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Comment History
Raging_Asthma
Raging_Asthma - - 27 comments @ ZoneExpanded - Road To The North

Is there a way to take a look at the weapon config files in this mod? I've noticed that some attachments listed in-game on some weapons (i.e. "EKP-8-02 Kobra" and "PSO-1 Scopes") don't seem to exist in any of the trader menus. I'd like to look into the weapon config files and see what exactly these attachments are named.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

How accurate are the mouse-over information for ammunition regarding highest pierced body armor? For example, when you mouse over 7.62x51mm FMJ, it states that it can penetrate up to level III-A armor. Meanwhile, mousing over 7.62x39mm FMJ shows that it penetrates up to level III armor.

I believe NIJ level III armor is designed to stop penetration from 7.62mm 150~170gr non armor-piercing projectiles.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

After gaining maximum goodwill with the merc and freedom factions and not finding the SR-25 Suppressor in their vendor lists, I was hoping to either tweak their vendor files to add the item in there directly, or just tweak the SR-25 file itself to use a standard NATO suppressor.

Then I discovered that, unlike other mods or previous releases, the gamedata/configs directory doesn't have all the usual .ltx files, such as the weapons .ltx files or the npc .ltx files.. I'm guessing this mod was packaged differently than others or something. Is there no way to actually get into some of these configuration files?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

I'm getting a CTD right when I start up a new game. Here is the error log:

Problem Event Name: APPCRASH
Application Name: AnomalyDX9.exe
Application Version: 1.6.0.2
Application Timestamp: 5d6050c0
Fault Module Name: AnomalyDX9.exe
Fault Module Version: 1.6.0.2
Fault Module Timestamp: 5d6050c0
Exception Code: c0000005
Exception Offset: 0000000000069587
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 5f6c
Additional Information 2: 5f6c2e2c8adae7b28cd7d6e5233ae8e0
Additional Information 3: a0fe
Additional Information 4: a0feacfe1dc63725b5c09d1a41948e8d

Any thoughts on how to fix this?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

Thanks for the insight. I tried what you said, disguised myself as a free stalker and did jobs for them until my rep was at "Maximal" (2000 points). Then I went to talk to Doctor for "Living Legend - Old Friend", went to agroprom underground to pick up Strelok's documents, then went to see Aslan for "Living Legend - Following the Trail". Once speaking to him, it once again auto fails the next quest where he sends me to Gatekeeper.

I don't know if you did anything different, but I just can't get this to work on my Mercenary playthrough.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

This is why I've always felt that, lore-wise, mercs should be neutral to lone stalkers. Yet for some reason, they're neutral to bandits. Even a mercenary as a companion will occasionally say the line "As long as they don't interfere with my contracts, I don't mind bandits". I'm thinking why can't that apply to loners?

Is there an addon out there that alters the merc faction attitude toward loners?

Good karma+2 votes
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

I have a question on the "Living Legend" questline for Mercenary playthrough *Possible SPOILERS ahead*


So as a Merc, I have talked to Doc about finding Strelok then I got the quest "Living Legend: Following the Trail". The quest had me go back to Dead City to talk to Aslan. When I asked him about finding Strelok, I then receive, and instantaneously auto-fail, the following quest "Living Legend: Mission to the North" where I'm supposed to meet Gatekeeper.

Is this a faction issue where Mercenaries aren't meant to complete the Living Legend questline? Or is this some kind of bug.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

Question on the "Mysteries of the Zone" storyline: When I asked a random stalker for new information, I was given a note to see Forrester as part of "Mysteries of the Zone". When I went to see Forrester, he had no new dialogue related to this storyline. Is this quest bugged, or did I miss another step here?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

Thank you so much for the information! I swear I didn't think of just asking random stalkers for more information.

One other question then: I asked a random stalker for info and I received a note to find Forrester as part of the "Mysteries of the Zone" storyline. I went to Forrester and he has nothing new to say about it. Does anyone know what's going on with this quest?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ S.T.A.L.K.E.R. Anomaly

I have a question about the "Story Mode". So far I've played through most of Ecologist and mercenary factions with Story Mode selected and what I have gotten is a series of dynamic fetch quests where I meet up with various NPCs, do a job for them and move on.

The text description of the Story Mode in the new game selection mentions the questlines "Mysteries of the Zone", "Lost to the Zone: Living Legend" and "Mortal Sin". But I haven't seen anything like those pop up in my playthrough. Am I doing something wrong here?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ Radiophobia 3

If it's making a corrupt save file, how do I prevent that? Is there a way to turn off autosaves or something?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ Radiophobia 3

I'm getting an XRay engine crash when attempting to enter the dark valley from garbage. I just received the mission from barkeep to get into x18, ran through the radioactive part of the map and into the entrance of dark valley. The game crashes on the Synchronizing part of the loading process. Is there any way to get around this?

Good karma+2 votes
Raging_Asthma
Raging_Asthma - - 27 comments @ RadioPhobia 2a (1.0005/6)

Does this version work with Stalker SHoC 1.0006? The installer pointed out in red that I do not have the required version of 1.0005, but the mod file on the moddb page says RadioPhobia 2a (1.0005/6).

