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Comment History  (0 - 30 of 44)
Morter
Morter - - 44 comments @ Doom Exp - 2.5.1

Silly question: What exactly ARE "glory points"? When I look them up, I can just see the most recent update about being able to earn them by chainsaw alt kills.

There's a toggle option just called 'Glory Points' but I can't tell what it does whether I have it on or off--in my recent playthrough I turned it on 8 missions in, did some glory kills, and I don't seem to notice a difference. What am I missing?

Great mod. Always fun to come back to.

Good karma+1 vote
Morter
Morter - - 44 comments @ S.T.A.L.K.E.R. Anomaly Version 1.5.1 Release

Not bad, some pretty good stuff you got there.

Good karma+13 votes
Morter
Morter - - 44 comments @ Doom Exp - 2.4.2

Awesome stuff. Is there a way to disable the Archvile's changes? I don't mind it being harder to kill but that ranged attack is insane. On Black metal it instant-kills and makes things much more frustrating.

Good karma+2 votes
Morter
Morter - - 44 comments @ *BRUTAL DOOM ver* CALL OF DOOM:BLACK WARFARE

I see. Thanks for the quick response! This has been a lot of fun so far. The lower weapon capacity modes are really game changers! 👍

Good karma+3 votes
Morter
Morter - - 44 comments @ *BRUTAL DOOM ver* CALL OF DOOM:BLACK WARFARE

Amazing stuff.

Out of curiosity, is there a function to unload ammo from a gun? That might add to the immersive factor of scavenging weapons for ammo. I feel like I might be missing that feature somewhere.

If it is not in the mod, are there plans to make it?

No mean to complain, just want clarification please. :)

Good karma+2 votes
Morter
Morter - - 44 comments @ CALL OF DOOM: COD Style Advanced Weapons MOD

Answering my own question: I managed to make this better with "Scaling Factor 1.50x" with a 16:9 ratio/1920x1080. Hope this helps other people!

Good karma+2 votes
Morter
Morter - - 44 comments @ CALL OF DOOM: COD Style Advanced Weapons MOD

Hey, looking good! By any chance is there something I'm missing but I can't seem to get the HUD scaling to work well. No matter what i set the resolution to, the HUD is always on a 4:3 basis and underscaled. I did try messing with the BD options, too. Are you familiar with any ideas?

This is awesome by the way, and very fun. Glad I could catch this as it updated. You're awesome, no matter what detractors say.

Good karma+2 votes
Morter
Morter - - 44 comments @ Modular Tweaks for Anomaly 1.5.b3.update4

Going to be 3rd voice against fractures. They're immortal, or at least near impossible to kill early game.

Good karma+1 vote
Morter
Morter - - 44 comments @ the ZONE 1.0 - A Reshade for Anomaly 1.5

So when I install ReShade, it asks me to pick a game in particular. Which file in STALKER: Anomaly would I select?

Good karma+1 vote
Morter
Morter - - 44 comments @ Fieldcraft Crafting Overhaul v4 [CoM]

I installed this on its own, without the original Fieldcraft, and still getting messed up textures.

Good karma+1 vote
Morter
Morter - - 44 comments @ Fieldcraft Crafting Overhaul v4 [CoM]

Would also like to know this.

Good karma+1 vote
Morter
Morter - - 44 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Edit: Seemed fine when I directed another monoloth squad over to capture it. So capturing it isn't an issue, but merely having the new 'Capture Point' function work there is an issue.

Good karma+1 vote
Morter
Morter - - 44 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Using the most recent Warfare: I'm playing as Monolith and cannot seem to capture the fueling station in Zaton. I've noticed it just tends to have people spawn near you, but when I go through each 30 'minute' wait, nothing happens and it stays empty.

Good karma+1 vote
Morter
Morter - - 44 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Is there, by any chance, a changelog?

Good karma+1 vote
Morter
Morter - - 44 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Hey, amazing mod. Really breathes some life back into this game.

I have a question though: I got bandits to sweep from the garbage into Agroprom. I tried to move them up to Yantar and, though they would show up, they never 'took over' the base like they did against the military/loner bases in Agroprom. The scientist is invincible there, yeah, but so were the merchant and mechanic in the Agroprom military base.

I kept trying to direct squads there, but they would show up, and walk around Yantar until killed by zombies.

Is there something I'm missing?

Also, what exactly does influence do?

Good karma+1 vote
Morter
Morter - - 44 comments @ ITEMSOUP_ItemAddon_TRoR for CoC1.4.22

Agreed. That's the issue i'm getting at the moment.

