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Comment History  (0 - 30 of 99)
Frozenstein
Frozenstein - - 99 comments @ RE:PACK Tushkano 1.0

JESUS H. CHRIST DUDE?! this diabolic tuskano mod sounds epic! Works flawlessly with this skin mod. Thank you so much for sharing!!!

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ True Stalker

boredgunner
Thank you, sir, you are a gentleman, and a scholar!

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ True Stalker

dark_stalker_4ever
Godsend. Thank you!

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ True Stalker

How to unpack the files???

So far I tried the STK (database) unpacker; the anomaly db unpacker; and the AXR Toolset, nothing works so far. (and i even tried renaming the .db files to .dbx or .db0 )

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ True Stalker

Congratulations for all your hard work!!!

It's always a pleasure to see a mod reach maturity, especially after such a long time in the oven. Truly a nice Christmas treat you gave us! Thank you, and happy holidays! (i know your Christmas is in january, but still, i wish you all the best)

Thanks again and cheers!

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ "TRUE STALKER" IS OUT

Yanka
Thank you for this info bro! (very useful especially as i was reading some comments saying that the regular download servers have reached their quota)

The first torrent link didn't work but the magnet worked like a charm! Seeding.

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ Colt 357

JESUS CHRIST what a godlike mod!!!!

Dude you even went as far as to animate the removal of a single /or/ two bullets if only one /or/ two were fired. And that jamming animation.....

Stalker 2 better have an extensive mod support or never be released at all because at the moment i don't think it can ever compete with the modded Stalker we currently have.

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ Duke Nukem Forever: Enhanced 1.5.2

Thank you for the update!

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ WA2000 Reanimation

In the archive i downloaded: the folder "gamedata\anims\camera_effects\weapon" is empty. Is this normal? Shouldn't there be some .anm files there?

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ FN Fal Reanimation

One of my favorite weapons. Thank you for the upload!

EDIT:
1) working flawlessly on NON DLTX 1.5.1 (for the old dogs hah)
2) i came back here after playing with it for about 2 hours and i just have to say that i really love it. Thanks again, i appreciate your work.

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ Special Thank you to Fan Made Videos

DID YOU JUST SAY "SPECIAL FIND SHOTGUN"?!

AS IN WE'LL GET EXTRA SECRET WEAPONS IF WE CAN FIND THEMMMM?

OTLLLLLLLLLLL! GOD BLESS YOU ALL!

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ Spas12 Reanimation

This is an exceptional piece of work!!! Flawless animations and exquisite attention to detail bro. Thank you so much for the upload and for your work!

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ NPC fleeing 0.33

By "jumped" i mean he rushed into FIVE zombies to melee them.
He was instantly surrounded and got killed.

I was hoping that with this addon he now knows how to count and to assess the danger factor and thus keep his distance away from the obvious danger.

But yeah, now that i think about it, the scrips is made for fleeing, not to better assess the danger.

My bad

Edit : thanks for the quick reply, appreciate it. Also - nice mod!

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ NPC fleeing 0.33

I installed it manually and started a new game, picked up a "save the stalker" quest and my follower jumped between 5 zombies to melee them with his double barrel shotgun.

...came back to the mod page and re-read the description: the part "Works only on random simulation stalkers" means that it does not apply to companions/followers???

Or have i installed it wrong?

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ Duke Nukem Forever: Enhanced

vini1264

For me, reading that you disabled the DOF and removed the weapon limit is already reason enough to consider that you completely fixed this dumpster fire and turned it into something lovable!!! God bless you Vini! Time for a reinstall! <3

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ [DLTX] BaS Saiga Reanimated (v1.2.3)

Jesus Christ YES LORD! Thank you so much for this. I basically was avoiding the saiga because of those safety flips. Thanks again for the upload!

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ Ashes 2063

Completely agree with the shortage of battery on the sunlamp!!!

It's a shame, really. Rather than playing the game in with the recommended darkness settings, i play it with the "doom legacy" darkness option -> this way i always see in the dark and never have to use my sunlamp - which is multiple layers of wack.

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ Ashes 2063

JustHereToDownload

You misunderstood me, sir. I'm sorry, english is not my native languace, maybe i did not explain correctly, so i will try to reformulate:

I do not wish to have a two handed weapon equipped at the same time with the sunlamp! (goodness me haha)

Problem is, if i have a two handed weapon equipped (shotgun for eg) and i press the sunlamp key - NOTHING HAPPENS! (as in it does NOT switch to the lamp!).