I ignored it and installed anyway and, unsurprisingly, the game crashes on prefetch/startup.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ AO 3.1 - Call of Chernobyl 1.2.24 Addon - November 20th

Actually, let me clarify a bit.

The error I'm getting is a CInifile::Load on the File Xr_ini.cpp. Description is can't find include file. Argument is w_mp7.ltx.

After installing CoC and using auto updater to update it to 1.22.24, I installed the gamedata folder for AO3, followed by the gamedata folder for aococfix1.2. When I run CoC, I get the error described above.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ AO 3.1 - Call of Chernobyl 1.2.24 Addon - November 20th

1) Installed CoC
2) Ran the auto-updater to update CoC to 1.22.24
3) Test ran the game and the game started with no crash to desktop
4) Copied gamedata folder from aococfix1.2 file to the stalker cop game directory
5) Test ran the game and game crashes before even starting. Gave me an error saying that a weapon file (think it was w_mp7) could not be referenced from u_sys.ltx

To anyone who got AO to work with CoC, would you kindly walk us through with how you did it?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ Arsenal Overhaul 3

Is there a way to edit stashes in CoP or in this mod particular? I know in SoC there is a treasure_manager.ltx file in gamedata/config/misc, but I don't see a similar file in CoP.

In my attempt to add a bit more challenge to my playthrough, I'd like to see if I can remove the free, pristine-condition guns in stashes.

I am currently using AO2.5 w/ MSO.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ The Armed Zone

That's also good to know. I know there are still a couple of vanilla and new weapons with incorrect ejection ports. The AN-94, Sig 550, L85, Galil and FAL come to mind. Looking forward to the next update then!

Good karma+3 votes
Raging_Asthma
Raging_Asthma - - 27 comments @ The Armed Zone

Any chance that in the next update, we can get non-scoped versions of certain weapons that only come with scopes? I would love to have a Galatz or a Sako M95 without a scope.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ The Armed Zone

I was looking at the latest image you posted of the new EoTech site added to the FAR-15 and I gotta say; I love it. I especially love how bright it is. I also like the original misery-added AKS-74 w/ Kobra site for the exact same reason (beautiful, bright green chevron).

Is there any way the Kobra sight on the AEK 971 w/ Kobra get the same treatment? As it currently stands, the Kobra sight on that gun is really dim in comparison to the other guns with Kobra optics.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ The Armed Zone

Is that something that can be changed? I'm currently not at my computer right now, but I remember in modding Stalker: SoC, I learned that you can modify the loadouts of all npc's in the game by messing with each npc config file in the /creatures/ directory or something. You can make them carry certain weapons based on rank or modify how much ammo they carry, etc.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ The Armed Zone

I'm currently playing TAZ 1.7 full version with the quick fix patch. I'm noticing that a lot of npc's are indeed carrying many of the new weapons introduced in this mod (which is cool), but none of them are ever carrying ammo for them.

Before TAZ, it used to be that every npc would carry a main weapon at crap condition, but at least they would also carry like 15-30 rounds of ammo for that crap gun either separately or inside the gun itself. It was fun to leave camp with 60-90 rounds of ammo for my main weapon and just scavenge additional ammo whenever I could.

But with TAZ, npc's aren't even carrying ammo in the magazines of the guns they drop! Which makes me wonder what the hell they are shooting me with.

Anyone else notice this?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ Zone of Alienation mod

I'm sure this might have been brought up before, but was it an intentional design choice to make all body armor out of paper?

This is most noticeable towards the end of the game when you're facing Monolith in the Red Forest, but it feels like no matter how high-end armor you are wearing, two shots can degrade that armor by almost one half.

I can understand that maybe it could be explained away that all monolith are using AP rounds or something. Or maybe this is designed to instill the idea of "don't get shot, ever" into the mind of the player. But when I'm wearing an exosuit in CNPP and a monolith completely wears down my armor with 5 shots from a sig p220 pistol, seems kinda silly no?

Good karma+2 votes
Raging_Asthma
Raging_Asthma - - 27 comments @ Dawn of the Zone

This is just my opinion, but there are way too many zombies spawning in Zaton after emission. Hundreds of them, they wipe out all friendly stalker NPCs, and they all fire with almost pin-point accuracy. Any way to lower the amount of zombies?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ Tactical Realism mod

Any future plans on putting 7.62x39 ammunition into the game? The w_ammo.ltx file appears to have entries for both 7.62x39_fmj and 7.62x39_ap. But when I tried to spawn my character with 4 boxes of that ammo in the beginning for testing purposes, the game crashes. Similarly, trying to modify any guns to use 7.62x39 ammunition, or trying to add it into the Zaton trader lists also results in crashes.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ Killer Instinct

Hi, I just downloaded the mod for the first time and I think it is absolutely wonderful. Good work on everything so far.

Problem I have right now is that I cannot move to Yantar from Zaton without the game crashing. I read in the comments section of a different mod that this KillerModPack was still a small beta and that locations have not yet been implemented. Is this still true?

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ KILLERMODPACK 2 english update

Nevermind, I got it to work.

Good karma+1 vote
Raging_Asthma
Raging_Asthma - - 27 comments @ KILLERMODPACK 2 english update

Is this thing complete? The file is just an executable the extracts an "uninstal.exe" file and nothing else.

Good karma+1 vote