Good karma+1 vote
Morter
Morter - - 44 comments @ ITEMSOUP_ItemAddon_TRoR for CoC1.4.22

Also, is there a way to 'clean' any of the radiated foods you find?

Good karma+2 votes
Morter
Morter - - 44 comments @ ITEMSOUP_ItemAddon_TRoR for CoC1.4.22

Having an issue with invisible icons. When I first installed everything, I found an invisible 5000 rubles in a stash. So I thought I put things incorrectly, and I reinstalled itemsoup.

When I did, the 5000 rubles became visible, but now the freedom leather jacket is invisible. :(

What am I doing wrong?

Good karma+1 vote
Morter
Morter - - 44 comments @ Call of Misery English Translation v1.0.14

Has anyone discussed the drop-rates by human actors in that game? I find it really annoying, and immersion breaking, that I need to carry around food and water and medkits and bandages and tools for basic survival yet everyone who dies has 4 bullets and 10% durability gun after a several minute long fire-fight.

Good karma+1 vote
Morter
Morter - - 44 comments @ Call of Misery 1.0 (outdated)

For someone reason there's a download limit? It won't let me download this.

Good karma+1 vote
Morter
Morter - - 44 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

In my defense it's been YEARS since I've played it, and I didn't think I had to memorize it. If CoC started that way, then maybe that'd be a good argument. But otherwise, it still seems to be a 'looking outside the game for answers' type of situation.

Good karma+1 vote
Morter
Morter - - 44 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Oh I know! As I mentioned, I got the code working (meaning, I knew it ;) ) once I had all the documents.

I'm just asking how you can find out the date *in game*, or can you only do that through outside knowledge/googling?

Good karma+2 votes
Morter
Morter - - 44 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

There should be sleeping bags on sale on occasion (Vendors change their stock with every (quick)load), and a bit more rarely, as a drop from a dead stalker.

Good karma+2 votes
Morter
Morter - - 44 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

One more question: How exactly are you supposed to find the code (in game) for Northern Passage once you have all the documents? Does it have to do with Concrete Tomb?

*Spoilers*
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The code didn't work until I had all the documents, but looking through them all gave me no hint as to what the sequence was (One document said "the date of the incident" but nothing in this mod, as far as I know, references the date precisely".

So what did I miss?

Good karma+2 votes
Morter
Morter - - 44 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Grats on mod of the year.

So hey, what are you supposed to do when an NPC, friendly or neutral, stands on in the entrance of a small room (ex: Clear sky mechanic, bandit merchant) and refuses to move?

Good karma+3 votes
Morter
Morter - - 44 comments @ Outfit Addon 1.4.7 [CoC 1.4.22]

Never mind, I think I found it!

I forgot that I had replaced the 'damages.ltx' with that 'more deadly STCoP' mod/file. Thankfully I had backed up the original damages.ltx, which had an entry for actor_armor_heavy_seva that the modified one lacked. So I stuck that in there and voila! No more sudden crashes at merchants!

Good karma+1 vote
Morter
Morter - - 44 comments @ Outfit Addon 1.4.7 [CoC 1.4.22]

Oh and this is for the one with STCoP, properly updated and patched at the time too (a clean install, as it were).

Good karma+1 vote
Morter
Morter - - 44 comments @ Outfit Addon 1.4.7 [CoC 1.4.22]

I've been getting a bunch of armor heavy seva fatal errors in the last update I did (for 1.4.19). Have they been fixed yet?

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'actor_armor_heavy_seva'. Please attach [*.ini_log] file to your bug report

stack trace:

0023:00B8717C xrCore.dll, xrDebug::fatal()
0023:062BB3DC xrGame.dll, CDialogHolder::IgnorePause()
0023:062BAFF8 xrGame.dll, CDialogHolder::IgnorePause()
0023:063AE8B8 xrGame.dll, CDialogHolder::IgnorePause()

Good karma+1 vote
Morter
Morter - - 44 comments @ Arsenal Overhaul 3.1 (v.5)

What exactly determines enemy health? Is it difficulty? Their armor type? Because with only this mod, on Master, enemies from decently armored military mooks to fricking scientists are able to take upwards of a full magazine from an F2000! The armor piercing rounds, too!

I don't mind them having good aim or even me dying in a few shots, but I want enemy NPCs to die in a few shots, too.

Good karma+1 vote
Morter
Morter - - 44 comments @ STCoP Weapon Pack 2.8.0.7 (v.5)

So is the VSK-94 suppressed or not? The description says it is, but it isn't on the model, nor does it seem to SOUND suppressed. At the same time, however, there isn't one to attach onto the gun, either.

So I'm confused.

Good karma+2 votes