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Comment History  (0 - 30 of 764)
Drag0
Drag0 - - 764 comments @ Provak 's Weapon Overhaul v2.6 | Anomaly 1.5.1

Oh my god this is a gold nugget. The only thing that could make it ultimate mod is a working magazine addon for weapons combined with magazine pouches for armors.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Anomaly AI Extension

THIS IS GOLD

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Anomaly Claim Loot

Very good idea. Very good ideas in comments for future development as well. I will be following this.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R. Anomaly

Is there any way to disable that blur effect when aiming down sights?

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ ZoneExpanded - Road To The North

I have an interesting problem with the HUD. At some point it stopped working properly. It used to show ammo count, now its not there anymore. I havent even changed anything in the settings. Weird.
Also health and stamina, bleeding effects etc. also disappeared.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ ZoneExpanded - Road To The North

I second that. Audio seems to lose 3D effect from time to time.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ ZoneExpanded - Road To The North

thanks, I will look into this.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ ZoneExpanded - Road To The North

Is there a way to make corpses stay longer? All the moving around and relocating during firefights, dropping enemies one by one just to realize most of them despawn after firefight is over and all the loot is lost. It would be nice to have corpses stay for a couple of ingame days.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Unofficial Road to the north V1.0 torrent

Downloading. I have been taking a break from stalker till a few mods get their updates. since it became apparent that they wont be updated anymore, I guess this is just the right mod to start over again. Been a long time fan of misery, CoM, Last day etc.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R. Anomaly

This looks amazing. Waiting for final full release to try this out.

Good karma+2 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R. Anomaly

I agree. Choppers seem like an overkill in a first place. No way military would risk expensive military hardware in a such hazzardous place like the zone. The downed helicopters in events of call of pripyat should have been a warning call against future air raids.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Desert Mod

...weird flex but ok.

Good karma+2 votes
Drag0
Drag0 - - 764 comments @ Item Argentinization (Part 1)

Nice, really turns the zone into Falklands.

Good karma0 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Those 3 were deducted as taxes.

Good karma+12 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

He is living in 2023 while we are still in 2018.

Good karma+3 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

****, this would make one garrison attack another garrison if their original ''goldmine'' ran out of ''gold'' and so on. Faction relations would also be less trivial. If faction is friendly or neutral, maybe you could buy yourself an access to the guarded anomaly field for a fee which depends on your relations. And of course, the only high-end equipment wielding stalkers are the ones able to harvest those artifacts from anomaly fields, so if you happen to be one, you may get hired to do so by a friendly faction. Im just spewing out a few possibilities here...

Good karma+5 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Stalker still is missing a very crucial element, which could be altering gameplay in a positive and dynamic way.
I've hardly ever seen stalker factions fighting over an actual anomaly fields, which should in principle be the main contested territories. Artifacts are treasures and that makes the anomaly fields - gold mines. And as stalker is now - those gold mines are not guarded at all.
Would make a lot of sense if anomaly fields were guarded by a sizable garrison and be under attack by opportunistic enemies (me being one of them).
Temporary camps, fighting emplacements, cargo deliveries etc. a lot can be done around the idea that artifacts are extremely valuable and rare. Altering both faction warfare and economy. Though, I've never seen anything close to that in any stalker game. Seems like now the factions are fighting over camp sites that are sometimes pointless patches of dirt in the middle of nowhere.

Good karma+12 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Well, too bad.

Good karma+3 votes
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is there going to be anything else different in 1.5 other than character profile pictures?

Good karma-1 votes
Drag0
Drag0 - - 764 comments @ gamedata

...wat?

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

IMO Dead air nailed the economy aspect really well. It makes trading much more alive in a way. Also traders dont magically restock every now and again making it seem like traders got their stuff from other stalkers like yourself, since items you sell to the trader remain therein.

Good karma+2 votes
Drag0
Drag0 - - 764 comments @ Correct SCAR Ammo

That triggered me greatly, too. Thank you, bro.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

Would this work for Dead Air?

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Dead Air

ha, boi just run.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Dead Air

The hell is up with Limansk? apparently, if you pass that big construction site on top of the mountain, you cannot return back to the way you came from because due to ****** linear map design, you have to jump like 10 centimeters more, than it is possible in Dead Air. After completing douchbagmans task of clearing out monolith from the end of limansk (along with the rest of limansk), I cannot return to the damn dead city due to that ****** map and have to go around an entire zone to actually complete my task. This game sometimes, I swear...

Good karma+3 votes
Drag0
Drag0 - - 764 comments @ Dead Air

Does anyone know whether having higher tier NVG reduces UPD drain? 1st gen night vision seems to drain it pretty damn fast, upgraded to 2nd because of better picture, but if it also reduces UPD usage, might as well get the 3rd.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Dead Air

Alright, thank you. Had I figured to thoroughly check this modpage it would have spared me shitload of time of googling (and not finding anything anyway). Silly me.

Good karma+2 votes
Drag0
Drag0 - - 764 comments @ Dead Air

yes

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Dead Air

Its available in Yantar now, too. You need to pay some hefty pile of cash to the nerd and he will make one for you. Tho, that helmet is useless in any practical terms.

Good karma+1 vote
Drag0
Drag0 - - 764 comments @ Dead Air

I ran into a WTF. I entered Wild territory from bar and proceeded towards Yantar. It was all normal at first 50 meters or so. Had a couple of mutant hordes coming straight at me, but its to be expected in a place called wild territory, so I dealt with them and continued on - nothing unusual. However, just as soon as I near that first tunnel/building, the one where mercs have snipers set up in vanilla SoC, as soon as I get near and inside that place, screen starts flashing red and I start loosing HP real damn fast. At first I thought it was some controller psy ********, so I went back and upgraded my gasmask with 50% psy protection. And 50% is pretty damn good and should suffice, however - I still get damaged and cant proceed very far beyond that first building. I got ****** off with this ******** and turned the god mode on just to find the ****** who is emitting the psy field, but I couldnt find any controllers or other psy ******** mutants around. Is that psy aura a map feature? If so - WHY?!

Good karma+1 vote