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marsalandrei
marsalandrei - - 817 comments @ H3SW v0.8.2 Beta

Yeah so once I install the HD mod, both HD launcher or original exe stop working. Maybe this helps you?

<Graphics.Resolution> = 1600x900
<Graphics.Mode> = 2
<Graphics.ComplexFilter> = 0
<Graphics.Threads> = 8
<Graphics.SimpleFilter> = 0
<Graphics.SystemCursors> = 0

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

Are there any special tweak we have to do in the era.ini like in v0.8.1 for HD mod to work? Because I did fresh GOG install + SW082 and HD mod version 5.4 R17, but when I click Play from HD launcher nothing happens. The game appears in Task Manager processes but the game doesn't launch

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ H3SW v0.8.2 Beta

Just so you do not ask yes I did a fresh GOG install. And yes SW082 works fine. When I was playing v0.81 I was using HD mod and i did those extra steps to make it work, where it gave the usual error but game still launched.

Now with v0.8.2 the installation steps just say to install HD mod, and I have the latest 5.4 R17 but when I click play nothing happens, so do I have to do the same steps for HD to work as with v0.81?

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

I was wondering about the creature lineup. In one of the earlier versions I saw the imps, dogs, pitfiends as are in heroes 3 and some other strange creatures, from M&M i think. I see the M&M devils in the current versions however in a very old youtube video (2010+) I saw the efreet as the tier7 unit, which looked really good as a genie reskin. Will the efreet come back and is the lineup changing? Wasn't really sold on the devils and hellspawns (i think that's what the tentacle monster was called)

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ STALKER LA DC Redux

I thought the same, that some of the lab stuff should be put into audio files or even better, finding it in written text on PCs. I also found the bar cutscene with the super powers guys that's sent after you, who kills the guards, to be immersion breaking. The game, ideally, would never leave first person.

Good karma0 votes
marsalandrei
marsalandrei - - 817 comments @ STALKER Complete 2009 (2012)

It does change more than graphics. I think the main page explains the features pretty well. The reason you see a lot of "complete sucks" is because it makes the game easier. Master difficulty in complete vs vanilla Master = you take overall less damage in complete. Somebody said bandages auto apply at low health. I don't remember that part but i'm pretty sure some of the suits have automatic meds usage. The reduced "noise" in killing an opponent via knife or silenced weapon and making enemies less aware makes the game easier too. I remember using a silenced pistol to kill a full base one by one without anybody noticing me. That's cool, but maybe they are a bit too blind/deaf. Stalker doesn't have any smooth middle ground. I tried tweaking the AI myself and found out you can either let them be vanilla-like, aka having god senses, or too blind/deaf which is not very good either. But you can try it out and see if the mod is up your alley. I don't know if I'd recommend it for first time playing stalker SOC, though. I'd say vanilla, or basic RMA with no graphics/arsenal addons. RMA restores some of the cut out maps/story, features of the alpha builds of the game and I really liked it as an alternative to unmodded.
Edit: you can get SC Realistic Weapons add-on 0.8 along with Complete to maybe counter the less damage taken aspect of the mod. So you'll take more damage but since it increases weapon damages you'll also kill stuff easier.

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

0.8.1 been out for a while, but odd things I run into: having to spam play in HD launcher to launch the game, one click won't do it /shrug. Some towns still crash when you enter them, the most prone seems to be Necropolis. I don't think there are any more army duplicating bugs, could have been just a strange occurrence while playing Dominion map that the Wizard Ai had 291 boars on his main hero, then another exact 291 defending his town among other troops; weird maybe he just split them in 2, although having 600 boars seemed too many in that point in time, but I don't recall what day,week,month it was. Haven't seen anything major, just the crashes make it very annoying to replay your turns often.

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ Radiophobia 3

Edit: I went to trade_barman.ltx and set all instances of wpn_rpk74_sk1 to = 0. I loaded a save where I am inside the bar 3 times and all 3 times worked, so I guess the issue is solved, thank you.

