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Hello, I am the creator of the Ao oni mod for SCP - Containment Breach. I make other mods as well, but that one is the main focus and the only one as of now. I support other mod/game developers and help out with certain projects.

Comment History  (0 - 30 of 83)
ashadttt
ashadttt - - 83 comments @ SCP - Deception v0.1.3/v1.0

[Spoilers ahead]
During my playthrough of the game I did discover a few bugs that occurred, one of them is the cursor being forced back into the center when you are viewing the clipboard inventory whenever I move my cursor further up or down it forces it back into the middle. This can get annoying when I'm trying to view the bottom slots that I have the documents, keycards, etc. placed into there. Another isn't something that has happened to me often only the first time I played this but still feel like I should point this out as I know you have removed SCP-049 from the mod if I'm not mistaken but there's still a death message that exist within the game that I randomly got when I got the ending where I escape through the surface. Instead of it giving me the game end screen it showed that I died and the death message states that I was killed by SCP-049 so yeah it was weird.

That's all the problems I had regarding anything bug/glitch related, there are a few other problems I'd like to point out in general regarding some areas in the game, one is the sector 3 rooms with the numbers for the combination to the room that gives you the level 5 key card some of the map seeds don't give you all the rooms that have the combinations that are needed to enter the code for the door. It's too huge of a problem it can just be a bit annoying for those who want to get that specific ending without cheating so if it's possible to make it so every map seed has those rooms with the numbers in it that would make playing through the game and being able to get every ending in one map easy it would really help. The second being the Class-D cellblock, I love the concept of eyekiller and how it's done in this mod but I personally feel that he's way too fast. I'm sure others agree but I believe myself how it's done is almost impossible for newcomers who play the game to avoid and just period I feel it's impossible to do without cheats. Now don't get me wrong I know it's still possible to do but you have to be very careful to not get to close and almost play it stealthy by crouch that's how I got it after many attempts and trying to understand how his A.I. works. You pretty much would have to have him facing a wall to get around and book it to the next room. So I feel the only way to fix this is to lower down his speed making him very slow since he already makes your vision blurry almost making it impossible to escape I feel it's more fair and easy to handle if he's super slow. Now I started thinking about that and thought that would be a little too easy since if he's slow he would be easy to move around and avoid making him just flat out annoying since all he does is blur your vision still being able to avoid tho since he's super slow but then I thought of an idea that would balance out this concept and make it more of a challenge and that is adding redmist down there. Since he's not only the last 087-B monster that hasn't been encountered in this game yet I think this would be a cool concept to add up to having eyekiller move super slowly towards you. Just like in the SCP-087-B game you have to look at redmist so having to look at him while also dealing with eyekiller will not only more of a challenge but makes it more worth going down there just to get the fuse you need to progress through the game. It's more fun and easier than having a super fast eyekiller that just runs right up at you at full speed it also makes it harder to focus on redmist considering how eyekiller will make your vision blurry which I personally think that's more fun of a challenge to experience. That's just my opinion and idea though. I love this idea but sure how it would be done, eyekiller's spawn point is perfectly fine but for redmist I'd say put him in the second open space of the cell blocks might just work. If otherwise excluding the idea then it would okay to just having eyekiller's speed tuned down a little so that it's more fair to handle.

Other than that's all I got to see regarding my thoughts and feedback about the game hope you enjoy the idea and might even consider it I'd honestly would love to see it if not though that's okay I really enjoyed this mod overall and continuing to support your future projects for whatever you plan to do next. You guys really did a great job with this game once again sorry for the very long message lol

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP - Deception v0.1.3/v1.0

I was going to send a message in the previous version of the game at the time but forgotten about it lol anyways though wow... I love how this mod turned out, seriously nice job on this even though it was pretty short it sure as heck was sweet. I really had a great time playing it, I always wondered how it would be like playing an SCP Containment Breach game with the 087-B monsters in it of course there's the 087-B mod for the game but this takes the concept of what if the foundation had taken in the monsters and contained them in the facility seeing them roam around and act like their base counterparts is a really interesting concept that I always imagined being something cool to see. No replacements of the already existing SCP monsters but just adding them alone as anomalies you have to deal with. It's really cool to see this happen and considering how much I loved Terror Hunt I had a feeling I would like this one as well.

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ v1.1 is coming!

Amazing work man! I can't wait to at least give it a try despite it being unstable for me to playthrough to get the full experience xD

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ New SCP-173-106 subspiecie.

