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Comment History  (0 - 30 of 49)
IAMELIPHAS
IAMELIPHAS - - 49 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

I don't suppose you could release an unofficial 1.4.22 version of your modded mod? I'd love to cap Loners and Ecologists at 999/-999.

This way, other factions could still be affected by their deaths, but they themselves could never ally/declare war on anyone. Basically to help prevent the infamous "100 Rads Purge" that tends to occur, and to prevent Living Legends from being broken.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ TRX: A-Life Revamp (3.1)

Can also confirm that NPCs are suddenly vanishing in 1.5r6 with this mod. Spawn as Monolith inside of pryipyat, and suddenly I, Krolik, Cleric, and Edoloin (LTTZ Character) are the only ones left. There are multiple friendly dots on map, but they soon vanish. Tried multiple times, same result.

This problem does not occur for the 1.4.22 version.

Edit: eventually some people do show up if I wander around long enough (it usually takes a good 3-5 minutes though), but another issue pops up. I was fighting some military guys who had just shot some monolithers in the stadium (they appeared there after I went a whole lap around pripyat). There were three of them. As I do, I quicksaved, started combat, got shot, died. Reloaded my save, the three soldiers despawned, leaving only me, my squad, and the monolither corpses left.

It seems that for some reason your mod causes NPC squads to despawn in 1.5rc6. Backed up by the fact that when I went to Radar, I immediately failed the quest "conquer the enemy" given by rabbit. Again, this never happens in the 1.4.22 version of your mod.

Good karma+7 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Character competition

Name: Dirkman Free
Faction: Mercenary

In the future the zone was dark and misery. One day Monoliths came and noone knew why. Monoliths were zombie things that weren't zombies with no faces and sometimes glowing eyes and brainwashed stalkers in the dead city and make them zombie and bad.

Dirkman Free who was mercenary and with strelok said "strelok why are monoliths here" and strelok said "Dirkman Free Monoliths are from wish granting and Chernobyl and hate humens." Dirkman Free realy hated Monoliths because they kill and brainwash everyone and Dirkman hated it.

Strelok why are they brainwashing that duty!" Dirkman Free said to Strelok. "Because he his humen Dirkman Free and they are evil Monoliths" Strelok said bad.

"Hey you Monoliths stop brainwashing him up you evil guys!" Dirkman yelled loud at them. "Bring death to those who spurn monolith will!" Said the Monoliths and aimed there gauss rifles at Dirkman Frees head.

"Monoliths don't aim your gauss rifles!" yelled strelok then the Monoliths shot him in the head and laughed "we thank you oh monolith for revealing evil plans to us" they said with blank faces.

Dirkman Free grabbed streloks hand and said "strelok you were legend stalker and monoliths will pay" "Dirkman free no get out of here as fast as you can" Strelok said and died.

The Dirkman Free grabbed a ghun and shot the monoliths in the heart and said "this is not over".

Good karma0 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ TRX: A-Life Revamp (3.1)

Incompatibility report:

ITEMSOUP (Conflicts with Items_manager.ltx. Causes the repair items not to work right.)

Dropbox.com A-Life Itemsoup Patch.zip?dl=0

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Increased Respawn Time v1.3.5 (CoC1.5/1.4.22)

Could you also add decreased respawn time options for those who actually like more action?

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ TRX: A-Life Revamp (3.1)

What you should do eventually is make a menu (like you did with your dynamic news mod) that lets us set the respawns to our choosing.

In the mean time, if I wanted to decrease spawn times manually, how would I go about that?

Some like the "Desolate" feel, but some like me tend to prefer a zone with more action.

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Female Ecologists 1.1.1 [1.4.22/1.5]

I'm not sure about AO3, but SCWTOP and Itemsoup require a bit of merging. Definitely not the cause of your crash though.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Female Ecologists 1.1.1 [1.4.22/1.5]

I get this too, even with no mods installed. (1.4.22)

I think you simply forgot to include a file or something.

Update: doesn't work with 1.5 either.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ DoctorX Dynamic Anomalies 2.1 [CoC 1.5 / 1.4.22]

Do these anomalies also have a chance of generating artifacts?

If not, consider that a suggestion. Would make artifact hunting less of a game of "quickly run to these areas before all the NPCs with detectors do" and more random, allowing you to get more use out of your detector.

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

I hope in the next version you include some options (either menu options or through a config) that enables us to have more control over faction relations.

IE, you can make it so loners and bandits...
1. Never change (completely static. Overrides all other options)
2. Never gain rep.
3. Never lose rep.

If you so choose. IE, I'd make it so Ecologists are always true neutral except to bandits and monolith (they have better things to do than play politics), and military is always enemies to everyone except ecologists and duty (which they can declare war/peace with but otherwise they always kill everyone else.).

By default, Trader faction should also be considered static. Normally traders aren't an issue, but Warfare makes (almost) all of the named traders (sid, petrenko, barkeep, magnun, etc) into the trader faction for almost exactly this reason. However, I've noticed that this mod can inadvertently change their status somehow so they become enemies and refuse to talk to you.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Female Ecologists 1.1.1 [1.4.22/1.5]

Unless the woman in question is sporting anime E+ boobs, you aren't going to tell the difference if they're wearing a big bulky plastic suit.

