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Comment History  (0 - 30 of 33)
Friedell
Friedell - - 33 comments @ BeachTales Reloaded 1.2

Great.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Tactical Expansion Mod V1.1

As a whole this is a nice mod. Especially the added weapons and weapon addons. However,it also messes up the AI to some degree. Making it more
aggressiv but also more stupid.
Regarding fanmade sp maps: some work very well with this mod,others wont
load anymore.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

Sometimes it helps to kill the enemy of your enemy to become friends. At least way more than doing quests. However,with this
mod you always must have an eye on the actual political situation,so to speak. And that can change suddenly and dramatically,while it was stable for a whole time. The fun thing
is that this mod throws you in some rough situations. Especially
if you take care of a whole squad. That said playing as a loner
is a walk in the park comapared to playing a leader of a bandit squad. Equipping with the right mix of firepower is
expensive and keeping them alive through long raids is a real challenge,but if done successful you get dirty rich. Imho the
companions addition in CoC is realy great,but also rather limited to basic commands. I would like this a bit expanded and more flexibel.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

Meanwhile i started a new sandbox game as a bandit in CoC 1.422 + MLR 8.3.
Additional mods are this one,a adjusted version of dynamic hud and the very nice looking autumnal winds.
Anyway,what surprised me is that over time the player relations to the
factions differ from the players own faction. Is this intended or a bug ?
While the bandit faction makes allies or foes or ceasefires,the player stays enemy and can nothing do to change that. Doing quests just doesnt
earns enough positive points to have even the slightest influence.
The thing is that for example the bandits make a ceasefire with duty,but
the player nevertheless gets shot at by duty. Which as a double negative
effect on the stats. The bandits are ****** that you violated the cease-
fire and hence your reputation goes down,and you will never be able to
change your status from enemy to neutral.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

Well,i installed this little mod after my mainstory playtrough in CoC+MLR8.3.
Like Prink! wrote on the top of this page,the mod is good for some
nasty surprises. And i doesnt mean this in a negative way,although
it screws over any efforts on the players side to get along with
certain factions.
For instance i had my home made in the freedom base in the army ware-
houses for the entire playtrough i mentioned above. I did some quests
for freedom to be on good terms with them and even was able to get the
top toolset for the mechanic there.
But despite i was "friendly" with freedom a couple characters attacked
me suddenly. One of them ganja. So i had to defend myself. With the
consequence that the whole camp turned on me. Luckily i made it to a
easy defendable place in the camp and thanks to their inability to use
rifle grenades indoors could kill them all. Except the mechanic and the
trader.
Well,needless to say that my stats for freedom made a nosedive after
this massacre but still remained in the yellow (neutral).
However,the mechanic stayed enemy,but the trader showed no change in its
attitude. So i looted all his pals and sold the stuff to him.
However,this left freedom crippled,no guide and no leader anymore and the
mechanic remains useless.
So i decided to move,but where ? Certainly to a friendly faction. So i
choose clear sky and the swamps as my new home. Weirdly enough my relations with my own faction (loner) always was around 0,while clear sky
was in the + 4000 range.
It took some time to move my stashes to the clear sky camp and meanwhile
i saw my bonus with duty melting away,while i suddenly was friendly with
the bandits.....
I was very carefull then in the swamps,knowing that the bandits and clear
sky are sworn enemies,but both are friends of mine.
It went so far that i did some quests for the bandits and even supplied them in the dark valley as well as defended them against the military and some freedom forces who tried to storm their base.
As a consequence i stayed above + 4000,with the mercenaries also slowly rising to that level. Duty was a long time neutral
but behind my back faction politics took place and alliances were made that made me suddenly a enemy of duty. So at one point a battle between loners mercenaries and duty took place in rostok. This time it was a rather hard battle that waged some time and left rostok mostly depopulated. Duty lost their leader and the trader. The mechanic,although a loner turned and stayed hostile like the one in army warehouses.
The barman remained neutral and the guide in the bar survived the battle.

The consequence of this battle was that freedom turned friendly again.
Even the mechanic is ok again and gives me same discount as earlier.
And while their camp gets slowly refilled with freedomer,there is no replacement for ganja,lukash or the guide.

On the other side,beeing an enemy of duty has harder consequences.
A second battle between loners and duty took place in jupiter. Stupidly
i used a guide to get there and landed directly in the middle of it.
It took a couple tries to survive...and even after that,every time i
come close to the ship or enter it,i can be sure that some dutier will
try and kill me......