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Radiophobia 3

There is something really odd about the crash. Sometimes (very rare) when I load my save it won't crash and he has the 2 versions of RPK for sale, so if that's the reason for the crash then why doesn't it always crash? Anyway, I found a workaround myself. I guess I won't be able to talk to the barman again thus Ill fail his "kill the soldier" task, but I can walk freely around the bar if I set draw_distance to something very low, i set it to 15. That way npcs only load in front of me when they are 5 meters away or so, therefore I can visit Duty or do anything else as long as I stay away from the bar itself, so the npcs there won't spawn unless I start walking down the stairs in the bar or Voronin's place, that's an indicator of how close i have to be with distance 15 :D. But yes after I'm done with the bar i need to exit the game and change it back to 150. Hopefully the duty or freedom traders don't have this issue. I don't know much about modding, but I'll see if I can modify their vendor list too. If that will work, then I pray I won't be met with another "abcdefg.weapon_sk1" and that rpk is the only culprit

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Radiophobia 3

Yes I did have the hotfix5. For some reason, after reinstalling the hotfix the bar didn't crash, so I done a few things, saved in front of barman, exited game, and when i returned to my save, I get same crash again, and reusing the hotfix didn't fix it on subsequent attempts to load. So I guess the hotfix does not cover that 'wpn_rpk74_sk1'crash, was just sheer luck that the game somehow decided to load that time... ill keep trying to get into the bar.. when the bar decides to work again, ill just move my loot out of there, then skip everything except main quest

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Radiophobia 3

Honestly don't remember if I did, but guess it's safe to slap it on top. I deleted the rars so unsure if i used the hotfix, but don't see why I wouldn't have grabbed it

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Radiophobia 3

I had minimal crashes up to after x16, of which only a couple were without reason. After I done x16 I went back to the bar to turn in the documents(without accepting the Radar quest) then accepted barman's side jobs and went around doing barman and sakharov's side tasks, all the while sweeping whatever I left behind, like loot and stashes, in agroprom, garbage, dark valley and cordon where I had to also talk with Guide. That was about 5 or maybe more hours of exploring and finishing up the southern zones. When I returned to the bar however, I kept getting a crash after the NPCs there load, which happens @ when you get close to the blockades to the bar. I loaded way back in time after x16, then avoided going to the bar with the documents and doing the sweep first, so speeded that in about 2 hours, but same thing at the bar, even if I haven't been to the Bar since going to Yantar first time. I assumed maybe if i don't spawn myself in the bar area whatever the issue was would at least let me pick up the main quest, and then avoid ever returning to the bar, but guess not. All that is left I guess is ignoring the quests and true ending in the cordon, and checking whether going back to the bar first solve it. Sadly not using my CD therefore my log doesn't say anything except what's in the copy paste, which is:
Expression : fatal error
Function : CInifile::r_section
File : .\Xr_ini.cpp
Line : 342
Description : <no expression>
Arguments : Can't open section 'wpn_rpk74_sk1'
So one more try I guess, then giving up on finishing the game, unless the game automatically progresses me if i just go to the military warehouses, which I can by going wild territory>military, that way I do not come close to the bar and won't get the crash, but yeah means I can't ever visit the bar again nor pickup my items I stashed there. Wish I knew what the crash meant, maybe the Bar just doesn't like me spawning with an RPK74 or the barman's stock has an RPK which is missing it's file in the gamedata /shrug?

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

No, was one of those CTDs without a message pop-up

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

"Check heroes3.ini for the line "CpuPatch=1". Change it to 0."

Thank you that solved it, runs fairly smooth now, only had 1 crash so far when pressing up and down arrows when cycling through towns to build, and seems no more crash when hovering over Sorceress town market building. Playing the map "Decisions".

