thunder missions (includes briefings, voice acting, and some cinematics).

I understand they are included because you modded/reworked them.

It is a detail I guess, in the sense that the player is responsible for buying those expansions, but it could be mentioned in the mod requirements.

EDIT : I re-read your manual and I realize it is intended. My understanding is the two sub-mods make those missions work even if you do *not* have the two expansions. Surprising.

QUESTION : if I play the expansion missions without the campaign mode, is there any difference? (I think there is no difference, other than a few cinematics.) Anyhow, I can play the missions one after the other without having the campaign (with the voiced briefing and intro/outro animations).

Good karma+1 vote
baraz
baraz - - 12 comments @ Twi's Tango AI

Well, after some testing, I realized this issue is not so bad:
a) you can place the smoke about 3 feet in front of the door and sometimes the enemies will not detect it too fast.
b) Smoke is so OP that, even if the enemies are reacting, if you open the door quickly, you can still clear the room in time with your thermal scope.

BUT it is an issue for AI controlled breaches : they throw the smoke rather slowly and so the enemy panics and trigger the nerve gas. By using smoke manually (player), I can circumvent this oddity.

Good karma+1 vote
baraz
baraz - - 12 comments @ Twi's Tango AI

I have an issue, and I think it may be caused by this mod :

When I throw smoke in front of a closed door, the enemies auto-detect it automatically and react, even though I threw it barely a second ago and hidden behind a door.

This makes missions like Broken Stone (first campaign, mission 11) really hard. Throwing a smoke, even before entering a room, triggers a panic and the nerve gas is triggered. The mission is already hard enough, where any enemy who screams alarm risk causing a failed mission.

I also use "RVS2.1 beta mod" (updated RVS2).

Good karma+1 vote
baraz
baraz - - 12 comments @ Elite Counter-Terror v2.074

Conclusion :
Using RVS2.1 and SupplyDrop (Oct.2020 with patch),
this mod failed to work properly.

I am rather certain to have applied the instructions properly. In RavenShield.mod and SupplyDrop.mod, I commented out the PlayerController, Pawns and R6TeamAI, and added the lines for this mod as replacements. And the last extra packages in RavenShield.mod.

And the files of course.

Result :
- The team does not respond to Zulu orders.
- When I switch to SupplyDrop, I cannot return to the main menu. So no go.

I presume it is because RS2.1 modifies many other files.

Good karma+1 vote
baraz
baraz - - 12 comments @ Elite Counter-Terror v2.074

I reread JuguLator01's article on modding this game*, and so I will presume version 2.x of ECT is still compatible with RS2.1 beta4.

EDIT (erratum): RS2 (aka RvS) was compatible with ECT 1.2x, so I was foolish to think it would work with ECT 2.x, but I tried.

I'll simply keep a backup of my current files just in case (EDIT: it was really easy to remove the mod after).

* Moddb.com

Good karma+1 vote
baraz
baraz - - 12 comments @ Elite Counter-Terror v2.074

I have two noob questions :

1) I am currently using "Twi's Enhanced Tango AI" and I presume ECT does not alter enemy AI, so both I think should be compatible, right?

2) I initially installed "RS2.1 betamod" : can I install ECT over without issues? As a noob, I do not know if installing RS2.1 is worth it and I did not see any detailed log of what it actually does.

Note : I am currently playing the first campaign (Raven Shield). I also use Supply Drop and Weapons Pack which I know are compatible.

Thank you.

Good karma+1 vote
baraz
baraz - - 12 comments @ Twi's Tango AI

Yep. I came here to note that too.

They surrender for barely two seconds, and then pull their weapons out again. Which means they no longer really surrender at all.

Is there a way for me to tweak this or remove that change?

Good karma+1 vote
baraz
baraz - - 12 comments @ Twi's Tango AI

I appreciate that we can now tweak those values to what we feel is more realistic. Thank you.

Good karma+1 vote
baraz
baraz - - 12 comments @ NR6S Rainbow GEN III ECWCS

Well done ! Easy to use and looks quite fine in-game.

Good karma+1 vote
baraz
baraz - - 12 comments @ Particle Effects Mod V2

Thank you for this mod. Much appreciated. The default odd immobile spiral smoke, from red barrels notably, was not great... so this mod really improves the immersion.

Good karma+1 vote
baraz
baraz - - 12 comments @ Report bugs

Same issue. I turned off Shader, limited FPS to 125... but the fact city names go crazy indicates it's probably not just graphical tearing.

Good karma+2 votes
baraz
baraz - - 12 comments @ A Clash of Kings 1.0 hotfix

Was I supposed to apply this patch though I use Warband 1.158 ? (i.e. you suggested I should in a private message, but maybe you didn't notice I specified 1.158)

Good karma+1 vote