Just a mod reviewer. That is all!

Comment History  (0 - 30 of 120)
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Mutants Drop all Parts

It's not necessarily realistic. When you kill an animal, not all parts are going to be viable. Some parts will be damaged, perhaps ridden with holes and foreign bodies from your bullets, bones may be broken, hides may be torn, etc. Even with clean kills, some body parts may be in poor condition because the creature may be diseased or suffered injuries prior. They may also not be valuable because the animal is immature or it may be lacking a desired trait that makes the part in high demand.

What would be more realistic is if parts had durability, and the amount of shots you've put into the animal will affect that durability. Red Dead Redemption 2 had something a bit like this. Hides in STALKER Anomaly already have durability, but I think it's random, unaffected by the player's actions.

Good karma+2 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ [Fanmade patch] NPC'S Revitalization Project for Field Intensity

Black Ops soldiers don't appear to take additional headshot damage, which makes them feel a little bullet spongey.

Good karma+3 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Half Life 2: Raising the Bar REDUX: January 2022 Update

Not a fan of Skitch having her gender changed for the sake of fulfilling a media trope.

Good karma0 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ [DLTX REQUIRED] Dynamic Mutants Slightly Remastered (UPDATE 7)

There is an unusual bug that occurs with the "Monster Boar", where if there are no other stalkers around you, it cannot attack you. It just runs right into the player, and pushes them around. However, if there are other stalkers around, all of a sudden its ability to attack returns, and it will attack the player and NPCs. I've tested this with the Debug Spawner, and it occurs consistently every time. I have no idea why they behave like this. You may want to look into it.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Faction & Rank Inventory

I'm not sure if I am doing something wrong in the installation process, but the "HTS Bar Patch Version" does not seem to work. The faction and rank icon show up as just empty black boxes for me.

Good karma+2 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ [1.5.1/1.5.2] Banjaji's Realistic bodily needs v3.8

You're welcome.

While doing more testing of features of the mod, I believe I found another bug, probably also pertaining to a missing minus value. It seems that sleeping for long periods of time seems to reduce hunger. This seems to occur regardless of what the "satiety loss awake to asleep ratio" setting is set to. May want to look into that one as well.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ [1.5.1/1.5.2] Banjaji's Realistic bodily needs v3.8

I think dehydration damage is bugged. I am not taking damage at all when I am significantly dehydrated. It seems to do the reverse as a matter of fact. My health actually regenerates faster the more dehydrated I get.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Lore Based Faction Relations

Freedom being enemies toward Ecologists is not very lore accurate. The two factions were not really enemies in any of the three games, and in CoP, Freedom can actually be recruited as guards for the Ecologists in Yantar, and they show no opposition in doing so. Now they are coded as enemies in SoC, but the two factions never interact, so this is likely an oversight.

The idea that this seems logical because Freedom are "anarchists" shows a fundamental misunderstanding of what an anarchist is. Freedom are anarchists in the same way Noam Chomsky is an anarchist. They are not barbarians that want to do what ever they want. They are more so like ultra libertarians that are staunchly opposed to authoritarianism and hierarchy, and want the Zone to be a stateless territory. There is no reason they should be killing Ecologists, since Ecologists don't enforce any laws in the zone. In fact, Freedom believes the Zone is important for science. It wouldn't make much sense then that they would be killing scientists.

Also, these changes just leave Freedom with like almost no allies at all. You've given them 3 more enemies to deal with, essentially making almost the entire Zone hostile to them.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ wepl's Hit Effects

I've made an edited version of this mod that includes all the armours in STALKER Anomaly, but I'm not sure about uploading it unless I have your permission to do so. Would you be ok with me uploading it for STALKER Anomaly? I'll give you full credit for it.

Good karma+6 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Anomaly Lootboxes

I tried uninstalling the mod, but got this error upon loading a save. Removing all items associated with this mod as stated in the description does not prevent this from occurring.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 915
[error]Description : fatal error
[error]Arguments : Can't open section 'lockpick'. Please attach [*.ini_log] file to your bug report

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Boomsticks and Sharpsticks

I guess I'll disable the feature. I should probably notify the author of the item animations mod as well.

Edit: Same response from author. Oh well.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Boomsticks and Sharpsticks

When using this mod with "Food, drug, and drinks animations V0.8.7", the item pickup animations bug out when certain weapons are equipped, like the AKS-74U and AK-105. Not necessarily a gamebreaking issue, but it is a bit of a nuisance.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ MP7 Replacement - Anomaly 1.5.1

How about change it to the P90's 5.7 mm? It will make 5.7 mm more useful in the game, and it just seems more fitting that the MP7 would use 5.7 mm instead of 9 mm, as the 4.6 mm that the real world MP7 uses is functionally similar to the 5.7 mm that the P90 uses. Both cartridges are bottlenecked high velocity armour piercing rounds, whereas 9 mm is a rimless low velocity anti-personnel round.

