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Comment History
ImCrimson
ImCrimson - - 12 comments @ Clear Sky Complete

Heyum, I noticed that most dialog audio clips get chopped off at the end for some reason... about 5% of every audio dialog is lost. Is this problem possibly related to the mod?

Good karma+1 vote
ImCrimson
ImCrimson - - 12 comments @ Clear Sky Complete

Is there any chance of seeing the old "Realistic Weapon Add-on" config files adapted or at least ported to go with Clear Sky: Complete? It would be the ultimate extension to the ultimate STALKER mod.

Good karma+2 votes
ImCrimson
ImCrimson - - 12 comments @ Clear Sky Complete 1.1.3 .exe [recommended]

So no chance of seeing a ballistics addon-modification? I've somehow always viewed the upgrade system as an extension of existing mechanics rather than a mandatory procedure to maintain game functionality. The main reason I loved the weapon add-on of Complete 2009 was that it gave the underdog-weapons (including damaged weapons) a fighting chance rather than forcing you to put effort into constantly upgrading your equipment to cutting-edge. I'd love a similar ballistics allowing for something similar in CS...

Good karma+2 votes
ImCrimson
ImCrimson - - 12 comments @ Clear Sky Complete 1.1.3

Wow I can't believe I didn't notice this release sooner!

Been playing for a few hours now (EVERYONE: START A NEW GAME) and I'm blown away. The experience in terms of graphics surpasses all I've ever seen since STALKER is the only game that really draws up GRITTY worlds, and the mod brought this to a whole new level, the new textures in particular.

The weather effects are very impressive (as if I expected otherwise ^^), as is the changes to the day-night cycle. After playing this for a while I just had to go to town and buy me a bottle of Stoli.

Two things irk me however, the first minor one being that bandages heal wounds a little too effectively. On all previous my playthroughs I've been short of bandages and medkits early in the game, now I have them in abundance.
Second thing I've noticed is that the sleeping bag safety gauge seems a bit wonky at times, detecting areas around stalkers (such as the fishing hamlet) and high towers as dangerous while it regarded sleeping right in the reeds in the middle of the night far from friendlies as perfectly safe. How is the danger level measured?

Good karma+2 votes
ImCrimson
ImCrimson - - 12 comments @ How much do you spend on games yearly?

I usually buy games on Steam sales (rarely ever retail), so not much here =)

Good karma+2 votes
ImCrimson
ImCrimson - - 12 comments @ SC Realistic Weapons add-on 0.8

I'll try messing around with the critical wound threshold...

In theory, if you increased this threshold and at the same time increased the base health of NPCs (so that they will go down after taking enough hits but won't actually be easier to incapacitate), we might have a recipe for awesomeness :)

Good karma+2 votes
ImCrimson
ImCrimson - - 12 comments @ SC Realistic Weapons add-on 0.8

This weapon add-on really enhances the experiences in basic levels of stalking immensely. I'm having an absolute blast running around the pre-Rostok Zone with a very light backpack & equipment looting, running early quests and having standoffs with bandits.

The mod really brings new functionality to the game in the sense I can run around with my AK-74U and just a few mags worth of extra ammo and still have the ability to get around properly. I could never do this normally, because the game is always an "arms race" where the equipment win your battles for you. This becomes especially obvious later in the game, where you are FORCED to constantly change most of your inventory as you progress. This mod really seems to change that =)

Just had to release the positive feedback I’ve been gathering for the last day of playing *pats back*

On that note, I’ve noticed that since every bullet count so much more now, one cuts up a lot of people quickly. I have no idea how this is determined in the game normally, but would it be possible to increase the frequency at which people drops to the ground as “wounded”? If enemies got wounded more and insta-killed less often, this would be a huge enhancement to the immersion (you’d essentially be given the choice between either executing the victims, or show mercy and walk on).
Just a thought that spawned in my head as I gazed upon the huge corpse piles =)

Good karma+14 votes
ImCrimson
ImCrimson - - 12 comments @ STALKER Complete 2009 1.4.4

Sweet, thanks =]

Good karma+1 vote
ImCrimson
ImCrimson - - 12 comments @ STALKER Complete 2009 1.4.4

Uhm, I loved the flashlight the way it was in 1.32, can I change the settings to restore it by any chance..? :)

Good karma+1 vote
ImCrimson
ImCrimson - - 12 comments @ SC Realistic Weapons add-on 0.8

Thanks, I'll keep going on Master for a while and get back to you if that happens :)

Good karma+2 votes
ImCrimson
ImCrimson - - 12 comments @ SC Realistic Weapons add-on 0.8

Uhm, on a second note... seems like I was playing on "Stalker" difficulty. I started a new game on "Master" and poked the military at the bridge sporting a shotgun and a leather jacket, and got my *** handed to me just as I would expect from the mod.

However, on a different saved game I wore a SKAT-9 suit, went to Rostok and stood in front of a Merc and watched how he just couldn't seem to kill me. I proceeded to put two rounds of 5.56 in his chest and he went down.

Another observation I made was that I could mow down the "Expert bandit group" behind the trains Quake-style (I.E jump out and spray wildly). That's what got me thinking. I'm not sure what difficulty that was on however, I'll have to do some more testing.

Is the mod in its entirety supposed to be run on Master to deliver the advertised experience? Because if it is, I'm the one who screwed up ^_^

Good karma+3 votes
ImCrimson
ImCrimson - - 12 comments @ SC Realistic Weapons add-on 0.8

Uhm, it's really nice that you have a mod that alters the somewhat unrealistic damage values, but after trying this it was not what I had expected. Marked One's guns are extremely powerful, while the enemies still appear to be wielding pea-shooters...?

What I had in mind when downloading this was a mod that allowed me to actually drop an enemy with torso shots without emptying the magazine (and contrary-wise, making it more risky to put myself in the firing line of an enemy), including mutants (I've always had to run from mutants unless I had a shotgun).

What I am trying to say is that this mod extension definitely doesn't make SC 2009 more challenging ^^

Good karma+8 votes