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Comment History
bskanglico
bskanglico - - 27 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

There are so many good addons for Anomaly, but this one (with the Hippo's weather mod) has such a huge effect on the visuals, it looks crazy good.

This latest version is amazing, great work brother. I can imagine you put a lot of time and work into this mod, I hope it brings you some kind of benefit, at least as a demonstration of your capabilities when looking for career opportunities. If nothing else, you have the privilege of having literally hundreds of thousands of people enjoy and appreciate your work :), and not many of us will achieve this in our lifetime.

Thanks a lot for your major contribution to the modding scene, and a merry Crhistmas to you too!

Good karma+3 votes
bskanglico
bskanglico - - 27 comments @ S.T.A.L.K.E.R. - A.R.E.A. 1.1628 Update

Thanks a lot for your effort, starting my first playthrough

Good karma+2 votes
bskanglico
bskanglico - - 27 comments @ A.R.E.A.

Will the new version require a new game? If it will, do you already know when it will be ready to be released? I am planning to play this mod and I will wait if the new version requires a new game. Thanks

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Boomsticks and Sharpsticks

Hi, I plan to try this addon, I play with fov 83 and I see this addon requires fov 70, can someone confirm what is the reason? What happens at larger fov, the weapon models look wrong?

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Invincible traders and mechanics Dead Air 0.98b

Thanks for the reply, for the time being I will definitely use your modified spawn files.
Yeah the best way to keep the important NPCs alive would be to defend them adequately. I will most likely not make the important NPC immortal since that would kill muh immersion a bit. If some of them die, than so be it, such is life in the zone I guess.
I am not really sure what happens if they are immortal - I mean, their buddies could all be killed off and then what? I guess the military keeps shooting at them like into a wall, until the actor comes along and kills the military? A bit funny I think :)

No worries about the further modifications bro - in case you do it for yourself, then of course please publish it, and if not, than thanks for what you did so far.

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Anomaly Autumn Dark

Very nice, thanks man

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Dead Air

I don't know what to say, except thanks alot for your effort and good luck - can't wait to try it!

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Invincible traders and mechanics Dead Air 0.98b

Thanks for this addon, you are really helpful and contributed several addons for Dead Air, much appreciated. I spent the past week modifying DA since I plan to do a full play through (never went all the way north), but now I fixed everything that was bothering me the first time and want to try again.

I will use some of the changes you included in this addon but I would like to better understand what you changed, I hope you can take the time to go through my questions.

If I understand correctly, you did the following:

1. You modified NPC traders/medics/mechanics in files in the base folders (scripts\agroprom, scripts\bar,...)
Can you please explain these values:
1.1 combat_ignore_cond
Does ''false'' mean that NPC will engage if there is fighting in his vicinity and he will ignore it if the value is ''true''? Or is it vice versa?
1.2 combat_ignore_keep_when_attacked = false
I assume here the ''false'' value means NPC will defend himself when directly attacked (will not just stand there)?

2. You modified spawns in files located in smart folders (scripts\agroprom\smart, scripts\bar\smart,...)
I see that you removed spawn_monster entries so the mutants won't spawn and you left the human spawns untouched, correct?

3. For me, what would be ideal spawns, is that there would always be enough human NPCs to defend the relevant base (Clear Sky in Swamps, Loners in Zaton, Freedom in Yanov,...), so the important NPCs would have little chance to be killed. Did you thinks about doing this for your game? Do you maybe know how this can be done - increase the number of NPCs in each base and make sure they respawn often?

For example, in this file: jupiter\smart\jup_a6, there is the following entry:

[spawn_freedom]
spawn_squads = freedom_sim_squad_veteran
spawn_num = {+bar_deactivate_radar_done} 2, 0

What does the number 2 mean? Number of NPCs which will spawn? Which number is the max possible?

4.Furthermore, I am wondering if you know how the respawn times and conditions work (this might be too complex):
4.1 Where are the respawn times defined?
4.2 Can you define respawn time for each individual squad - for example, for each squad in jup_a6 file?
4.3 How are respawn conditions defined? For example, if the whole squad is alive when the respawn time comes, I assume the respawn won't happen? And if it's below a certain number (or if the squad is all killed off), a new squad will spawn?

I am so frustrated sometimes because I have no clue how to understand and change stuff in Stalker files :) I know that A LOT of this stuff is explained on the Russian stalker forums (those guys are incredibly good), but it would take me ages to find and translate exactly what I want to know.

Good karma+2 votes
bskanglico
bskanglico - - 27 comments @ Weather Edits

Hi,
whoever wants to use this mod (I think it's still slightly better than default anomaly) in the new RC versions, there is only one small issue, fix:

- open w_partly1.ltx
- search for: flares_moon_yellow
- replace it with: clear_sunset

That's it.

