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Comment History
Levianne
Levianne - - 25 comments @ [ Generals Evolution ] Structures Renders

When you capture other faction's main building, or builder unit, you can actually build the power plant of that faction and that's even the ever first thing you can build of that faction, so having a GLA wind plant is a nice "bonus" (as you put it), but completely unnecessary.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ The Commies Are Back! (WIP)

GDI Russian faction? I always thought the NOD was closer to the commies, since they are under the dictatorship of Kane and the Temple of NOD is a large structure housing a nuclear missile. It actually screams Russian design to me. XD
GDI are technologically more like the US, with their Hi-tech stuff, even the Ion Cannon is pretty much hi-tech-ey.

Not hating or anything, it looks good, I'm just not quite sure about the idea, that they should be part of GDI. But that's probably just me. I may well be mistaken (wouldn't be the first time anyway).

Good karma+3 votes
Levianne
Levianne - - 25 comments @ Fallout 2 Character Editor v2.10

Crippled limbs and eye injury are there, though radiation and poisoning seem to be missing.
My character was poisoned ingame, but nothing showed up in the editor.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Silent Death

RotR actually has all the main factions (even adds 2 others): USA, China, GLA, Russia and EA, it is missing subfactions, 3 for each main one. But those aren't the main focus and should be added in the next update (whenever that happens). You can basically play RotR as it is, while this mod doesn't even have a demo yet. Quite uncomparable situation, if you ask me (but you don't).

Good karma+1 vote
Levianne
Levianne - - 25 comments @ C&C Stargate Universe

For some reason the Asgard Exoskelet suit doesn't work as supposed. It should be a suit (a vehicle in the game, according to the ini file, it even occupies two slots in a transport), still it comes as just another infantry unit (though the two slots in a transport do work, but otherwise it seems broken), unable to allow anyone in, or any supposed unit inside it (it's supposed to come with a scientist by default) to exit. There's even no exit button in the control bar with the suit selected. The ini file gives the idea it should work exactly like the vanilla GLA combat cycle, changing it's "weapon" (or purpose in this case) in relation to it's "rider", but there's no way to get anyone inside it.
I know, this mod wasn't updated in ages, but there's still hope.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ isis units

People should learn how to calm down over stuff in a game. What's wrong with the symbols of ISIS? How does it offend anyone? Do you, people, realize, that even in the vanilla game you can play as a faction, who has Terrorist as a unit, that blows up things (themselves included)? Does that offend anyone? It doesn't, it's just a game. Calm down and enjoy your mass murdering of other nations (USA, China and stuff).
My point is: Terrorism is real and is even in the vanilla game, so why jumping over a mod, that also adds a real life terrorism group (ISIS) with their symbols? If it offends you, don't play the mod. Easy enough.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Rise of the Reds: Babushka's Revenge

It does exist in SWR's forum ( Forums.swr-productions.com ), you have to register there to be able to download the RotR v. 1.87 beta, Babushka's mod needs that version, it really doesn't work with 1.86.
The registration is free, it's an open beta, so anyone, who downloads their mod, becomes an unofficial beta tester. You're free to ignore everything (you don't need to report bugs) and just play, beta testing is fully optional.
Also on the official RotR website, there is a link to their forum, but honestly it's hidden behind the word "here", look for "(remember that you need a forum account to access this)", you'll know, that you're in the right spot, when you find it, you have to go through two entries of update articles, it's in the second one. Unfortunately one has to know exactly, what they're looking for to actually find it. SWR won't make it easier for anyone.

Good karma+2 votes
Levianne
Levianne - - 25 comments @ CnC SGU Version 2 Beta 131223

They do. I see a lot of situations, where the enemies (allies also) dial one of the gates either to send troops through, or they dial a gate repeatedly to block it for the rivals to use it, very clever of them. Though it's true with the rings and the Hyperspace window, they don't seem to use any of that.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Dr.EvilTag's Modern Mod v2.0

Don't you need to extract all the .dta files first to get the actual folders you named? Because honestly when you install a fresh game of Mafia, you don't have any of these folders (Maps, Models, Tables, Missions) there, only Sound and Savegame folders and lots of A1 to A9, AA, AC and lSdata files all with the extension .dta. I forgot, how that Mafia unpacker/extraction program is called, but it's easy to find with a quick google search.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ China Submarine

It's Chinese, povered by Propaganda!