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ Ashes 2063

Bug1:
Sunlamp equip/unequip bug (part1):
Pressing the sunlamp key when wielding two handed weapons does nothing (so if i wanna have the sunlight on i have to press another button to equip a one handed weapon first, or holster my current 2 handed gun).
(Part 2):
Also, if i have both a one handed weapon and the sunlamp equipped - if i select another one handed weapon, the sunlamp gets unequipped (changing from a revolver to a glock, for example).

Bug2:
Motorcycle's headlight turns on by itself.

Bug3:
Unmounting the motorcycle resets my current weapon to strongest (it does not remember my last used weapon from before mounting it).

Bug4:
Dialogue trigger bug @ leaving atlanta map end:
((checkpoint guard conversation))
Selecting the "yo momma, just open the gate" option will result in the same reply i get for 2nd line of "who are you?" (reply = "huh? who am i?").

Bug5:
Pipebomb detonation bug:
When it comes to hard surfaces, pipebombs literally detonate on impact whenever they feel like it. Tried experimenting from vents to walls to doors...i cannot find any sort of connection. It's just sometimes they detonate on impact with the surface and sometimes they bounce.

Bug6:
Cheese/exploit bug:
In the Blood Sport (mutant arena) map, the last huge wave of mutants i can kil them all with my crowbar if i quickly run and jump on the boxes from nearby hangar. Apparently the muties are in my crowbar range but i am not in theirs.

Bug7:
Quest objective refresh bug (part 1):
When i have all bike parts it still says "talk to riggs" as my quest, but talking to him leads nowhere. So i had to figure out by myself that *I* am the one supposed to finish the bike repairs, not him (although from the previous chats with him i understood that he's the one supposed to fix my bike).
Quest objective refresh bug (part 2):
Same goes for after replacing the battery and refueling -> it still says "talk to riggs" in my journal, i had no idea i was forced to start the bike first.

Bug8:
Knife stealth kill fluctuating damage bug:
I am not sure about this one, but so far after a lot of experimenting, i can say that sometimes it one-shots enemies, sometimes it takes 2 hits.
Again, this is ONLY for stealth killing. (yes, i am sure that i was not seen/detected and i am sure i experimented on same enemy and at same difficulty ).

Bug9:
Enemy acquisition in darkness:
I cannot see enemies in near pitch-black but they can shoot me just fine. (i basically have to wait for their gunfire flash in order to know where they actually are).

Bug10:
Pressing the "delete marker" button deletes <ALL> markers.
(And since we are discussing this topic - may i suggest adding some sort of "leave note" feature on the map marker you place??)

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ Ashes 2063

ReformedJoe

Hello and happy new year!
Just played this gem and i would like offer praise and to post some bugs that i found.

Praise:
- i adore the originality of it (story & the weapon designs - with few exceptions)
- and the gritty/sober general appearance of the characters and environment
- OST is god tier too

Now for the bugs.
(check reply)

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ Ashes 2063

Hello! Just finished Episode one. Here is some constructive criticism:

[PROS]:
- exceptional soundtrack
- exceptional level design
- exceptional atmosphere
- exceptional artwork (environment/weapon/npc/mutants)
- exceptional story so far (if you can call it that, since it's only 1st episode)
- exceptional gameplay/combat/exploration

[CONS]:
- the "information" button does absolutely nothing (using information on an item just mentions its name and quantity - which already apears when i'm selecting it in my toolbelt)
- ladders are pure cancer (1.There is no way to go down 2.You can easily slide off them and 3. Worst part is that the moment you take your finger off the climb button, you fall off)
- nasty drag/friction between PC and walls, making action packed scenes a real frustration when i get caught in the sticky walls
- the sun lamp is already ultra nerfed since you can only wield 1 handed weapons with it. Its been really frustrating for me to manage my battery - i found it harder managing the battery than the ammo LOL
- i think the difficulty needs some rework (for my first playthrough i chose survival and i never used any of the super stims like purge,brute or regen except for just testing them to see what they do. I also finished the game with 1000+ money and almost full 9mm ammo and shells)

[CONCLUSION]: I can literally call this game a work of art. Completely destroys most modern AAA games. Just needs some minor work when it comes to tweaking/bugfixes/QOL and of course needs to be finished storywise and levelwise. Congratulations for the team (so far)!!!

...Would be a REAL SHAME (nay...a TRAGEDY) if this TC mod would die in "early access"...

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ Boomsticks and Sharpsticks

To remove that sound, edit the same file i mentioned above (bas_nvg_scopes.script).