Good karma+2 votes
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Ran into a exception which prevents me from entering the swamps from
all entrypoints:

! [SCRIPT ERROR]: ...r. - call of chernobyl\gamedata\scripts\xr_camper.script:117: attempt to index field 'move_mgr' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: ...r. - call of chernobyl\gamedata\scripts\xr_camper.script:117: attempt to index field 'move_mgr' (a nil value)

stack trace:

0023:0028399C xrCore.dll, xrDebug::fatal()
0023:04F82FB5 xrGame.dll, CDialogHolder::IgnorePause()
0023:00449175 xrEngine.exe, CSheduler::Update()
0023:04F84870 xrGame.dll, CDialogHolder::IgnorePause()
0023:64EA3ED6 dxgi.dll, DXGID3D10RegisterLayers()
0023:0040F17A xrEngine.exe, CRenderDevice::message_loop()
0023:0040F23D xrEngine.exe, CRenderDevice::Run()
0023:0045EBDD xrEngine.exe, InitSound2()
0023:0045F363 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:7596343D kernel32.dll, BaseThreadInitThunk()
0023:77259832 ntdll.dll, RtlInitializeExceptionChain()
0023:77259805 ntdll.dll, RtlInitializeExceptionChain()

BTW: Just looked for xr_camper.script in the mentioned folder
but it seems to be missing. What now ?

Kashpirovski: Yeah,i also was first ??? wth?!. But found it finaly
After that the guy followed me around until he was killed in
the underground battle over the brainscorcher.





Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Well,after playing through the main storyline,which btw. functions properly,i enjoyed some dozend hour of freeplay afterwards.
Meanwhile a millionaire,i criss crossed the zone several times and finaly
got my hands on three top toolsets for the weaponsmiths. So i could upgrade my suit and weapons at last. I only lowered goodwill to 1000 like
moonra-zk did,but otherwise left the modders settings intact. That messed
up the statistics,which were reseted,but otherwise had no influence.
The battle in the npp is pretty hard and long lasting. So be prepared.
But once you won it you are rich,because your opponents use some unique
weaponry on which you can cash in big time.
Anyway,playing this mod is fun,despite it is rough around the edges and feels simply underdeveloped in parts. To add new maps is certainly the
right way. Imho the fan community is chewing on the same set of maps for
far to long and CoC looks to me like a more stable base for an expanded
zone than for example Stalkersoup. Simply because it is not burdened with
that huge amount of extra stuff.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Played further and sadly as one advances it becomes more obvious that
this mod is still in the works (no more). Stancia for example has no
teleporters at all and only a minimal occupation of monoliths. So its
basicly a walk in the park.
On the other side,the modder implemented enemy spawns in the players back
in a couple underground levels. I mean literally in the back. Just 2 meters away for example a bunch of tushkanos. Also the guides occasionly
lead the player directly into a enemy spawnpoint. So you die untill you
learned how to handle that.
Another thing is that the bandits pretty much dont play a role after the
initial play through,at least in storymode. They get not only wiped out
by the player but also by loners and the military.
Funny thing is that in Agro underground bandits and military spawn in the
same spot,as do for example monoliths and zombies in monolith hq under the NPP. You can imagine what happens there. Its a loot bonanaza for the player.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Thats sad to hear that the dev of the mod lost motivation to polish his
mod further.
Basicly its a good expansion for CoC and rather stable that just needs
another round of finetuning and debuging to shine. I like the "new" maps
he added,especially "Meadow".

Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Well,the occasional crashes have various reasons. A couple of them were
already mentioned here.
However,as a long time player of Stalker mods i developed a rather high
tolerance for this,and CoC+MLR certainly is under the threshold were crashes are getting on my nerves.
Anyway,there are other things that slowly getting anoying. Like the mentioned unobtainability of better toolsets for the tecs or even aquiring
certain artifacts that are needed for weaponupgrades. I mean artifacts are
relativly easy to come by in this mod. Except those you need....
Another thing is the stashes. Some are simply empty,others are just not
there,most of them contain stuff like a bread and a bottle of vodka. Occasionaly higher value stuff is found like an artifact or more expensive
ammo or silencers. But that is rather rare.
Another is AI behaviour. Like for example Kaspirovsky,who follows me around since i rescued him. He is like a vacuum cleaner and collects discarded weapons and stuff but only uses his old sawn two shot shotgun
and has no dialog function to interact with him. Its just weird.
Also i observed while in a battle with bandits that a guy from freedom
just looted the dead bandits without being bothered by those still standing despite that both factions are enemies.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Regarding the crashes. They have various reasons. Some of them were already mentioned here.
Anyway,they dont bug me at all. As a long time Stalker player ive a
high tolerance developed for crashes over time. And so far i didnt came
across a gamestopper here,so...
Well,on the other side what bugs me is the above mentioned situation with
the better toolsets for the tecs. Also specific artifacts needed for weaponupgrades are unobtainable. And that in a mod where artifacts are
rather plentiful and easy to find. Thats kinda weird.
Also i have the feeling that something is wrong with the stashes. Most
of them just containing a bottle wodka and bread,or a bandage. Occasional
something valuable can be found. Thats all ok with me,but i also came across stashes you simply cannot open,or stashes who are marked on the
map and are simply not there. And stashes in this mod are again plentiful.
So i find myself crisscrossing the maps collecting mostly low value stuff
but so far never anything of high value,like the mentioned toolsets or
for example a gravi or bubble. So that is getting slowing frustrating to
be honest.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Yeah well,various reasons. Some were already mentioned here in
the thread. However,that realy doesnt bug me. For a Stalker Mod
this Mod combination is way under the max. limit of my crash
tolerance.
Anyway,as i mentioned above what REALLY bugs me is the unobtainability of the better tools sets. And btw. specific
artifacts needed for weapon upgrades weirdly enough fall also
in that category. I mean i made a stash to collect all artifacts i could get my hands on through various means and
while artefacts are rather plentyful in this mod,some are
very very rare.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Played CoC+MLR now for a while and its a pretty stable combination. Sure
there is the occasional crash,but nothing in comparison to Stalkersoup
for example.
Well,gameplay is just fine. The only thing that bugs me is that i cant
get an advanced or expert tool set for the tecs. Despite having done countless missions for various stalkers.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Grand Theft Armour (build 20130320)

