Just your standard issue gamer. Always looking to improve and enjoy a better mod experience.

Comment History  (0 - 30 of 168)
Blak-Dragon
Blak-Dragon - - 168 comments @ Project X v4.4

Not sure if anyone else has had this problem but the Cry-Mode bullet time is bugged, basically causes everything to speed up instead of slow down when used. Aside of that seems like everything else works.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Project X v4.4

It should be the "M" key, but from what I experienced it actually causes the game to speed up rather than slow down.

Good karma0 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ FCAM (FarCry Addon Mod)

Finished the vanilla campaign and wanted to run through it again using the FCAM mod.

But wanted to know if it's possible to integrate additional weapons such as from Angus's Weapon Mod as an additional add-on ? Since it could add a bit more firearm variety to both the player and the mercenary enemies.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Iron Sights Release

Decided to try this out and seems fun, not sure if it's possible, but can there be a compatibility addon for the the Angus Weapon Mod ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Angus weapon mod

[FOR THOSE USING THE STEAM VERSION OF FARCRY 1]

Had a bit of trouble getting this to work but found out that I had to move the textures19.pak into the FCData folder and also overwriting the devmode.lua on the main farcry folder.

After doing that I tested from the tutorial stage and all weapons appeared. Use J to drop specific weapons you want to use till you progress further to balance out being overpowered at the start.

With Steam you can add in the game's properties section -devmode in the additional launch options area.

Also an issue with the Glock17 uses SMG Ammo instead of Pistol.

[If you want to fix this or do other minor adjustments to the other weapons you can rename the texture19 pack to a ".rar" which will have all the scripts and other files available to edit, specifically the glock17.lua to change the ammo back to pistol type. Then just rename it back to a ".pak" format and it should work again]

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Rise of Legends - Motter's Expansion

This is a bit old but wanted to mention, when I upgrade the tank to the laser variation, the glow visuals are bugged that appear in front of the tank rather than on the barrels, and are they suppose to still shoot shells or fire lasers for a projectile ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Shadowgrounds: Beast

Decided to replay Shadow Grounds and also try out this mod with it, after activating the mod via the launcher, is it suppose to update the launcher with additional resolutions including 1920x1080 ? Since it doesn't display that after opening the launcher again, nor can I select it anywhere else, in-game included.

Should I just tweak the cfg. file to get the resolution needed ? Also seems like the cinematic cutscenes don't work in this either. Only able to get that working by copying over the Video file into the beast mod folder.

Good karma+2 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ TiberiumEssence 2.0 Alpha

If anyone is trying to use the Forgotten's Special Blue Tiberium Field Power, it will not work if you drop directly on the green tiberium tree. Instead it has to be dropped just outside the allowed corners of the area.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Tiberium Essence

Found out the Mutant Mercenary Hovel you capture for a bonus task during the GDI Sarajevo mission the engineer couldn't capture it initially. Tried shooting at it a few times and it did pop up with a capture option, but the problem was the prop debris in front of and around the building is what prevented the capture option to appear. Used a APC to run over the junk surrounding it and it worked.

Good karma+3 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ Turok 2 Plus

Not sure if it's entirely possible modding wise, but in terms of difficulty or changing up the enemies, could there be experienced 'variants' such as the Entrail , example being aside of the normal ones there could be leader like captains which could be uncommon but more dangerous being bigger in size, faster and firing energy shots in bursts rather than singular and having more health then the normal types and having a different color scheme to help the player be aware of them.

Also any chance of being able to implement some revised version of the mortal wound item from the first game ? Or similar features to the Turok 1+ mod such as dual pistols in later updates ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ DOW II: Exterminatus (Librarian Edition)

Been playing this a few times, pretty interesting so far. I don't suppose there's a way to remove or limit generic wargear items from loot drops since that tends to be a issue picking up several during one mission.

Also is there any progress with fixing the Thule Edition ? It was mentioned that the uploader had trouble with that version but I suppose alternatively would providing a download link from google drive or some other upload site suffice meantime ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Half-Life 2: Overcharged

Been playing this on the 1.1 patch and it's been pretty interesting so far. Definitely seeing some inspiration from the old Smod series, which isn't a bad thing, hopefully additional ragdoll features such as death twitching and gibbing could be added from it. Will there be an additional function in the gameplay menu to limit the player to carry only one of each type of weapon ? As the inventory gets a bit cluttered half-way into the game.

