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Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Dont worry, I decided to settle on 660 as the max ammo count, sort of like the gears of war lancer max count. Just because mag size is 60 by default

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Work for this mod is still ongoing, I know im starting to sound like EA at this point with my failed release date estimates lmao. But I work 12 hour days SO BEAR WITH ME PLEASE. I also have a 2nd pc to test it on fresh installs (To make sure no dumb crashes happen) I dont know when it will be done, but it will be done

Good karma+2 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWBF1 Locals Mod 2.0

I scripted all the maps with the stock games units in mind, so thats probably why its crashing. I myself tried it with modded units and got some interesting results. It probably should have crashed but didnt. I cant say for sure why it would crash with extended edition. But my guess is it has a lot of new dependencies these maps just dont have. I'd say backup your files for the extended edition. Then try this mod on a fresh install. Then whenever you want to use extended edition, swap between the two copies. It could also be the addon limit causing the crash as well

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Definitely a bug

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWBF1 Locals Mod 2.0

So when you open the archive, the folders "EndEwk, GeoGeo, Kas1Wok" and so on should all go into your Star Wars Battlefront/Addon folder (Tat3 is usually in there by default for Jabbas Palace) nab.lvl should go into Star Wars Battlefront/Data/LVL_PC/Sound for the naboo guard sound fix. If you want to be the wookiees, choose either Kashyyyk Islands: Historical, Kashyyyk Islands: Wookiees, or Kashyyyk Docks: Wookiees. If you choose the regular maps then it will still load the original level without the new sides

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWBF1 Locals Mod 2.0

It should work fine for the steam version, are they not showing up at the bottom of your instant action list? Map names are kept the same as the original maps but with an added tag to specify. Example: Tatooine Dune Sea: Tuskens

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ Locals Mod

To anyone looking for this mod, I have made a new and improved version, this one is no longer valid

Find the new one here:
Moddb.com

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ Squad AI Destroy SBD

In this version of the mod, DC17 damage is doubled, as well as the sniper and anti armor. Also no magical extra damage when zooming in

Good karma+2 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ Squad AI SBD Test

They typically target the biggest current threat to their position, but through new cover point behavior, as well as new cover points for them to recognize, it keeps them from standing out in the open and taking unecessary damage. Sometimes they still get a little suicidal like vanilla. But hopefully I will be able to stop it from happening as often

Good karma+2 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

It's nice to see people still believe in this mod. You guys are my inspiration to keep working on it. Development is slow, but I'm uploading a bunch of progress videos atm

Good karma+2 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Currently enhancing the squad AI even further by altering cover point behavior, as well as adding new cover points. Im currently about halfway through the RAS campaign. So I'm getting closer!

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Progress is grudgingly slow, as im basically making two versions of this mod. The normal version, but also another version integrated into the Graphical Remaster. I have mods for other games to work on as well. So I'd say its going to be awhile. Progress on this mod will start again later this week. I'll try to release an update by July

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Yes those enemies can be kind of spongey, but thats where EC detonators come in. The damage of the standard rifle is a little lower than normal, but its fire rate is a lot more consistent. Also the anti armor is about twice as powerful, same goes for the sniper

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ show case of the new command post elements

Wow how did you accomplish command post color changes like that? I've always wanted to make all 4 playable factions have their own unqiue command post color. It would really help with team distinction in my 3 way battles as locals

Good karma+2 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ MantleVariation

Did you type "exec MantleVariaton.txt" in the console while in a level?

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Likely a symptom of it being an AI weapon originally. I think it still uses the DC17 Assault Rifle reticle

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

It's going to take a lot longer than I thought. With executions being added dynamically, I have to go through every pawn in each map and alter factory spawns. Might have to cut the cover system as well just to get it finished in a reasonable amount of time, as I dont want to hit the map scripting data limit

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ Locals Mod

You need to open the folder: Locals Mod inside the archive, then drag GNTest, RGTest, and WKTest into the addons

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Stay tuned for January!

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Don't worry I've already changed this in my current build. The resets for the players inventory was unfortunately a needed change, or the player's model wouldn't properly carry through levels. Also if the player was in a limping state, that would also get reset for some reason. I'm still trying to figure out how to fix that

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

That's a really interesting bug, as I've actually managed to load saves from before the mod was implemented with no issues

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

ATTENTION ALL: I just wanted to say something after a very long hiatus. I am currently in the process of recreating this mod. With even more extensive tweaks to the AI. They will no longer idly shoot droid dispensers (with one exception) Just having some issues with the damage variance tables. I will also be doing rigorous testing on a 2nd computer just to ensure that nothings going to break the game. The most current graphics fix will be in use (But probably not required) Still placing cover points for the lean system as well as turret animations. I expect a new (and working) release by January at the latest. I would like to thank you all for your patience

Good karma+6 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

I think I might just have to restart from scratch with this mod. I have no idea what is causing these crashes

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Have you tried running it as admin and in compatibility mode? I know it sounds dumb, but I can't really pinpoint an error without the message

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

CT.exe? I dont know what you're talking about there. You should be running SWRepublicCommando.exe

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

There is now the version that I use in the addons section of this mod

Good karma+2 votes
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

I can also lower the ammo count back to 300

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

I will include a version with friendly fire restored. I just hated it when the bots sniped the guy planting the charge they were supposed to cover (because they shoot the droid dispenser when theres no enemies out yet)

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

I will include the old graphics fix file in the update. Luckily I still have it

Good karma+1 vote
Shadow0fRaven
Shadow0fRaven - - 71 comments @ SWRC Slightly Remastered

Yes, the properties file contains the damages, inventory, and skin properties, as well as the AI improvements

Good karma+1 vote