Good karma+4 votes
bskanglico
bskanglico - - 27 comments @ Dynamic Anomalies

The mod does what it says - it generates dynamic anomalies, but the issue is the dynamic anomalies are not stored in the save file - they change each time you load a game. Usually when mods offer dynamic anomalies they change after each emission and not after loading the game. If that doesn't bother you go ahead and use the mod, I did not detect any bugs or errors.

Good karma+4 votes
bskanglico
bskanglico - - 27 comments @ Dead Air

If it helps anyone, I have found out how to make the combat with human npcs more of a challenge, since in my opinion, the default combat in Dead Air is 'not so great', and that's a generous assessment.

I know Dhatri tried to improve the AI and it seems it can be done only to a limited extent with modifying the m_stalker.ltx and xr_danger.ltx.
What I did is I downloaded Dead Air Rebalance addon, extracted the .db files and then copied the gamemtl.xr file from Dead Air Rebalance to vanilla Dead Air gamedata folder, basically replacing Dead Air's default gamemtl.xr file.

I am not exactly sure what is defined in the gamemtl.xr file (apparently the properties of various materials?) and you have to use a decompiler to even open it (might try it when I have time).

I have not tested the gamemtl.xr from Dead Air Rebalance extensively, but after trying a couple of gunfights, at least the enemy is not walking towards you like retards, doing nothing, when you are in cover. Using Dhatris npc rebalance files on top of it and the gunfights definitely feel better than vanilla.

Or you guys can just play Dead Air Rebalance :), but it really bothers me that it's not possible to choose perks in this addon.

Good karma+3 votes
bskanglico
bskanglico - - 27 comments @ S.T.A.L.K.E.R. Anomaly

Bruh.

Can I also offer you a glass of fine whiskey?

Just kidding, we are not mean, but your question is pretty funny. If it really bothers you, there are ways to change the background, look for addons which do this, check what files are replaced, and you'll get the picture.

Good karma+2 votes
bskanglico
bskanglico - - 27 comments @ Narodnaya Solyanka

Yes I've seen the grass density setting and I increased it to my liking.

I actually have the mod for hacking xrRender_R2.dll file in my archive - the mod is called xrpatch.v.0.8, sadly it's not working since Solyanka uses modified renderer dll. And you are right, it's glitchy, anything over 150 meters radius and the grass starts flickering.

I started playing OGSR mod a week ago and it's also good, and the new x64 engine is really nice, but it's understandable you want to wait until Solynaka with OGSR is stable and patched. Once that's achieved the mod will definitely be even better, x64 engine is a real improvement.

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Narodnaya Solyanka

Hi,

I played the mod for couple of hours, it's really nice, thank you for the effort in translation and other changes you made!

I have one question - I am spoiled with the graphic settings of the newer mods and I am wondering if there is any option to extend the grass distance radius - the default value in user.ltx is: r__detail_radius 49, and unfortunately increasing it does not work.

You mentioned in one of your comments that eventually you will probably transition to NS with OGSR engine, I might wait for that, because I want the best experience possible :)

Thanks for the reply

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ S.T.A.L.K.E.R. Anomaly

Combination of your GPU and monitor seems strange. I have 1080ti and Asus predator monitor which has built in G-sync chip - probably one of the best purchases I ever made. No more ******* around with various software sync option - every sync/refresh rate related option in-game is turned off, just straight up hardware support with amazingly smooth picture.
But your monitor supports freesync, isn't there supposed to be an option for Nvidia cards to also use it?

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ A.R.E.A.

I played the mod for around 15 hours, I really like how it plays, you did a good job. The guns feel great when shooting, and the sound is good. I also really like how the actor moves, it feels very real. However, the sun shadows are really bugged - the shadows are flickering/disappearing all over the screen and it makes the mod almost unplayable. Also, volumetric sun rays are bugged, just like in OGSR engine. Hopefully you can fix the shadows, I will wait a few weeks for some patches.

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ A.R.E.A.

Ok I tested the new version a bit and this is what I noticed:

Main edition:
- the game version is 1.1601 from 25.07.2020
- the game sometimes crashes when changing graphical settings - this is not an issue, because when you run the game again, you can change setting normally
- the are big issues with shadows:
* shadows are bugged/flashing at long distances (on the horizon)
* when you increase FOV (I play with 83), the shadows are appearing/disappering at close distance, which is very noticable

Holodilnik's Edition:
- the game version is 1.1601 from 25.07.2020
- I could not test this version because it crashes when changing language to english

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ A.R.E.A.: Holodilnik's Edition

Yes there is an error in the file st_items_equipment.xml when selecting english:

[error]Expression : false
[error]Function : CXml::Load
[error]File : xrXMLParser.cpp
[error]Line : 87
[error]Description : XML file:text\eng\st_items_equipment.xml value: errDescr:Error reading end tag.

Good karma+2 votes
bskanglico
bskanglico - - 27 comments @ A.R.E.A.