Good karma+3 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Boomsticks and Sharpsticks

When aiming down the sight of the TOZ-106, the player's hand clips with the camera every time the weapon is fired.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ TB's Fairer Thermal Anomalies v1.5

I think what really annoys me about thermal anomalies in STALKER Anomaly is the lack of ambient temperature mechanic. In STALKER Call of Pripyat, pretty much every burner anomaly radiated heat around it, resulting in the player's health slowly draining when near it, and their vision turning reddish, even if they didn't activate it. In STALKER Anomaly, this only occurs in a few anomaly fields.

Good karma+3 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments

This penalty for killing neutral animals should be rethought. Like why does killing some random fox in the middle of nowhere result in me losing money? Am I not allowed to hunt in this game?

Honestly, killing friendly livestock, such as the dogs and chickens, shouldn't really impose this penalty either. If the idea is that it is destroying personal property, and that there should be consequences for the player, then it should instead impose a reputation loss. Playing as an evil stalker is supposed to be "high risk, high reward". There is even a loading tip in the game that states this. Losing money that the player did not opt in to pay kinda defeats the purpose. A bandit in the zone isn't going to be paying for liabilities to his enemies over the death of their chickens.

Good karma+4 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Tweaked Meds V1.0.1

The problem with increasing the number of uses for many of the items that involve using pills is that it does not account for the fact that many of these items are meant to be taken with a dosage of two, not one. The item descriptions for Vinca, Psy-block, and Caffeine state that you are supposed to take two pills at a time. Given that the models and icons show ten pills, and 10/2=5, they should have only five uses.

Also, if you use the "Food, Drug, and Drinks Animations" addon, the animation played when using any items that involves consuming pills, almost always shows the player using two pills at a time, or three in the case of Yadulin and Akvatabs. This is a pretty popular addon, so consistency with this addon would be much appreciated.

What items certainly should have their uses increased are Potassium Iodide (the number of uses does not make sense with the icon or model, as you can't divide ten pills into three uses), Yadulin (it has one use despite being a sizable container of pills, the same size as Akvatabs), and the First Aid Kits (they have two uses, despite the models showing that they have three syringes).

Good karma+6 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ The Duck Of The East's Realistic Mutant spawn

Why would you remove dogs from cities? The Zone is supposed to be "reclaimed by nature". There are wild dogs living in Pripyat in real life. The abandoned buildings make good shelter for wildlife, and there are plenty of things to eat there, that being the other animals.

Good karma+4 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ No Goodwill Restrictions

I agree it is kind of a cheat to be given access to best stuff right from the get go, but I think goodwill does build up way too slowly in this game. You have to do hundreds of quests just to get minor goodwill. I made it to Veteran Rank, I have Brilliant Reputation, and pretty much explored the entire world before I even got to minor goodwill with a faction, and what new items did I gain access to? A steel helmet, one of the worst headgears in the entire game. No point in buying it, since I already got an exoskeleton that I just looted off a corspe days ago, and had repaired.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Less Ugly Variety

Generally, I like armour variety, but the way STALKER Anomaly handles it is kind of dumb. By taking armour that was once worn exclusively by one faction, reskinning it, and giving it to another faction often just makes it difficult to to distinguish friend from foe. It's especially a problem with Duty and Bandits. The Duty soldiers with black trenchcoats look almost identical to bandits. Imagine my surprise when I shot some bandit looking mofo, only for that "bandit" to turn out to be a Duty soldier that thought it would be funny to run around the battlefield cosplaying as the enemy.

It also takes away from some of the uniqueness of factions. The Mercenaries for instance, are supposed to be a NATO affiliated faction, which is why they usually wield Western European and American made weaponry and wear an outfit that is effectively a combination of a British SAS uniform with a US Army gasmasks. Ukrainian/Russian military uniforms kind of takes away from that unique look and isn't very lore friendly.

Good karma+6 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Healing Food

I made a mod similar to this a while back, where I made food and drink items heal a certain amount based on calories. May I suggest a third option for a future release? A hybrid system of the survivalist and classic version where food will heal 1% HP per 100 calories, but with an instantaneous effect instead of a regen. The problem with regen is that it gets overridden by other healing items like medkits and stimpacks, and you can't stack multiple regen items. Eating food already plays a short animation that takes a few seconds, so it's not like the instant heal can be so easily abused.

Good karma+2 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Mora's Combat ignore military fix v.2.2

I didn't manage to take screenshots. I've redownloaded the mod, to see if it occurs again.

