closing this account or sth

Comment History  (0 - 30 of 164)
LivajO
LivajO - - 164 comments @ Voyage of Horror

Evening, gentlemen
So a few things to address from the technical side

I'm not sure but you either copied vanilla assets into your mod files, or added the entirety of AMFP, including what was originally taken from TDD anyway. In either case it seems obsolete, as all it does is increase the mod size. And make nearly every object static, which, if you really wanted, you could always do manually

On the other hand, though, the mod also misses some necessary files. The material file for Mandus' lantern is not included, so for those who don't have AMFP assets ported it will simply not show up. I also crashed when the game tried to enable glowing on that non-existent item.

We shall see if anything else comes up, I am still at the beginning. After I'm done an actual review might drop. Although given the, at the very least, outstanding design, my hopes are high

PS: You don't need a wall of Patrol Node scripts, just choose specific nodes you want the enemy to go to, and it will pathfind by itself (assuming the pathnodes are properly connected). And if, for any reason, you want to include every single node in your script, use for loops - "PathNodeArea_" + x, with x being the range.

Good karma+3 votes
LivajO
LivajO - - 164 comments @ LivajO

I have no legs

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Amnesia The Dark Descent / Set up a New room

Why can't I remove guest comments
But yeah, don't look at me :/

Good karma+3 votes
LivajO
LivajO - - 164 comments @ Amnesia The Dark Descent / Set up a New room

Yeah, no
Giving it 1/10 would be an insult to all the 1/10 mods out there

Good karma+3 votes
LivajO
LivajO - - 164 comments @ Amnesia: The Dark Descent Locked (ENG-RUS)

here's the log link anyway
Mediafire.com

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Amnesia: The Dark Descent Locked (ENG-RUS)

when I try to enter the "???" door on the mansion type map, the one with a suitor

there is no error message as it probably isn't an .hps issue. and according to the log it actually manages to load the map but then crashes immediately after without providing any reason. I can hear the music for a split second and then crash. It might be yet another one of hpl 2 mysteries

and bit of advice - put AutoSave(); in every OnEnter function on every map. This will prevent having to start all over again after the game stops working

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Amnesia: The Dark Descent Locked (ENG-RUS)

It's set as tbd though it has a download marked as a full version so I suppose I can "review"

The mod has a rough beginning. Empty rooms, hidden keys, no atmosphere. It however gets better over time, yet still far from perfection. Design gets pretty good, and is somewhat original - green fog map, justine-like area. I'm not sure why the quality jumps up and down though as sometimes you go from from a neat area to "empty menson" or outside, which isn't bad per se, but has some... questionable lighting choices

It falls flat with puzzles, almost everything is either hidden keys or some tdd copies, with story probably too but I can't confirm cause everything was in russian. There's both extra_english and extra_russian in the mod files but both are in russian anyway so I don't know what this is about. Also the three question marks map kept crashing so I couldn't finish the mod.

I can respect the effort put into it. Trying to be creative, using custom assets and going for unique scripting, but many issues, from visual to technical, kinda outweigh the good stuff. Still it wasn't terrible, and if it's your first mod I think it's worth this 5/10

Good karma+2 votes
LivajO
LivajO - - 164 comments @ PEIRAPRIGOND

living w

Good karma+2 votes
LivajO
LivajO - - 164 comments @ SCP : Dark Confinement Origins

The best tactical shooter I've ever played

Good karma+2 votes
LivajO
LivajO - - 164 comments @ Pandemia Escondida

Amnesia group projects in a nutshell. Also any details about crashing? Like when activating a certain script or loading a new map? I've never touched the source code, though I know my way around HPL 2 pretty well, and had to troubleshoot many unexplained issues too

Good karma+1 vote
LivajO
LivajO - - 164 comments @ The Night Guest

You'd have to declare a callback in a looping timer to counter that

Good karma+1 vote
LivajO
LivajO - - 164 comments @ AncientShowdown

Famous

Good karma+1 vote
LivajO
LivajO - - 164 comments @ AncientShowdown

did you just insult the greatest scripting of 2022?

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Aleksei Panov is the Definitive Troll of the Amnesia Community

One does not simply get rid of cancer I'm afraid

Good karma+5 votes
LivajO
LivajO - - 164 comments @ Bavarian saga

mode. clearly connected to the saga

Good karma+6 votes
LivajO
LivajO - - 164 comments @ Development Diary 7 - A Miracle Happened!!!