Go to lines of code 61-67 and put a semicolon ( ; ) before each and every one of them. That will make the engine not "read" the command to create that sound.

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ Boomsticks and Sharpsticks

This was exactly one of my hugest beefs with this mod, and when i posted the sollution here, i'm saddened to see it was just lost among the 100+ other comments.

Anyways, here i go again:
To change the <night vision ON/OFF for scopes> key
- open gamedata\scripts\bas_nvg_scopes.script (it came with this mod)
- first line of code is "local switch = DIK_keys.DIK_B"
- change "DIK_B" to DIK_* (where * is the key you want it to be)

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ The Thing HD

finally some good f* food.jpg

Dude, i'm a fan and haven't been this excited for this universe(/franchise) since 2016 when "Frozen State" game was released (was pretty disappointing, but at least i got a few good hours of immersion worth).

Thank you for the upload, i appreciate your work!

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ Still Here...

1) I am happy to hear you guys are still alive!

2) I hope you guys are not just alive, but also keeping well and i hope that good fortune and health shine upon you.

3) OMG?! These new vids look waaay better than the 2020 ones i know.
My only beef is with the voice audio - very very bad quality and pretty bad voice acting for some lines.

4) It's ok, no rush. Some very good mods have been in the works for 5, 10 or even more years (the ones that did make it out of development ... still worth it tho, if you ask me).

5) Thank you for sharing the news!

Good karma+7 votes
Frozenstein
Frozenstein - - 99 comments @ Dynamic Mutants v1.42

UPDATE:

This addon is also conflicting with the "Rats are not enemies" addon because of the gamedata\configs\creatures\game_relations.ltx file.

Making rats neutral is mandatory imho and "fixing" that problem with this addon is fairly simple:
Firstly, you can discard the "RANE" addon and just keep the game_relations.ltx from this one.
=> goto lines 282 respectively 283 where the monster relations are relayed for the ACTOR and HUMAN.
=> Under the "rat", change from -1 to 0 for both.

PS: need i mention that you need a a text editor like Notepad++? (you could edit the .ltx with any text editor even Notepad but finding your way around is harder)

Good karma+2 votes
Frozenstein
Frozenstein - - 99 comments @ Dynamic Mutants v1.42

ATTENTION STALKERS!

If you have "Boomsticks and Sharpsticks" and/or you have the "Loot monsters without knife" addon - then you need to carefully merge your gamedata\scripts\item_knife.script file to iron out the incompatibilities.

<issue1> If you have BaS (standard)
You need to edit the item_knife.script from this addon add the extra knives present in BaS (after line 11):
wpn_knife6 = 0.01,
wpn_knife7 = 0.01,
wpn_knife8 = 0.01,
wpn_knife9 = 0.01,
This addon stops at wpn_knife5, so you won't be able to skin the mutants with the new added knives from BaS unless you add them.

<issue2> If you have Loot monsters without knife
=> goto line 5: local strong_m [...]
This addon adds new mutants ('boar_big_monster', 'vendigo', 'medved', 'mwolf' ).
So add in your item_knife script from "LMWK" the new mutants along the old vanilla ones if you want to be able to skin those too, and completely discard the item_knife from this addon afterwards.

Best done by having both files opened so you can compare and notices the differences

Happy hunting!

Good karma+3 votes
Frozenstein
Frozenstein - - 99 comments @ Eden's Weather Revamp (3.0)

Hello! One question.

I changed my "fog_distance" to 50 respectively 100 because i want my fog to REALLY cut my view and be as scary as possible.

But enemies seem to be having no problems shooting me, so what parameter can i change so that they also have 50 meters of visibility during fog ??

Good karma+1 vote
Frozenstein
Frozenstein - - 99 comments @ Persistent Weather

OMG?!!?!?!??!?!?!
I thought this was some sort of unfixable engine problem. This has been plaguing the stalker games and its mods since (well, afaik) FOREVER.

WOW! Good job man!

PS: at first when i saw this addon's title and image i thought it was a weather mod. I basically clicked it out of pure curiosity, without knowing its true purpose.
So i suggest adding to your title and picture "after loading a game"

Good karma+16 votes
Frozenstein
Frozenstein - - 99 comments @ Death Animations [2.4 - 3.0]

@AttKyu

Hello!

Do you also happen to know what i should modify if i want to disable the blast effect from a shotgun? My enemies get blown away like in a Michael Bay movie heheh.

Good karma+1 vote