I also forgot to add that this has thus far only occurred in Warzone Mode, so it might have to do with that. I've been doing a Story Mode playthrough this time, and have not reproduced this yet. So far it is actually working quite well (minus the helicopters, but I disabled those). The first time it happened, the soldiers were not hostile at first. They just sort of walked into the Rookie Camp as if it was their own, and sat by the campfire. I walked past them thinking they were Stalkers, and they then opened fire on the whole village from with in, probably because I went with in their 10 meter aggro range.

Personally, I think Helicopters should just be removed from any maps that have a major settlement controlled by a faction hostile to the military. Agroprom and most of the northern regions of the zone are fine, since Agroprom is military territory and much of the north is pretty much a warzone anyway, but areas like the Cordon and the Swamps I feel should be off limits, as it threatens the Rookie Village and Clear Sky Base.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Half-Life 2 MMod : AR2 Remaster (WiP)

The Pulse SMG in "Half-Life: Alyx" is more of a compromise between the original AR2 and the one in MMod. It is not exactly the same as the AR2 in vanilla Half-Life, and even if it was, doubling down on a bad design still makes a bad design.

So with the Pulse SMG from Half-Life Alyx... The charges do retain the battery like function it had before, with a 30 shot capacity, much like in Vanilla. However, it doesn't have a pointless drum magazine that carries way less ammo than it clearly should, and it instead either carries only 1 charge when stock, or 4 charges in a magazine when upgraded. The placement of these charges do make sense this time around, and are visible to the player for examination. The weapon also has to be loaded manually rather than just magically being loaded upon picking up ammo, as it did in Half-Life 2.

Personally, I never had a problem with each charge functioning more like a battery with multiple shots. What I had more of a problem with was the feed mechanism of the pulse weapons. The weapon autoloads the charges, but Freeman clearly would still either have to put the ammunition in the magazine for it to do that, or replace the magazine. The magazine also looks like it should hold 15+ charges (as it did in the beta), but it only holds 2. Let us also not forget how Valve animated Freeman to hold this cumbersome weapon with one hand, lol.

I have a feeling pulse weapons were at one point planned to fire single shot cartridges in earlier design phases of this game. If you want evidence for this, just take a look at the pulse cannon attached to the Hunter-Chopper or the pulse cannon attached to the Gunship. They both have feed chutes. Why on Earth would a gun powered by power cells have a feed chute belt for moving cartridges? If you look at concept art, the answer is clear... Valve did at one point design them to fire single shot cartridges. Combineoverwiki.net

Good karma+2 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Mora's Combat ignore military fix v.2.2

This doesn't really fix the issue outright, because the military still has a tendency to wander into the Rookie Village. By making it so that the military only attacks at extremely close range, they will now often just wander into the Rookie Village and kill everyone there at close range. This mod also doesn't seem to effect helicopters, which just shoot you on sight.

Good karma+2 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Half-Life : Residual Life

I was wondering why the HECU Grunts and Black Ops seemed to be so bullet spongey. After some testing, it seems that they are immune to headshot damage. Shooting them in the head does the same damage as shooting them in the body, and doing it with a revolver or crossbow does not result in increased blood particles as it does in Half Life 1. This seems to be an issue with the model being used, as replacing them with the Half Life 1 models fixes the issue.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ T6M Improved Hud

Unfortunately, this mod crashes with 1.3

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Our future

I have a feeling that Part 2 will have a Stun Baton, since the second melee weapon in the original Azure Sheep would have been acquired around that point.

Good karma+1 vote
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Custom Particle Effects

A few issues with this mod. The particle effects when shooting metal are missing textures, resulting in purple rectangles being spewed out. Sometimes shooting NPCs also results in the same missing textures.

I also am not a big fan of the explosive effect. The fireball is way too big, which makes it look like my explosives are filled with napalm. This is what you would expect from incendiary weapons, not high explosive or fragmentation weapons, which generally have very small fireballs. I don't mind having more debris coming from the explosives, but please keep the fireball small.

Good karma+3 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Black Mesa: Azure Sheep

Oh, so I take that the issue with the original Azure Sheep's maps, is that they were way out of proportion, with locations often being much closer than they really should be. Right?

Good karma+2 votes
xxFalconArasxx
xxFalconArasxx - - 120 comments @ Black Mesa: Azure Sheep

I am not sure what you mean by that. Why would these cut locations need to be connected through portals?

I double checked as_c5map03, and you are indeed correct. The helipad actually is in the game, I simply must have missed it. I think the reason why I missed it is because it is behind a locked blast door, and the button that opens it, also opens up another blast door to the next level, and I must have just rushed to that one, not realising the access to the helipad just opened behind me.

Well, I do hope everything works out for you. I am sure finding the right voice actors for the job isn't going to be easy.

Good karma+3 votes