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Comment History  (0 - 30 of 33)
oron61
oron61 - - 33 comments @ BSMOD

Will this be possible to make compatible with other HL2E2 mods out there?

Good karma+1 vote
oron61
oron61 - - 33 comments @ smodredux_v8 (pre-packed to work with SMOD Standalone instantly)

Three questions:
1: Is there a way that I can transfer the Friendly Combine with Green eye lamps (or HECU Soldiers) or the SMOD settings on in-game menu from one redux version to another cleanly? I love my weapons on V8.2, and I even added the new models and adjusted the ironsights and scripts on a few (some still need a lot of work IMO) but would like to keep that and steal things from other versions. (Among the weapon scripts I changed were more than doubling the SMG1's damage while lowering its magazine to 20 rounds, and centering its ironsights better aligned.) Am I getting too greedy?

2: In the second-to-last[?] map in Nova Prospekt, the one in blocks D7 and D8, there are only two prison guards in D7. I have to kill another in order for Alyx to try to let me through then reprogram the turrets. If she doesn't, and I go on to D8 by cheats, she gets stuck in D8, unable to stop typing. Is there something in the map file I can change to fix this?

3: Is there a way to make npc_create npcs not be helpless with their weapons, or to put them in squads that communicate?

Good karma+1 vote
oron61
oron61 - - 33 comments @ SMOD Redux Version 8 - FIXED!

Anyone know how to fix this script? The map where I approach Nova Prospekt block D-7, there are two guards in the control room. I kill the two, and I can't find the third. Because of this, Alyx doesn't think I cleaned out the place and she doesn't attempt to hack the fields or reprogram the turrets, and Overwatch doesn't realize I'm there.

I got around the room using the physgun and got to D8 with her playing through seeing Mossman playing traitor while I'm holding out in D-8, but she is stuck typing on a console. Moving to the last map in Entanglement doesn't make her follow me.

Good karma+1 vote
oron61
oron61 - - 33 comments @ Half-Life 2 MMod : OICW

It would be my crazy dream to have the gunplay match that of Red Orchestra 2 or Rising Storm 2. Firemodes, reconfiguration, weapon sway, manual pump action, manual ammo checks...

But in regards to getting the max out of each weapon and balance to some of the comments above, there is the option only being able to carry one SMG and one rifle, and being able to drop one to pick up another, then increase the OICW's damage while making it semiauto or scoped only.
SMG1 has armor-piercing HK 4.6 ammo and the odd grenade launcher, while the SMG2 is an MP5SD which is quieter and shares a pool with the pistol.
The AR2 would be fast and inaccurate while the OICW would be for long ranged killing. Need to switch? You'll have to kill find one, 'cause you're not carrying both.

Good karma+1 vote
oron61
oron61 - - 33 comments @ United Fronts 1.0 Patch 4

Some comments about the realism addon, some of the suggestions I'm about to make are probably impossible given the engine that you're working with, but here goes, and I hope something I say might be usable:

Bipods on the DP-28 and others are a death trap. They need to deploy faster or they're practically useless.

The Mosin Sniper cannot take clips. The scope is too low.
None of the five-round clips are en-block. If you decide to reload in the middle of the mag, you can add rounds individually. Might be impossible to implement.

The G-41 uses the same ammo and clips as the Kar-98k. I don't know if it's possible to have the character take the ammo from dropped weapons without picking up the weapon itself.

The G-43 and SVT-40 can be top-loaded with clips, but that might be impossible or just too many hours of animation work.

Stalingrad's MP-44 is actually an MKb-42, as seen by its open bolt. All of them are MKb-42s with StG-44 gas blocks actually. That's the game's fault, not yours.

The FG-42 is still select fire, even if it fires from the closed bolt in semi.

Good karma+4 votes
oron61
oron61 - - 33 comments @ Dead Air

Possible bug: I was given a murder mission in X-18 by the mercs. I went in and foun dhalf the ecological staff and half the military wandering around down there. And the poltergeists only threw stuff at me.

Good karma+1 vote
oron61
oron61 - - 33 comments @ Dead Air

Major bugs: irreplaceable NPCs not getting replaced when they get themselves killed, and/or whenever a threat comes upon them they run away from the base into danger like headless chickens (bandit traders especially)
Sound running out of memory one by one. Eventually I have to reload the map every 15 minutes or the only sounds I'll hear are my left foot and my gun.

Suggestions:
Put a lab in the Radiowave Institute in Limansk.

Open the Grocery store in Limansk.

Install more people in Pripyat besides the occasional 5 or six monolith guards and mutants.