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

32 GDI (not stretchable?) - seems to run the poorest on that mode, very sluggish or framey for some reason. 16bit/32 true, the game is fine on those, followed by 32 GDI stretchable where it runs pretty well with the exception that creatures on the battlefield move noticeably slower. In the middle of a random map on Impossible, most neutral armies grew out of control, but the bug where the AI gets knight units seems like an okay challenge, although I actually made it only because I was underground and some of the paths to my castle were blocked by powerful guardians. Edit: System Cursor off makes for laggy cursor

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

They also spawn in non-existent units, like an elemental without a texture, and it was called "upgraded peasants". Ok, was just noting that the bugs are similar to the beta. About the Knight units, I noticed the AI spawning 10 upgraded pikemen per day, as I could see the amount with the Crystal Ball artifact. They seem to create these units when you or an enemy AI is within a day's reach. But not only 10, was chasing an enemy hero when he captured a neutral town, then spawned in 60 pikemen and returned back to attack me, as that changed the battle in his favor. I had some occasional CTD without any crash log, and "map drawing error" while playing the map Enroth, only when I moved my screen to the north part of the map, where the snow terrain is. So that whole snowy part would make every building, mountain, tree, town, object, creature, AI, invisible when looking at it. Btw, could only run it if I had HD mod too, and it seems to run best when using 32bit true mode. I mean if it will have umm.. better HD mod support in the future, maybe even have some of those army transferring options to make things easier, would be nice :). Oh wait, those are HOTA features actually.

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ Heroes of Might and Magic III: The Succession Wars

Curious as to why the AI is always cheating by spawning 20-60 peasants, archers, pikemen, or swordsmen at random each week, upgraded or unupgraded; it didn't do that in the 2013 beta. Also the crashes of playing the Sorceress are still there, like it always crashes if I hover over the marketplace in the town screen.

Good karma+2 votes
marsalandrei
marsalandrei - - 817 comments @ L.U.R.K.

LA is nice but i feel they failed hard on the story.. the cutscenes... should have never taken control away from you to play out some cringy cutscene.. too many explanations in cutscenes, less is more in stalker's case I think

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Zone of Alienation mod

After getting some odd "beer" related crash in the hanger with Seriy, today the logs stopped recording why the game crashed... maybe it's time to give up

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Zone of Alienation mod

For anybody trying to play this, the bulk of the reasons it crashes seems to be related to weapons dropping when an NPC is killed or hurt. There are other reasons for crashes like the side tasks that reward you boxes of slugs also crash the game if you complete those, and possibly more; so I would suggest saving before accepting and turning a side quest in (if u already have the required item). I haven't gotten far into the game, and I'm met with crashes at every step. There is also a crash when you try to load up a 20size mag for the aek919 with one of the 3 types of 9x18, unsure which type, so I would skip that weapon. I'm no developer or modder, don't know much but did some google searches and while I found out how to prevent the weapon drop crash, the fix ain't complete because I don't know the code names of all the weapons in the mod. So every time I get a crash I have to look into the crash report to find out what weapon it was and only then I add it to the file that fixes the crash. As you can guess, I have to go through hundreds of crashes since stalkers can spawn with almost any weapon. The problem is that the gamedata is missing it's "mp" folder, like this: gamedata/config/mp/mp_ranks.ltx. So I had to create this file myself and type stuff in it to fix the weapon crashes one by one. If the creator or somebody with experience sees this, would be appreciated to chime in and help. Help by writing all the weapon names I suppose.. for example mp_wpn_mp5 etc, or even post an "mp_ranks.ltx" from extracted vanilla or something. The ltx file contains the following: [rank_0]
available_items = (and here u write that mp_wpn_x,mp_wpn_y,mp_wpn_z, and so on). Also [rank_1] and 2 and 3 and idk how many, I wrote in up to [rank_6]to make sure I won't get any ~can't open section "rank_2" ~ type of crashes, and then i added the weapon names under each rank+available items =

Good karma+3 votes
marsalandrei
marsalandrei - - 817 comments @ The Protectors of Etheria

Well its been since 088 release that i tried :D but its just the usual "this is a 64bit application" message, so can't run the exe, because im XP so 32bit OS. Oh and if new version will keep the current custom campaign, maybe that bug can be fixed that teleports you to new selentia after an "ambush" attack mission popup when u move upon capitals. Prevents you from moving to some locations on the map, after winning the fight u are all the way in selentia, instead of where u moved to

