This member has provided no bio about themself...

Comment History
Jebi_Bones
Jebi_Bones - - 7 comments @ Immersive Armaments

For anyone thinking of downloading this mod, do it. It's kino. Combine it with CstDoom3 and you got the definitive way to play "vanilla" Doom 3. My recommendation is to use CstDoom3's optional "reduced shotgun spread", bind the "Zoom" key to "Mouse 2" and disable automatic weapon reload. That way you have an actual shotgun instead of a blunderbuss and, if you run out of ammo in your magazine, you can switch fast to a backup weapon, instead of being stuck in a slow reload animation.

I would say that with these adjustments, the shotgun spread behaves similarly to the one in classic Doom. A workhorse weapon that is very good short range fired "from the hip" and decent medium range while "aiming" it with the "zoom" key. For medium to longer ranges you have the SMG. And because ammo and armor pick ups have reduced values, it balances itself very well.

Good karma+1 vote
Jebi_Bones
Jebi_Bones - - 7 comments @ Star Wars: Battlefront - Unofficial Update 1.4

Hello, are you still maintaining this mod? I would like for a version using just Phase I clones (your improved models if possible) for the republic side on all maps. Just to keep it "vanilla-like" as I think having only phase I armor gives this game it's charm as "pre-episode III" media. I would do it myself, but I don't really understand the mod tools to make that graphical change.

If you could have the original roster like this, we would be golden:

Clone Trooper (Your improved stock model)
Arc Trooper (Your more accurate ARC Trooper model)
Pilot (Your improved pilot model)
Clone Sharpshooter (the same as the ARC Trooper, but in red. I think there was a texture for an unused red ARC Trooper in the files. Or just the Stock Red Stripped Clone its fine)
Jet Trooper (Your improved Jet Trooper model)

Good karma+1 vote
Jebi_Bones
Jebi_Bones - - 7 comments @ Star Wars: Battlefront - Anniversary Edition

Nice to hear, looking forward to the formal release!

Good karma+2 votes
Jebi_Bones
Jebi_Bones - - 7 comments @ Star Wars: Battlefront - Anniversary Edition

Really good mod, I still have the "Legacy: Phase II" one installed and is my preferred way to play the game. I really like that you used DICE's version of the iconic weapons, it gives a nice variety between each faction along with the revised classes.

The nerd in me makes me suggest you to make the Phase II clones in Kashyyyk more consistent, as they are a mix of different regiments, for example making most of them look like the "sniper class" (similar in how you used the galactic marine model in the snow maps), but nothing too serious.

Question, are you planning on adding more "visual" variety to each faction in the release? For example, having those rebel fleet troopers from the beginning of Episode IV or using different regiment paintjobs (or phase II armor) depending on the map for the Republic side in the Clone Wars era?

Also, would you consider adding back B2 Super Battle Droids in some form? Either as their own Special class replacing the droideka in some maps or replacing the assault droid in maps with few vehicles.

Anyways, I'm hyped for the "finished" version in September. Can't wait!

Good karma+3 votes
Jebi_Bones
Jebi_Bones - - 7 comments @ VTMB: Clan Quest Mod

Yes, CQM works fine now after following the instructions above. It seems that the game doesn't read stuff from the "Vampire" folder is run as a standalone game. After merging the two folders together there are no more issues.
I can provide more info about my system if you need, but it seems it was a problem with the installation. Maybe the installer skipped some files or configurations?

Good karma+1 vote
Jebi_Bones
Jebi_Bones - - 7 comments @ VTMB: Clan Quest Mod

Oh, it seems now everything its working fine after following your instructions, although It's weird because it was like the 10th time I reinstalled everything.

Also, because of how linux works, there are 2 game executables: "vampire.exe" and "Vampire.exe" I run the latter as it seems its the one with the 4GB patch.

Anyways, thanks!

Good karma+1 vote
Jebi_Bones
Jebi_Bones - - 7 comments @ VTMB: Clan Quest Mod

Okay, It seems i'm the only one running into this issue so I will ask for help here.
When I try play the Clan Quest Mod there are a lot of nasty gamebreaking bugs:

1) My character spawns without the "Unnarmed" weapon and the "Hand" weapon, making him unable to attack nor pick up objects. this can be solved if I spawn them via the console.
2) I cannot use any Disciplines with mouse2 but I can if I select them with the F7 key. So far, I couldn't find a way to fix this.
3) There are maps which don't have the "exit event" making me unable to change location. Ex: The pawnshop in Santa Monica, I can enter it but when I try to exit it just open/closes the door and doesn't trigger the event rendering me stuck. I can, however, use the console "changemap2" and select the hub but it spawns me out of bounds and I have to use noclip to get into the map again. Also, it seems my progress is save when I use this method so I can technically still play the game, although it is very cumbersome.

I have to mention that I'm running the game with Wine in Linux, HOWEVER the vanilla game or the Unofficial patch runs perfectly without this issues. Maybe its something with my game files? I'm using the GOG version of the game, and to my knowledge it already comes patched with UP so maybe there are some compatibility issues.

Good karma+1 vote