This is a well done one map mod.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ The Dam v 1.0

Overlooked this nice map. Sorry. Its definitly worth a play.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Beach Tales V1.3 [C.Sandbox2Trilogie]

AI disfunctional most of the time.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Crysis

Funny,that still in the summary stands the original description of what
supposed to be the game about. We all know things turned out very differently.

Good karma+4 votes
Friedell
Friedell - - 33 comments @ CoC 1.4.15 [Patch]

Now i noticed something weird. In Jupiter the "find shelter" thing seems
not to be working everytime. So if i go to a shelter despite that beeing
not announced as task,i die if i try to change to another lever afterwards. So im effectivly stuck in Jupiter now.
Im playing pure vanilla 1.4 patched up to the latest patch.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ CoC 1.4.14 [Patch]

Started a game on vanilla 1.4 a while ago and patched lately
to 1.4.14. Nothing really odd happened so far,except the unexpected crash now and then.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Crysis_Paradiso v1.3.2

Despite that this map has missions,basicly the same applies here as
i wrote for Nehaa. Probably it would be wise to split the map into
smaller parts and focus more on gameplay.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Crysis_Paradiso Objects

Archive damaged

Good karma+3 votes
Friedell
Friedell - - 33 comments @ ZSerpent series part 2

Somehow it didnt work for me. Yellow balls everywhere,despite
following the readme

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Crysis Nehaa version2

First of all Nehaa is not a mod but a map. A pretty one and a
very large one. It it had the tense gameplay of Mysterious
Island,Holz or even Calm it would be a blast to play,but its
just populated with no Nano KPA.
Sadly there is no cry-file included in the download,so one cant
fool around with it and populate it with more challenging
enemies or make the AI a notch smarter than it is now,because on
my travel through Nehaa i often picked them up running against walls or corner.
That there is no story or missions is ok with me,but the lack
of "hard" enemies like APC`s,Tanks,Nano-KPA`s makes this map
way to easy for a decent experienced Crysis player.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Tactical Expansion Mod

Basicly this is a nice addon mod. Sadly the modding community for C1 is
pretty much dead,because this mod screams for beeing implemented in costum
singleplayer maps. As things are now,most costum maps work ok with the mod
enabled,others wont even load or crash at some point.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Coralsea

I know im some years late,but this is certainly one of the biggest sp maps
for Crysis with some unique architecture. It is action pure like Tagoria
or Calm or Mysterious Island,but way bigger.

Good karma0 votes
Friedell
Friedell - - 33 comments @ Nuclear Cataclysm

Wow. This is a excellent singleplayer mod. Thanks. That must`ve been a
awfull lot of work.
Sadly the meager download count reflects the industries success in
subverting the average fps gamers attention for free costum content.

Good karma+5 votes
Friedell
Friedell - - 33 comments @ Crysis SinglePlayer Mappack 20 to 23

Yeah,2nd flbarboza wholeheartly.
Anyway,its realy weird how many filehoster went down in the last bunch
of years and tons of "fan content" with it. I guess it has something to
do with the rise of DLC`s....

Good karma+2 votes
Friedell
Friedell - - 33 comments @ Cold Fusion

Somehow i have no environmental sounds in this map. Also i encountered
indistructable enemies. Anyway,the mapping is great. Well layed out and
excellent eye for detail. Just the battles are way to easy.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ Reality Enhancement

The effects are nice but the modified bauer.cfg hardly is an enhancement.
Certainly it is more "realistic" in terms of hit effects on the AI but
it makes the game very easy instead of more difficult.
Given that the player is way overpowered thanks to the nano plus
autohealth a good portion more difficulty makes the game a better
challenge for experienced players.
Anyway,thanks for the upload.

Good karma+1 vote
Friedell
Friedell - - 33 comments @ crysis continue

While the idea certainly is appealing,the execution is poor. At least
so far. Anyway,i hardly doubt that this mod goes any further than this.

Good karma+1 vote