Good karma+4 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ [BETA] Call of Chernobyl 1.5 R6 Full

To quote piccolo:
DODGE.

face them, and then they do their attack, back up just a teeny amount. Hell, unless you're running at them most hallucinations don't even have the range to hurt you in the first place. Only ones that require any real effort to dodge are the bloodsucker and boar ones.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Loot Transitions [CoC 1.5 R6]

A little note for people running Warfare:

Warfare has its own take on money-looting (it rewards you for kills). If you run this mod, make sure you disable either Warfare's money rewards OR the money looting on this mod. If you run both at once, you'll end up with a positively insane amount of money before you even know what's going on.

Caches and Transitions can still be used without conflict though.

Also can confirm the trader bug.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ SGM 2.2 English all-in-one

Is there a particular reason why the SGM 2.1 has all these tactics books and SGM 2.2 has only tactics books for the vanilla weapons? Will it make any real difference?

Also what is the difference between SGM 2.2 and 2.1? Besides the formentioned tactics books and the cordon start and extra levels?

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ SGM 2.1 English All-in-one

Do bases repopulate in this AIO?

Like say if I kill the zombies at the sawmill and then go back, will it be full of bandits next? And if I kill those, will it repopulate or stay empty?

Same goes with the other places (IE the bandit bases, the merc bases, etc.)

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ D.M.E

Needs stalker lost soul.

Ap-pro.ru

There's an "english" patch, but it's google machine translated. (ick)

Mediafire.com

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ burguois

So how goes that misery expansion? The one that was supposed to have the Les Miserables pack included?

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ OGSE 0.6.9.3 Open Beta test and development report

"The English version, as we plan, will include both weapon lines out of the box."

So there IS a planned english version of OGSE?

Good karma+3 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Arsenal Overhaul 2.4.1 - TBA

**** yeah mso patch!

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Arsenal Overhaul 3

I meant respawning of the vanilla bases (Ranger Station, Sawmill, Jupiter Factory, water treatment plant, the checkpoint, Etc Etc Etc)

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Arsenal Overhaul 3

Just curious, but does PR include respawning bases like MSO does? Never tried PR, but I did (indirectly) try MSO (through SGM Integrated. Honestly, it's the only reason I still play this mod instead of jumping ship permanently to this one. That... and the alpha squads (as rediculous as their spawning system is), Dawn faction, and extra stashes.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ D.M.E

Arsenal Overhaul would be a better choice.

Plus MSO. Can't forget that. Nothing worse than raiding a base, having an epic battle, and not having anything respawn there ever.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Shoker Weapon Mod

Hopefully it's MSO integration.

Right now this mod suffers from the classic vanilla problem of "Okay I go to a place, shoot up all the mercs/bandits/etc. But then it becomes a ghost town and nothing fun happens after that"

Actually, MSO should be merged with everything.

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Shoker Weapon Mod

Nevermind, it's for the bullet time. Something I can live without.

By the way, any chance of incorporating MSO or something similiar?

It really doesn't do well to have all these new guns and not have anything at all to use them on :(

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ D.M.E

Alphas will invariably own you at medium/long range, especially if you have no cover. If you are out in the open and you see an alpha squad, GET OUT OF THERE, FAST.

There are A few ways to beat alpha squads:

1. Range them: Hit them with headshots at extreme ranges. Beware this requires either a very high power rifle (barret, Gauss, AWP, etc), or extreme AR sniping skills. If you're far enough away, they won't be able to find you or they'll hold fire untill you're in range. Once they start figuring you out though get out of there and get a better point.

2. Building Combat: The exact opposite strategy of the above. Get in a building and turtle. Preferably a deep one with a lot of corners to shoot around (cause they like to throw nades if they're enabled.) But avoid ones with lots of windows or open doors
If it's a deep underground complex, all the better. They can't nadespam in these conditions and they aren't quite as good in close quarters (or at the very least you can corner shoot and get the drop on them much easier)
Once, I found an Alpha Squad in the ventilation complex in Yanov (they were fighting rats) and I found it was almost ridiculously easy (at least compared to normal). Same story when I found some near the fueling station. I got their attention, then ran inside, basically sniping and lean shooting them

Basically, they aren't good at close quarters.

3. RPG. In fact, this is probably at least ONE good reason to carry one with one or two rounds on it at all times. You might also get lucky with Doubled F1s, or even regular f1s (if you spam them). Don't rely on RGDs though. They suck.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ D.M.E

yes I too would rather see Shoker weapons sounds and anims with SGM 2.2 (or 2.1. Either way is fine. Personally I prefer 2.1 cause I dont' have to deal with the Cordon crap but oh well there's always the Zanton start minimod for that.)

Just the fact that Shoker has WAY more weapons (and armors) and more types of them (including some weird and interesting ones, like the flamethrower, Wunderwaffe, and electrogun) Plus it has see-your-feet, Gun lift on walls, that kickass intro anim, hit markers, all sorts of great stuff that (tmk) OWR just doesn't have.

It's just that when I play Shoker I miss the Alpha Squads and SGM stashes that SGM offers.

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ Shoker Weapon Mod

Okay so minor question...

Finally figured out you were supposed to run the thing from host.exe and not the normal executable (dunno why that is), but I have to ask:

What exactly is setspeed.exe? Malwarebytes detects it as malware (Hacktool.Cheatengine)

Good karma+1 vote
IAMELIPHAS
IAMELIPHAS - - 49 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Nevermind, looks like it is going to be a feature :)

Good karma+2 votes
IAMELIPHAS
IAMELIPHAS - - 49 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

(I mean like in DMM for SOC, not the one for COP)

Good karma+1 vote