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ The Protectors of Etheria

Is there a 32bit exe for 088 yet? Also idk if this bug is present in 088, but in 087 Gornak tends to damage himself sometimes (when attacking spiders and whisps as far as I seen but may be random)

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

Well I guess it's actually the game itself too; if i try to punch a fish with zero stamina that starts to float up unconscious, my hit doesn't land when im below it. Same with my fire damage enchant when hitting them, the enchant most time does not go off because i guess they are too far to reach, though my sword still hits them with physical damage. Just doesn't seem to happen with vanilla small fish, slaughterfish and blind fish, so everything that has a vanilla size. Size is cool, though i remember the opposite problem in Oscuro's Oblivion Overhaul. The gargantuan slaughterfish was GIGANTIC! it could hit me but I could never reach to hit it, more so that it pushed me back each time it hit me.

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

I went on and continued some side exploring around Bal Fell; too bad i cant wear those boots inside the ruin as im Khajit, 144 armor rating on it!. Seems fine except electric fish still cant land their touch spell on me most of the time unless i hug them, and sharks have a very tough time hitting me. I thought it might be because of the MGE 90 FOV but even with default FOV they still cant reach to hit me. They usually can attack me when i've surfaced the water though, but underwater, no. Reducing size might fix, but then it won't be a shark no more? Blind fish seem fine; just some small feedback; doesn't look like cliff racers, netch and other animals have the issue where they couldn't reach me anymore, so thats good

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

BTW since you completed armor sets like Dreugh, imperial chain mail, can do that for imperial studded armor? there's a mod for it anyway

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Galsiah's Character Development

That's nice, I got that 2.04 version of it. Altho there are things GCD doesn't fix yet for me. Wondering if somebody can really do a very very significant slow down on skilling and leveling. I love how GCD alters the leveling but it's still too fast even if i got easy, standard or hard variants of GCD; guess not as bad as vanilla tho. Aside that sometimes when an intelligence debuff fades on me, say from spoiled potions, mana goes to zero, but not that big of a deal

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

Ah that's good. Was not a bad idea at all, but if it's precentage based or somethin then yes at higher HP it gets too ridiculous. good call. Forgot something i wanted to ask very long ago: did you think about when or if the mod will have a final version :)

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

Yes I suppose u put all the features into one ESP, the [main]. Well i gave the game a spin. Moonmoth is updated. All seems fine except smaller things: game intro doesn't autoskip anymore, some chests(revisited arkngthand and the tomb just outside balmora) some chests do not open anymore(no inventory pops up, no sound when using them), and seems "Recovering Couldbreaker" the quest with that barbarian and witch north of Caldera returned to active, I had it finished and it is finished according to the entries. Well ill continue with it i mean, Im somewhere after getting disease imunities via the main quest and almost fully explored half the island. Only thing that annoys me :D is beth games super fast leveling even if im using Gelsiah char development its still fast, Im at 51; probably played 100-150hrs. And since i got амир1 hit points it seems i regenerate 2-3 hp each 2-3 seconds. Cant remember if GCDevlopment added the passive regen, it was fine at low lvl but now it's too much. Still better with GCD than suffering vanilla leveling :) dont remember where i saw health regen is it rebirth? GCD readme doesnt say anything about it

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

Also getting: One of the files that "Morrowind Rebirth - Mercenaries [Addon].ESP" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

Since 4.7 package has only those ([main], game settings, mercenaries and race esm) um do i need to uncheck all 4.42 plugins in the load order? All the 4.42 plugins in the data files are: 4.42 racial diversity 1.7, 4.42 morrowind patch 1.6.5, 4.42 mercenaries BETA, MR 4.42 ESP. Which do I need checked/unchecked; do I need to get something from versions I skipped? 45,46

Good karma+1 vote
marsalandrei
marsalandrei - - 817 comments @ Morrowind Rebirth 6.61

Hi again, been a while since I ran the game :) so in Wrye Mash 2018, I only have to update MR 4.42.ESP to MR[Main].ESP or I have to update the others in the 4.7 package as well?(game settings esp, mercenaries esp, races esm). Yes it's been that long just updated from 4.42 to 4.7

Good karma+1 vote