Great news and congratulations on the new realease! This is probably my favourite COC based mod, love the difficulty and the unique mechanics which most other mods don't use (weapon overheating, item radiation,...). You guys are talented and have a great feel for making mods.
The AI is pretty good too, which is very important for game enjoyment.
If we encounter bugs where do you want them posted, on MODDB, or do you have any other channel?

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ A.R.E.A.

Where is the download link?

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

I tested this mod for a few hours and it seems well made so I am going to do a full playthrough. Before I start, does anyone else have flickering in the distance when turning sunshafts ON? Is there a way to correct this? If not, I will turn the sunshafts off (even thought they look nice) because the flickering is kind of getting on my nerves :)

Thanks

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Dead Air

Yeah, I was probably too critical with the AI comments, but that's just because it's a real shame to see a mod which is probably the best one in many other aspects, but it has one huge and obvious flaw - pretty bad AI. I mean, the mod developer(s) spent hundreds of hours making it really awesome, and it's a shame that the AI brings it down.
And yes, xray definitely has it's limitations (it's 15+ years old after all), and that is precisely why, at least in my opinion, the mod developers should focus on the AI being reactive, deadly and accurate, and not try to implement stealth aspect, cause it's seems it can't e done without breaking the AI.
In Dead air, the biggest issue is AI versus the player, when the player is static and just peaking behind cover - the AI simply does not shoot, it just walks towards you.
Just like you described in in the comments to you addon:

''I tried multiple settings in the "system.ltx" and yes, enemy were getting closer to me/walking through/over me and they clearly know I'm there since they are looking directly at me. Yet they only open fire once I move or the NPC pushes me around enough for the other NPCs to register this pushing as motion.''

I don't know why, but other mods such as Anomaly, don't have this issue - you can make the NPCs pretty deadly and relatively capable with further modifying config files.

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Dead Air

This mod arguably has the best atmosphere of them all. I also like how the progress is slow and money is relatively hard to come by.

However, in my opinion, two issues completely ruin the mod:
- Scripting for military expansion - happens very fast, only in a couple of weeks. I went to pripyat after 7-8 weeks and I literally had no one to shoot - I am friends with the military who killed all the monolith. If you want to shoot at human enemies, there is no one but military left after 2 months. Please don't do that in the 1.0 version. Screw military.
- Second issue, bigger one - this mod has the worst NPC AI of all the mods I have ever played. It completely ruins the experience made by great atmosphere. I don't know what kind of changes the mod developer made, but the mod is no challenge at all - it's one of the easier mods out there. Humans are no threat at all. I assume the reason for dumb AI is the mod developer's wish to make stealth viable. Well, I got news for you - it cannot be done. Many modders have tried and ALL have failed. I tried to further modify the relevant config files, the ones that Dhatri and his addon modifed - and no matter what changes I make, the AI stays dumb. So please drop the stealth aspect for 1.0 version - it cannot be done, and you will simply make another walking simulator with a nice atmosphere.

Good luck with the 1.0, looking forward to see what changes it brings.

Good karma+4 votes
bskanglico
bskanglico - - 27 comments @ S.T.A.L.K.E.R. Anomaly 1.5.0 Update 3

Yeah, the developers did a great job with fixing vegetation draw distance, and what is even more surprising and awesome, all the maps which had the draw distance fixed are now giving me much much better fps! I don't know what kind of fixes they did, but it's amazing that i can run the game with respectable fps on my old gtx 970, on 1440p, with almost every graphic setting maxed out - really great job!
Like you noticed, there are still a couple of maps that need fixing (army warehouses, dark valley, wild territory, and maybe something else up north), but I am sure it will be fixed in the next update.
It's crazy that a stalker mod in 2019 receives major updates every 2-3 weeks - a big thank you to the developers of the best mod out there!

Good karma+2 votes
bskanglico
bskanglico - - 27 comments @ ZoneExpanded - Road To The North

For loners, Owl sells exo when you get 600 goodwill, so I assume it's the same for all factions.

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ Realistic Rebalancing Addon v2.0

Wherismy, thanks a lot for making this mod and sharing it, with the campfire saving option it's really an amazing experience! It's git gud or rage quit :)

I hope you keep working on it even though it's already great in the current version, cheers!

Good karma+1 vote
bskanglico
bskanglico - - 27 comments @ GMDX

I played version 8 of this mod and it was great - by far the best mod for the greatest game ever made. Thank you!

Now I want to play the new version, and it looks like I have an issue with stamina - it stops decreasing soon after the start during the first level of the game. I was not sure what triggers it, but it seems that when i take damage from falling from high places, stamina stops decreasing while running - it's always full, except when jumping. I can basically run forever. And if i start a new game, this issue is there since the very beginning. I play on hardcore mode, unlocked through ini file. Did anyone else encounter this?

Good karma+2 votes