Secret traders: suggestion drawn from Lost Alpha: some amount of reputation or experience will give access to traders who will appear and disappear in otherwise locked upstairs apartments or houses. Dead City, Pripyat, the Bookstore in the Outskirts, former bandit hideouts in Jupiter, and hideaways in Wild Territory, Zaton, Truck Cemetery, or the water tower in the Warehouses.

A Storymode from Clear Sky all the way to CoP.

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R. Anomaly

* Detected CPU: Intel(R) Core(TM) i7-4810MQ CPU @ 2.80GHz [GenuineIntel], F6/M12/S3, 2793.00 mhz, 19-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 4/8

Initializing File System...
using fs-ltx fsgame.ltx
FS: 3442 files cached 10 archives, 1873Kb memory used.
Init FileSystem 0.055742 sec
'xrCore' build 7107, Jul 22 2018

EH: C045CBE794877C315F7543E14E535F38

-----loading c:\...\stalker anomaly\gamedata\configs\system.ltx

The system file isn't there. I downloaded it twice, then the update patch and the English patch. Can't find it.

Good karma+1 vote
oron61
oron61 - - 33 comments @ United Fronts Graphics mod

Putting it in the UO or Main folder did nothing. Putting it in the root directory only caused it to CTD on startup. Any advice?

Good karma+3 votes
oron61
oron61 - - 33 comments @ Hard Core Tactical Mod

Questions: I already have ALT bound to go prone. I want to bind Q to select fire and toggle bayonet. what do I put into the config? How about CTRL to sprint?

Can Bayonet be toggled by holding down the melee button instead of USE?

Is there a reason I can't seem to align the sights on the Kar98, M1903 and M1? EDIT: I think there was some incompatibility with the Back2Fronts mod that is causing this. I reinstalled and gutted the game and now I have the stock CoD2 wespons with the HCTM's settings. I will be looking further into this.


Suggestions: Some of the training wheels weren't taken off, while other didn't need to be taken off. A lot of things I found in RO2/RS I loved.

Grenade counts don't need to go. Especially grenade type. I want to know if I'm throwing a frag or a Molotov cocktail next time I try to bounce something around a corner and not burn myself dead. Magazine count is nice and doesn't break immersion. A little text blurb saying if the magazine I'm replacing is heavy or light would be wonderful.

A training wheel that you still have on is rifle bolting. Press M1 once to fire, press again to bolt the next round. Realistically, opening the bolt to add another round ejects the round or spent brass already in the chamber.

eg. start with five rounds, fire, bolt and reload, I must add two rounds or catch the one I ejected.
Start with five rounds, fire and reload, I only ejected a casing.

Good karma+2 votes
oron61
oron61 - - 33 comments @ Hard Core Tactical Mod

I was wondering if there was a way to get around the engine limitations when it comes to compatible ammo on different guns. For example, when a german soldier drops an MP-40, the magazine, not the weapon, is compatible with the Sten, MP38 and MP41. Is there a way to make all the guns drop with 0 ammo and have magazines also drop with names like, [MP-38 Magazine, 9mm] or [7.62x54R]

Good karma+2 votes
oron61
oron61 - - 33 comments @ Hard Core Tactical Mod - Manual

The other question I have is about the Iron Sights. I don't know if my resolution settings make a difference, but the irons on the M1, the M1903 Springfield, and the Kar98k are not properly aligning. On the Italian Campaign, I was unable to continue because the guns were invisible. It just showed hands holding air, or finger guns pointing at the enemy and shooting bullets. At times trying missions in the Russian Campaign I encountered invisible enemies. Is this on my side, or yours?

Good karma+1 vote
oron61
oron61 - - 33 comments @ Hard Core Tactical Mod - Manual

Okay, regarding the new controls not having their own key slots. I have ALT bound to go prone, SHIFT to crouch hold, and W to move forward. I want to bind Q to switch firemodes, and 1 to toggle bayonet. What do I put in cfg?