Please "finnish" this, we need mods, not modes

Good karma0 votes
LivajO
LivajO - - 164 comments @ Lady Dimitrescu Survival

Maps in tdd are meant to spawn grunts and brutes (or precisely - servant_grunt.ent and servant_brute.ent). Finding orginal files and replacing them with custom, renaming custom entity to match the original names should be enough for the game to replace grunts with lady. If not you most likely have to replace them manually on each map using the editor. But I don't see a point anyway, she doesn't fit in tdd

Good karma+1 vote
LivajO
LivajO - - 164 comments @ LivajO

Still available for download in "files" section on this profile. just the modpage that's gone

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Tales Of Survivalists

ah, shame, I was really hoping we could go below 2 with this mod :/

Good karma+2 votes
LivajO
LivajO - - 164 comments @ Tales Of Survivalists

is it possible you played this mod before initial release? check documents/amnesia and if you have folder "survial saveds" there, delete it and try launching the mod.

if not then I have no idea why it would point to wrong files, though the fix should be simple - go to mod's folder/maps and rename .lang files to english.lang and base_english.lang

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Tales Of Survivalists

don't know what's the issue since I cannot reproduce. Only thing I can think of is missing files or missing Justine DLC. Does the black box say anything specific though?

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Tales Of Survivalists

Aye

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Servants Rebalanced

Not really complicated. You open the model editor and then select the monster file. From there you just edit the values in boxes.

If not with the editor you do it manually by opening entity.ent file, that's the only one that matters. The process is basically the same

Good karma+3 votes
LivajO
LivajO - - 164 comments @ Eldritch Coveā„¢

thanks

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Afraid Of The Dark

Wiki.frictionalgames.com

Yeah, pretty basic. In case you didn't know you can use the site linked above for the full list of scripts. You can also check YouTube tutorials. I can help as well if you wish, but I leave the story to you

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Afraid Of The Dark

Well, there's not much to it, basically house of creep level but without any jumpscares. I have a feeling everything is dark to save time rather than impact the gameplay, as the character doesn't care, the darkness doesn't affect him in any way. there are 3 maps total, each one and every is a corridor with a monster, so nothing will surprise the player. Not to be rude but I've seen much better beginner custom stories. If you plan to carry on with modding you should put more effort into it. Add some background, actual events etc. I'd start from making detailed and longer maps, so the mod lasts longer than 1 minute

Good karma+1 vote
LivajO
LivajO - - 164 comments @ Freedom Seeker

Since you have an approach I haven't seen in a long time I will give you some tips on how to improve, or at least try

For your own good don't make short mods like that. I assume you wanted to know players' opinions, I did something similar, and although it was a demo and I later expanded it, that was still a mistake. It just looks like you don't wanna do too much work.

Your rooms are usually empty, you can either make them smaller or add some objects in the center to fill the void. I suggest you check "storage" and "ornament" sections in entity list for useful objects.

I assume you know your puzzles are just keys, and there's no simple explanation to making a good puzzle, so I can only say you should experiment with that. Maybe making a potion, or moving boxes to form a bridge, stuff like that.

Making introduction would also be good. Here you only know what's happening from the mod's description. But you could for example script how you lay in your cell and one of the servants drops the key that you could use. Although simple and made up in 10 seconds, it would be better than starting off by looking at the wall with the cell door already open. Such scenes and other minor events can be used throughout the mod to help with immersion.

Your mod was too short to have a room for that but think of dynamic music in the future. Whenever there's a change of pace or an unsettling event the right choice of music might help with the final impact on the player.

Though it's still better than most beginner mods, you should work on lighting, starting from adding box lights that cover the whole map. Rarely you want to have pitch black environment, especially with candles around.

Good atmosphere and unpredictable monsters are the key to making your mod scary. The obvious spawn behind the door after key pickup never works. Spawning them using script areas, timers or just having them patrolling the area without any warning will scare the player much more if they accidentally run into them.

To make it better add scary events. Blowing candles, opening doors, distant sounds etc.

Lastly, even though I quit modding I can directly help you if you run into some problems, just hit me up, either here or on discord. And GL with your future mods

Good karma+1 vote
LivajO
LivajO - - 164 comments @ LivajO

I criticize most mods I play, usually positively, unless the creator put no effort into it. Even if it's rather bad but the author tried I tend to give higher score and leave a note what they should work on. Most of the stuff that comes out now is either veteran mods, which I have nothing against, or "I-dont-care" mods, translations and collections. It's hard to find a genuine beginner, now I only recall like 2 but they haven't released their mods yet

Good karma+4 votes