Good karma+1 vote
Levianne
Levianne - - 25 comments @ C&C Generals Zero Hour: Enhanced

Is there any way to enhance the AI? I play as Stealth GLA with 3 AIs (1 as my ally, 2 as enemies), my ally is regular GLA and they glitch a lot, the infantry seems stuck at some points (bad path finding maybe?) and so do their vehicles as well, they build mostly 2 (rarely 3) Scorpions, which don't seem to get out of the Arms Dealer properly, and when they finally do, one gets stuck in a corner of some civilian building in the middle of the map, other seems to not being able to get over a car (as a tank, it should be able, I guess, well at least get around that object, it's not across the whole street), both are easy targets for the enemy, pretty cheap kills right there.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Situation Zero Alpha V1.0

Actually you can play some mods together with some others. There's at least two instances (that I know of), where two mods (not addons) work together, in fact they need the "parent" mod to work. And they aren't even made by the same developer as the "parent" mod.
1. Babushka's Revenge, that improves RotR and needs the public beta of RotR to be installed to work.
2. The Chaos mod enhances ShockWave and cannot work without SW.
But most other mods can only work alone.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ continue mod v1.5 unit

Would be nice, if you made them deployable. Make the truck, but with no energy output unless deployed, then it would work like the power plant in a fixed location, but in case of danger, it would pack into compact truck mode again and drive to another location, where it would re-deploy to produce power.

Good karma+2 votes
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

Is the site down? I'm getting error messages from your links. :/ If you moved to a different server, you should update those links. Or maybe it's just me, but I doubt, since other links work well.

Good karma+2 votes
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

Mine computer is also a low end machine, but still the mod works well, that won't be the issue, I would say.
So when you re-instal the mod, have you the clean version of the SA game? You have to have that, otherwise it won't work. May help if you do a back up of the clean installation for later use (for when uninstalling any mod).
When you install the mod, you have to start that little programme, which will add some things to the map, did you used that (you didn't stated nowhere)? Without it, the mod won't work either.
I don't know, how else could I advise you. That's all for now, what I can help with.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Back To The Future Hill Valley San Andreas Edition

Well, the clean mod (without models update and newest source code) works well, lets me doing some stuff (like flying with the DeLorean and so on), crashed few times after some repeated time travels on the LS airport, but nothing too bad there.
But after downloading and updating (models and SC), the game crashed, when trying to convert into flying mode. IDK why, but it seems something went wrong in the update process. I made all, what was written in the Read Me, even cleared the CLEO folder, but not working.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

Would be great to have the torpedo on the hovercraft mode, I'm sure it's nothing impossible to do.

Good karma+2 votes
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

I just have something discovered with the spawner. Like I said, the spawner does nothing, but there still remained the older version --> Crouch + Sprint, than YES (three times for the RT/10) and TAB <-- voila, a car is spawning!
But still there are just four cars (RT/10, Hemi Cuda, Firehawk and although it reads GTS, still it's the SRT-10 spawning instead). No hero cars, no Viper Avenger, no prototype car and I think, it wasn't even supposed to work, when there's the new version of the spawner. A little glitch, I would say. I've figured it out the way, that I downloaded the older mods, didn't installed, just read the Read Mes and tryed it in the latest version of the mod. So I managed to spawn a car the other way than supposed.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

Hello, it's me again. I so love the Viper (exactly the RT/10, although I'm a girl, but who cares? :D), love your mod, so much fun with it, but I have some problems with the rear hatch and its weapon. Well it's too slow opening/closing. In the show actually Joe pushed some switch and the hatch just opened, took about 1-3 sec. In the game it tooks much longer, I didn't count, but 10-15 sec I would say. Example one:
You're cruising the highway (Los Santos or Las Venturas) and wanna some fun, look behind and what a surprise, the cops. Open the rear hatch and shoot them. No, they are moving and the hatch is still not fully opened, so you cannot shoot. They are passing by, so you have to speed up and try to reposition, or slow down and open the side pods.
Example two:
Wanna some fun at the restricted area (whichever you chose, is up to you), five stars just for entering. You end up in a situation, one FIB car behind you, two more in front. Open all you've got to rid of them. But that's wrong, they don't wait for you, they're moving, the rear hatch still isn't opened, so you have to focus on those in front of you, wanna shoot 'em, but suddenly you take hit from the side (that rear car moved) and you lost all of them, just because it couldn't go quicker.
And a sole gattling gun is not the best idea, against peds maybe, but not against the cars. Think about the flame thrower or a rocket launcher, that would be improvement, that would be fun.
Like I said before, I love the mod, but some things are the fun killer in some situations.
Your Levianne.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

