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Comment History  (0 - 30 of 42)
morbid1
morbid1 - - 42 comments @ ARX - Artefact & Anomalies Restoration eXperiment

As an example if i place a goldfish in an iam, its base item description defaults back to what id see in base 1.5.1 anomaly as long as its still in the artifact container and its rad output increases.
Edit* after checking unpacked 1.5.1 files there are seperate .xml files with descriptions per container type all starting with st_items_container_, same applies to item config .ltx files that seem to dictate radiation output and weight.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ ARX - Artefact & Anomalies Restoration eXperiment

Out of curiosity, are the descriptions for artefacts and their rad output supposed to change when placed in containers other than the llcm, or did i goof the installation?

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Silencer Wear and Tear

From the reasearch ive done this is pretty well spot on. If you wanted to drive the realism a bit farther id look into seeing if theres a way to set up a small rpm increase for supressors on smgs and rifles, and a small decrease for pistols.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ The Lord of War's Weapon Pack

Dont suppose you'd consider adding in the PTRS and or PTRD 41. If for any other reason, the because I could swear there was mention to duty having to use one to kill a chimera in clear sky.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Weapon Damage Adjustment

you're right about 5.45 no doubt, and while I'd generally preference 5.45 over 5.56 you should probably look further into 5.56. It wasn't "designed" as a fragmenting munition and therefore circumvents geneva conventions, but fragment it most certainly does so long as its velocity at target exceeds 820m/s.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Weapon Damage Adjustment

5.56 vs 5.45 is an entirely situational thing, but typically its the other way around. 5.56 can easily cause more tissue damage than 5.45. If you want a more in depth explanation feel free to ask, but yes, its difficult to translate that properly in game.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ Weapon Damage Adjustment

Like it. Your other overhauls found a spot in my load order so I'm certainly interested to see how that goes.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ Weapon Damage Adjustment

To my knowledge, you shouldnt have to fiddle with the ap values on the ammo much if at all depending on what you use for k_hit and hit power values in the weapon ltx's. I've been playing with a homebrew version similar to what i suggested for a while that stays pretty close to vanilla damage values and didnt notice any real difference in how ap effects damage.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Weapon Damage Adjustment

I certainly like the thought. Just for arguments sake, have you considered moving the main damage figure to the ammunition instead, and setting the weapon damage values to a variable depending on form factor. That would completely remove the necessity to adjust any of the upgrade ltx's to reflect damage change for caliber swap upgrades.

Good karma+5 votes
morbid1
morbid1 - - 42 comments @ JSRS Sound Mod 4.0 for 1.5.1

Very nice, sound quality is great. Do think some of the unsupressed firing sounds could stand to be a bit louder though.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

When you get this issue open your console. if you see a wall of text repeating something about occlusion queries, punch vid_restart into the console and it should clear the issue for you.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

not sure if it'd be the case for you, as I've been playing with the extended pack, but there should be a supernova artifact buried behind some crates along the wall in the same room you find the engraved gun in.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

I thought those npcs were intentionally made invulnerable until after they leave the cordon as of 1.4005 to prevent such an exploit, or maybe I'm thinking of the extended pack. Not certain.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

I believe you can get in there if you jump on top of the well and low crouch. Not sure if its still the case with 1.4005, but I've done it before in 1.4002. Don't expect to be able to get back out though.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

I've had the armory door open on one very specific occasion, pure dumb luck I suppose. After making the bandit base hostile, the guard immediately tried to open said door, just in time for me to plug him in the head with an akm. the door stayed open.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

certainly understand that, and I like the mechanic as it stands, but it isn't impossible to abuse the mechanic by piling on enough artifacts that you can run around with a knife thusly making reloading all but unnecessary. it was just a thought, one id find preferable to a CoP balance on artifacts.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

I'm of the same opinion as well. if the idea is to limit the effectiveness of artifacts maybe implementing artifact containers would be a better approach, subsequently limiting how many can be equipped at a time.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

My thoughts exactly. That would be greatly appreciated. I had suggested a 1:5 ratio with velocity, so 15% velocity = 3% damage. Don't know if that would be excessive? Probably have to set the VSS back to your initial balance and force the player to do the legwork to turn it into the monster of a weapon they expect it to be. Id personally be fine with that seeing as how I'm handed one through main questline progression.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

Sounds promising. This has easily been my favorite stalker mod to date. My only personal gripe is the choice not to have velocity upgrades on weapons effect damage at all, but I digress. Thank you for your continued hard work.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

I'm honestly more curious as to why a good portion of the soldiers are spawned inside the monolith compound. more particularly at least 10 are spawned in the back corner of the room directly beneath where the player acquires the documents.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

Out of curiosity, do your remain in first person when the cutscene starts? I ask cause I've had this happen a couple of times, and when the cutscene ends I do not regain control of my character either.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

Yes. Clean install of 1.3, and started a new game. I was also curious how the autosave mod was handled. I typically use hard saves, and the autosaves an an in case of emergency, but they tend to be buggy.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

I would assume so. Observation more than a complaint really. Haven't been able to recreate the thing with repair kits in a while though, so not entirely sure what was causing it.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

Out of curiosity, anyone else notice that occasionally repair kits get uses back when in the trunk of a vehicle, and for that matter, thay fuel cans can be used twice when refueling a vehicle?

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

I've noticed in general the autosaves have a tendency to do some funny things. not being able to interact with doors, leaving me locked in the scientist base in yantar, (strangely the doors would swing freely if stabbed or shot at them) or the autosave after first talking to Ghost replaced one of my weapons with the VSS. Subsequently that weapon completely disappeared.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

I for one agree, some of the enemies are a bit on the side if bullet spongy, especially dogs and boars. As far as human npcs, use AP rounds and you should find things go much smoother.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

opening the console and entering vid_restart should clear the issue without the necessity to restart the program

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ Extended pack for LostAlpha DC [1.4005] v1.3

pretty sure this is a bug from the base game, and it effects all ammo spawns in yantar.

Good karma+2 votes
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

Appreciate the insight. Was curious if it was something I might have brought about on my own, but I guess I can chock it up to another anomaly of the zone.

Good karma+1 vote
morbid1
morbid1 - - 42 comments @ S.T.A.L.K.E.R. - Lost Alpha

I keep running into this strange graphical issue where in certain specific areas objects wont render on the other side of open doorways or windows. Any ideas?

Good karma+2 votes