Good karma+2 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ Perfected Doom 3

Encountered a issue that I think someone else also had. Basically running Perfect Doom ROE + Patch, the PDA's Video Disks are missing their video animation file. The sound is there but the screen shows up with a black square when they are played. I booted up my original ROE game and the video's play normally.

Also Z-Sec machinegunner's weapons are bugged as they are not shooting any projectiles when firing.

Good karma+2 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ Perfected Doom 3

Could there be an alternative for the machinegun's alt fire (20 burst shot) to be replaced by different type that launches a armed hand grenade from under the main barrel (basically a grenade launcher attachment but does less damage than a normal grenade) ? Or would using a different ammo source other than MG clips be difficult to do ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Perfected Doom 3

Trying this out so far and loving the improvement plus the extra features that give this a whole new experience playing through.

I did notice the ammo abundance as others have stated, I suppose the alternative would just be buffing the health of certain enemies to balance out the new alternative fire functions of all the weapons.

For some reason the difficulty resets sometimes back to recruit (g_skill 0) regardless what choice I start the campaign on, however it's not affected by loading other levels.

One other thing, where in the files would I need to go to edit the armor loss values when taking damage ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ GLA Rig Launcher

Seems the Assault General AI likes to use it as a Siege vehicle, shooting it at defenses if there's no Dozers in range, and even though unintentional it's effective with it spawning tunnels inside defenses causing them to fire upon the spawned tunnel usually destroying the defense tower in the process.

Weirdly enough trying to intercept the Rig's rockets with anti-missile units causes it still to burrow in mid-air.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Contra

Will that be included in Contra Addons on Genlauncher if it receives a patch for the latest version ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Contra

So basically the AI's aggression and strategy will be the same regardless of difficulty ? The only change is certain stats between the player and the AI ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ C&C Tiberian Dawn Redux

Could it be considered later to add some early upgrades that can be chosen at the basic communications center, one upgrade for infantry that give them better armor that either boosts their HP slightly or give them slightly more resistance to explosives as it's difficult to keep most infantry alive to gain veterancy unless they're nearby a barracks. Another upgrade to give Humvee/APCs fireports to allow infantry to fire outside the vehicle or alternatively increase the APC's heal rate ?

Or maybe could guard towers have a 1-2 garrison space ? As once civilian structures are damaged they cannot be repaired.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Contra

Been playing through the Airforce and Laser Challenges and found that Airforce has a concerning flaw with the Colossus defense structure is very ineffective when it came to defending against certain enemies such as the Assault General, as GLA stinger soldiers can shoot them down outside of their attack range. Both Air and Laser lack a firebase/garrison structure to use for defense as well, compared to Superweapons and Cybernetics for close range or large group attacks.

Some sort of 2-3 man guard tower type might be useful to allow it to shoot over patriot and mg defense ?

Also with the latest hotfix, is it recommended to restart a playthrough ? Or would using a saved checkpoint be an alternative if the regular saves are incompatible ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ C&C: Untitled

It didn't happen on the starting match after defeating Airforce General, playing the Tank General vs Nuke, the nuclear strike at the intro is too close that the radiation damages and destroys the starting Dozer. Loading the saved checkpoint or restarting resorts in the same outcome.

Found out that the Dozer for some reason spawns in the wrong spot using the checkpoint/restart. However quitting the battle and then hitting "Play Again" resets it at the back of the Command Center.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Contra

Been attempting to do that but areas for building are limited, by the time I get a chance to build the Karkadan, it's already overwhelmed by the nuclear overlords. The nukes either sometimes either target my base or specific areas on the the map randomly (he nuked the middle of his city one time). Hard to maintain the defenses with the radiation and without the fortified structure upgrade. Air asset wise maybe some form of combat version of the Alshain that is basically a aerial biker in terms of having a Rebel,RPG and Stinger variations ?

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Contra

Been playing this off the GenLauncher and finished Infantry General on hard, it's a real blast so far.

Though found that the GLA Assault General is exceedingly difficult for it's starting challenge against Nuke General Tao, the lack of air assets to deal with the charging inferno & nuke cannons is problematic. And the howitzers spread at long range make them unable to take them out before they fire and destroy them in one hit. All the while dealing with most of the base being blasted away by his periodic nukes.