I'm back with another idea (my last I hope). What about the hologram function? Well here is what I think it could be like:
"You drive your Defender, press the 6 numpad key (there are another free keys, but that would be the best choice for me), the Viper stops, you continue driving, but another Viper (a ghost car or something). It's similar function to the probe, no another functions there (no offroad, no morphing, no probe, no hovercraft mode, but also no weapons). The police would maybe ignore the original and follow the hologram instead (well we can say, that the Viper is cloaked or so - just for the roleplay, no need for the actual function indeed). After you press the number (numpad 6) key again, you're back in your Viper with maybe the wanted level a little dropped (1-3 stars)." Would be nice, but you are free to rework it like you wish, it isn't recommendation, like it should be done, just an idea, like it could be.

Good karma+2 votes
Levianne
Levianne - - 25 comments @ KRNG - VERSION A

Hi, people. Nicely done mod, you did there. I had a request, if it's possible. You should make KITT vulnerable, if he's switched off. You know, his molecular bonded shell shouldn't work, when he's in off state, so he should take damage from everything, that hits him. After switching him on, he should repair automatically. I'm sure, it is possible to code such a thing. Just a small addition to the game, well for more roleplay.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod 0.1a

Exact the same thoughts about the red RT/10 (dream car). Even the blue GTS Coupe is more elegant than the SRT-10, but the original is only one --> Dodge Viper RT/10.

Anyway I have a question. Is the Viper mod 0.1a and 0.1b different from Metro City Chronicles? Because I've installed MCC 2.0 and no transformation from SRT-10 (that one spawned in the base) into Viper Avenger, even the prototype pursuit vehicle seems to be like any ordinary police vehicle without special capabilities. The only one with special features is the hero Viper RT/10 (spawned in the beginning of the game in the base) and the GTS Coupe in the docks (after the original Viper's wrecked). (Could be related to the not working car spawner on my game/computer. The spawned cars may have those features.)

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Viper Mod 0.1B

It's because you left some folders, that remained untouched. You must go to the main folder of the game (by default: C:\Program Files\Rockstar Games\GTA San Andreas, or so) and remove (delete) all of the folders you find there, because the uninstalator itself does not remove mods and so on. Then the mod will be gone for good, unless you instal another one.
So first uninstal the game, then delete the remaining folders of the mod in the main location of the game, then reinstal the game anew. And now you have a clean game of San Andreas, ready to bring another mod to it, or just playing it without any mod.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

Okey, I figured out, how to turn the ENB effects off (it's written in the Read Me, I just didn't see it before).
Well, I have an idea for a small improvement of the game. What do you say to another Viper hideout? Not relocation of the current one, it could be two bases with ease. The new one would be a tribute to the Viper show season one. I remember, they had a hideout somwhere in an abandoned damm, or a power plant. I know the perfect location in LS, it's just in the oposite end of the flood canal with the current base. All the way up the map it ends with a bridge, which looks like a damm. Nearby is a small tunnel, that leads to a place near a parking lot. That could be the right place. There is not much place though, but I think, it could be fixed easily. It would have two entrances/exits, one for the player on foot, leading to the street, another for the Viper to go through that tunnel into action. What would you say?
Sincerly yours, Levianne.

Good karma+1 vote
Levianne
Levianne - - 25 comments @ Grand Theft Auto San Andreas VIPER Mod

Hi guys, great job there! I loved the show so much and I love your work, the Viper mod is just awesome! First of all, I wanna thank you, for the nicely looking cars, awesomness in all Vipers/Defender modes and all its funkctions.
I have just two small issues:
1. The car spawner doesn't work by me, I press the 2 number key, it appears the selection, I select the desired model, press ENTER, and guess what? The spawner just disappears even with a confirmation sound, but no car anywhere.
2. The "Can't save my Viper" issue - any mode except the original one (red RT/10) just disappears right after closing the garrage door. The red one lets me even save and after that, I can withdraw it from garrage and continue normally, but when I have to quit and load (or even reload without quitting) the game, the red one encounters the same destiny like the others (disappears from garrage).
It's rather annoying to go the whole map for the docks to take another hero Viper (even more, when the spawner doesn't work well).
I'm really sure that I installed the mod the right way, everything else works well.
Oh, and could it be possible to switch somehow the ENB effects off? Because my low end computer hardly manages to work with that, I'm sure, without those, it could work just fine on my machine.
With love, your newest fan.

Good karma+1 vote