Good karma+1 vote
oron61
oron61 - - 33 comments @ Ultra Realistic reShade

-----loading c:\users\gordon\desktop\last day\s.t.a.l.k.e.r. last day 1.3\gamedata\configs\system.ltx
Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Loading DLL: xrRender_R4.dll
stack trace:

0023:69DA2952 d3d11.dll, D3DKMTQueryResourceInfo()
0023:69DA29E5 d3d11.dll, D3DKMTQueryResourceInfo()
0023:7132F6C8 dxgi.dll, DXGIGetDebugInterface1()
0023:7130BB17 dxgi.dll, DXGIReportAdapterConfiguration()
0023:712F056E dxgi.dll, CompatString()
0023:712DFD82 dxgi.dll
0023:712DFA24 dxgi.dll
0023:712EC5D6 dxgi.dll, CompatString()
0023:7132852C dxgi.dll, DXGIGetDebugInterface1()
0023:71327BD0 dxgi.dll, DXGIGetDebugInterface1()
0023:50D5D684 dxgi.dll, Direct3DCreate9Ex()
0023:50D46889 dxgi.dll, D3D11CreateDeviceAndSwapChain()
0023:0801F160 xrRender_R4.dll
0023:080502A5 xrRender_R4.dll, SupportsDX11Rendering()
0023:00412571 xrEngine.exe, CEngineAPI::CreateRendererList()
0023:0045F1D6 xrEngine.exe, InitSound2()
0023:0045F466 xrEngine.exe, InitSound2()
0023:0046B1A3 xrEngine.exe, CApplication::load_draw_internal()
0023:74988654 KERNEL32.DLL, BaseThreadInitThunk()
0023:76F24A77 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:76F24A47 ntdll.dll, RtlGetAppContainerNamedObjectPath()

This seems to happen if I use ANY reshade.

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R: Lost Path English Translation 0.2.3

TYVM, putting on an e-drive fixed everything. Weird, but in the zone, we don't ask stupid questions.

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R: Lost Path English Translation 0.2.3

Check that. I put the gamedata into the binaries file and it seems to be able to go into the main menus. loading a map cause an insta-CTD.

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R: Lost Path English Translation 0.2.3

Could someone help me? I downloaded the mod and the translation, but I can't install the mod, and all the instructions on the installation wizard are a bunch of random latin-alphabet characters with different accent marks. going through everything as best I can through a wizard I cannot read, I try to install but get an error message. Again, unreadable. I have no gamedata to toss the translator's into, so what do I do? I really wanna play this!

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R.: Call of Pripyat

Are there any outfit mods that involve the ability to put an exoskeleton OVER a radiation suit? Or a story mode mod where Scar can put his trench coat OVER any other suit he finds in the zone for camoflage?

Good karma+1 vote
oron61
oron61 - - 33 comments @ RCOM Beta v.1.0.6

In the readme:
"Silencers reduce power, speed, impulse, accuracy, but in turn reduce recoil."

This actually isn't true IRL with modern suppressors. The baffles in the silencer recycle the gas to marginally preserve/increase momentum, and have no contact with the bullet itself.

They also marginally increase accuracy, lower the rise of pistols by their weight, and still slightly reduce recoil.

They don't silencethe gun at all. They just decrease the radius at which your enemies can pinpoint your location by your gun report.

Their function should be to keep you from going deaf, especially when shooting indoors.

Their drawbacks SHOULD be that they're hella expensive, and slow the time it takes to draw the weapon.

Good karma+1 vote
oron61
oron61 - - 33 comments @ New Zone !

Can we have a WIP map of the zone as you'd see on the PDA?

Good karma+1 vote
oron61
oron61 - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Version 1.4.22 + MLR 8.3
FATAL ERROR

[error]Expression : ini_file.section_exist(section)
[error]Function : CTradeParameters::process
[error]File : e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\trade_parameters_inline.h
[error]Line : 111
[error]Description : cannot find section trade_generic_buy

stack trace:

0023:028E37BA xrCore.dll, xrDebug::fail()
0023:0C64DBED xrGame.dll, CxIOFile::Open()

Talking with Mercenary Medic, instant CTD

Good karma+1 vote
oron61
oron61 - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

I have this habit where everytime the game crashes straight to desktop, I slap my forehead in frustration. I now have a splitting headache. Is there a patch for this before I cave in my skull?

Good karma+1 vote
oron61
oron61 - - 33 comments @ [OUTDATED] MLR 8.3 – English translation 1.3.2 [1.4.22]

Whenever I get the coords to a stash and look into it, it's empty. This has happened in the Dark Dolina and the RI Agroprom. I look in there, it's empty, and the mark for the coords doesn't go away. Is there a patch I'm missing?

Good karma+1 vote
oron61
oron61 - - 33 comments @ Lost to the Zone: Storyline [CoC 1.4.22]

I'll be unclear for spoilers' sake.

Having serious problem in the second episode after hitting the roadblock in the asylum. I go to the place I'm told to go. There is the big bad.

How do I overcome the temptation of not stabbing his face or shooting it with Sultan's DEagle? As a merc, why would I NOT do so, especially since he was the one who stole THE PRECIOUS from lab x-18?