Are the Boss generals of each faction also going to be playable later ? Since they seem to sport a large array of unique units and buildings.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ The End of Days

With Siege/Artillery units do they have to manually be fired at ground targets in-range when deployed ? Since when they are usually placed in guard mode they consistently deploy/un-deploy like they want to pursue a target even though guard should prevent that and they should have the range to not need to relocate to shoot their weapon. Perhaps as a means of extra defense/counter certain long range attacks, some countries should get some sort of 'artillery defense pit' basically a tank barrier but more expensive and allows certain artillery type vehicles to garrison it, the advantage being that they remain fixed to a position from cover as most of them are very lightly armored, however still requires defenses as it could easily be bombed or targeted by air forces ?

With the script editing in instructions, does that also apply for the general challenge AI as well or only if I intend to play Skirmish ? Also what is recommended to run using the launcher Generals or the Modded exe ?

I also checked all GLA generals and none of them seem to have the AP rockets upgrade in their Blackmarket.

Good karma+2 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ The End of Days

Ah, understood. Far as I played through China has no unit that can neutralize toxin/radiation hazards ? Since it's difficult dealing with Dr.Thrax's long range siege units and Superweapon bombardments along with the nuclear demo trucks. But I suppose additional units and other things will be coming in the future updates ? Still great game so far Alexei.

Good karma+2 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ The End of Days

Gotta say that this is pretty neat so far hope there's more additions to this in terms of variety of upgrades and structures for each general. The MTP-A4 is a bit problematic with placing bunkers and tank covers compared to standard construction placement, is it possible to have them have a preview of where you can specifically build them and in what direction ? Since they usually wander outside the defensive line and get taken out by the enemy when trying to maneuver after building only to find out they built a tank cover facing backwards.

Good karma+2 votes
Blak-Dragon
Blak-Dragon - - 168 comments @ Dead Air Revolution, Tips

Far as I know you'll easily run into finding basic toolkits in various stashes, though finding the advanced and expert types are EXTREMELY rare.

The only Advanced toolkit I found so far was one placed in the hideout in Agroprom underground. In Strelok's hideout where the container would have been.

Out of pure chance I found one Expert toolkit early in the Swamps from a stash. Haven't traded either of them yet as the crafting tools are more valuable specially if you use the inventor perk.

A final resort to obtaining a toolkit is from wooden boxes, keeping some intact saving before destroying them to see what they drop, if they don't have it then reload and try breaking them open later after a mission or two. They cycle through different random drops after time.

Also if you find a mysterious drug vial (removes -9000 rad), hold onto them, they are extremely useful if you really need to recover an artifact that lay at the bottom of boiler and burner type anomalies and you don't have the protective suit yet to do it.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Dead Air: Revolution Patch 3 English Translation

For some reason I cannot use my artifact containers on some of the new artifacts such as the "pin" and "ring" the normal vanilla types work properly. Is anyone else having this issue ?

Update - Seems that while the artifacts do not show up in the container menu if I click and drag the artifact to the container itself it will be put inside.

Probably 10 days in and Military tends to spawn in locations which prove to be a problem, as of recently a few military soldiers spawned in Nimble's camp, though do most important characters have a high health setting ? Since all the stalkers were dead except Nimble and Xeno.

Attempting to do Fanatic's "Family Heirloom" quest in Wild Territory, I located the dead stalker but having trouble finding the hidden location the note refers to which is on a roof opposite of the bar's transition point (pretty much searched all roof areas). Is a weapon intended to appear on the roof or near the a specific rooftop? If so I worry that a Burer might have tossed it out of it's location or worse ... out of the map boundary itself causing it to despawn.

-Update- Found the bloody thing, out of all the stashes it was placed HIGH on a roof you wouldn't be able to access normally.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Dead Air: Revolution Patch 3 English Translation

Technically there could be a way around the lack of a debug spawner. I too was hoping to get a proper field test of all the weapons and gear available, and so I realized I could just edit one of the files in misc/trade and edit Sidorovich's store list to have them. Or just edit the ui_mm_faction_select.script and add a specific gear to the equipment perks to include it.

Good karma+1 vote
Blak-Dragon
Blak-Dragon - - 168 comments @ Dead Air

I had a similar crash when entering certain thermal or chemical anomalies that caused outfit/backpack degradation. For me it was the thermal anomaly in the truck cemetery, apparently it's certain backpacks such as the hunters kit and also crashes when having certain armor attachments like the camelbak. The way I got around it was unequip them and keep them either in my backpack or drop them nearby before entering the anomaly areas.

Sadly most of the addon mods haven't been updated to be compatible with the bugfix patch.

Good karma+1 vote