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Buckshot really should have less penetration than 7.62 Tokarev bullets (with said mods.) If you're wearing light armor, buck is more likely to break your ribs than puncture your lungs.

That being said, video games almost ALWAYS exaggerate the spread of shot at least 4x the amount it really spreads.

Good karma+1 vote
oron61
oron61 - - 33 comments @ DoctorX Dynamic Faction Relations 1.8 [1.4.22]

Ideas for improvements:
-Add a take prisoner function and prisoner exchange. If relations are -3999 or higher or something like that,, NPCs who surrender to others can be disarmed and imprisoned. Every once in a while, prisoners are exchanged, whether they vansh and reappear or you program a meeting is up to you. At -4000 or lower, no prisoners are taken. There is no surrender.

-Truce Unfriendly. Between -1500 and -500 NPCs are less likely to talk to you. If you appear in too many numbers on their territory they will ambush you. If you draw your weapon before them they will give you five seconds before they gun you down. Default relation between Mercs & Loners, Loners & Duty, Freedom & Mercs, Zombies & Monolith, Ecologists & Mercs, if implimented, Sin & Everyone (assuming they act like in Lost Alpha) Will kill you for raiding someone's corpse killed, or one of their own's corpses.

-Truly neutral stalkers will give you a good buttstroke if you raid a corpse they killed. Will shoot you if you raid one of their own when they can see you.

-Unspoken Friendly, or friends without a be-it-known alliance, about 1000 to 1500. Will give better prices, will only lend assistance if close by. Will not mind if you raid their kills unless it's high ranking.

If relations above 3500 there's a chance they will send a squad to rescue an ally.

Good karma+1 vote
oron61
oron61 - - 33 comments @ Antirad - Update

Jet injector. Looks like it's meant to be used on a horse.

Good karma+1 vote
oron61
oron61 - - 33 comments @ S.T.A.L.K.E.R. - Lost Alpha

IDK if anyone will read this, much less take it in mind among several thousand comments, but a few suggestions. Everyone's probable had their say about the plot, cutscenes and voicework, but these are different.

1. lack of clear instructions sometimes has me slapping my forehead at somewhat obvious things I should of thought of. Case in point, joining Duty and going to Forgotten/Construction site to save two squads from the Chimeras and Burers. I do so, save the second group from the burers, and then talk to them. The checklist tells me to go to Voronin. It does NOT tell me to go back to Chimera squad to report.I headed to Voronin and I can't tell him I finished the job because I didn't check in with the other leader. This had me ragequit and go back to where I payed Voronin to pay Barkeep instead.
Another example is to "find a big hall" in the Yantar documents expedition, where it should have said, "find a big room in the underground with a vehicle elevator and a BTR" or something.

2. Lack of faction dynamics. It seems to be all Mercs are evil this and Military are mean that. Looking through the bases, Freedom and Duty seem tiny, while such a huge zone should have more fleshed out factions. The only Freedomers outside the Pripyat Outskirts base are literally three guys in some farmstead in the Dead city.

3. So, so much unused map space. Dead City's Azure Swimming Pool needed a fight scene. There should be ecologists-loners in the Swamp. (or perhaps some bandits and mutants who were actually killed by the helicopter?) There should be Actual mutant hunting groups from Duty, and actual freedomer squads sniping at military and duty soldiers. Military should do a -get-in-et-out to leave some injured mercs behind (so the player can heal some and make friends)

4. People who are truce-hostile should register as neutral (eg Forgotten Mercs, Country soldiers, Captain from Monolith, etc)

Good karma+3 votes
oron61
oron61 - - 33 comments @ Immersive relations for STALKER CoC 1.5 V2.1

I like the dynamic relations from Dr.X except that the player carries too much weight in his actions. He should need to build up his reputation more slowly and need it for certain changes to occur.

Freedom and CS would be at each others' throats, because Freedom thinks the zone shouldn't be studied.
This should make a friendly rivalry with Duty as a race to the finish line of who does it first: does Duty destroy the zone, or does CS tame it?

IFree Stalkers oughta resent Duty for their exclusiveness with territory "buzz off, Stalker. We don't let every loser go through" and that they're a bunch of lazy ingrates who don't kill any bandits or mutants in the garbage unless to cover their own *****.

I'd think the Mercs & CS would be kinda pals since Scar saved that squad.

Good karma+1 vote
oron61
oron61 - - 33 comments @ GUNSLINGER mod

Will there be a feature allowing the player to use a scope and choose between sights, eg. looking under a PSO to use the irons on an AK, or using emergency irons on a scope like that on the Steyr AUG? More importantly, the G36's two scopes?

Good karma+4 votes