Would honestly prefer this over normal 173 lol

Saves all the trouble from getting killed a lot in hard difficulty

Look forward to seeing this in game! :D

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v4.3

I've sent you the message via dms

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v4.3

I love the new SCP-173 model, it sure is spoopy. Weird blob sculpture with written eyeballs taped onto it. Very interesting design.

I did encounter some bugs and experimented with the console to see if there's in there and I did find some in there as well. I notice the colors in the options and other text in different menus. Some of them are grey and white. Not sure if that's intentional or not but I did find it odd how the colors were set on certain text. Another bug I find when playing the game. the messages that are suppose to show upon interactions with varies different things the message that previously was shown appeared instead of the current message that's suppose to be displayed. For the console, the spawn commands don't work on certain NPCs such as "d2", "punch", "575(I notice when I put 457 it said "SCP-575 spawned even though it spawned SCP-457)". That's about all I notice, hope this could help out!

If you need any additional proof of the bugs I encountered I'd be more than happy to show you a screenshot of the following.

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v4.2

Ahhh, I understand and thanks for letting me know I've just figured the burnt badge out not long ago upon entering the entrance zone and finding Dr. Walker's badge there lol.

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v4.2

Okay, so my thoughts on the mod, I love the way it's coming along! I've been pretty patient with 4.0's release and I've very impressed, very nice job! ;)

There have been some bugs that I've notice during my experience in all my runs mostly centering one specifically.

When I pick up the burnt badge I did found out where I needed to go which was hopefully 914. Once I put the badge in the machine all that came out was the same thing. I've tried all the combinations including the 'Rough' setting which usually would destroy things like this but it came out perfectly fine. The badge isn't the only item that had some combination bugs other various items have had some problems, like putting the Strange Key Card in on very fine for example causes an error message to pop up saying "Item template not found (emily ross badge, badge)". That's about it that I've found so far that had some problems, mostly just 914. If I do happen to find more I'll be sure to let you know about it in another response.

I do have one question in particular and it's okay if it's a secret I'm just asking out of curiosity, but is the broken SCP-005 key going to be possible to refine into 914 to recover it's original state or is that just placed there for a teaser?

Hopefully these bugs could be looked into, other than that best of luck with the rest of the development in your other projects! I look forwarding to getting to play some of them :D

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v3.0

That's good to know! I'm happy you found this error :D

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v3.0

Yes, I did but it looks like it's fixed now in this version

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCP: Terror Hunt - v3.0

I have notice some Blitz-3D error messages that shown up in the LCZ but I'm not certain if this bug was fixed or not. From what I understand this is what the log said

Error(s):
Uncaught (LoadRMesh) ***************
EntityTexture: Texture does not exist
EntityTexture: Texture does not exist
Deleted event ***************
TextureBlend: Texture does not exist
EntityTexture: Texture does not exist
EntityTexture: Texture does not exist

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ Massive changes being delayed... But coming soon -ish?

You too! Can't wait for this update to arrive soon! :D <3

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ SCPFNAF v4.1

He has a gun! :o

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ WELCOME TO WIKIPEDIA SERVER ROOM!

We don't need this information anymore.

Bubby - 2020

Good karma+3 votes
ashadttt
ashadttt - - 83 comments @ The Man.

Behind The Slaughter

Good karma+2 votes
ashadttt
ashadttt - - 83 comments @ Thank You

You're very welcome <3

Good karma+2 votes
ashadttt
ashadttt - - 83 comments @ any Ideas?

Here are some ideas I have for the mod
The Player can be given a radio when starting the game
In the intro, the player starts off by sitting down next to a computer and the PA announces for the scientist to go to 173's Chamber Control Room on the upper floor for testing
When you are just standing there in the office room you can see Agent Ulgrin and the other Guard escorting D-9341 to 173's chamber
Note, just like with D-9341 if you do not do what is requested you will be terminated.
During the containment breach you will need to head back downstairs to go to the other rooms of the light Containment Zone but you encounter Agent Ulgrin then the lights all of sudden cut off and then turn back on and you come in contact with SCP-173 and you tell Agent Ulgrin that SCP-173 is behind him and you tell him to keep on watching it as what they say in the sound file WhatThe.ogg
And then when doors close you and Agent Ulgrin decides to split up around the facility and Warn the others to get to shelter as soon as they can

Welp. That's all the ideas I have for the intro and during the breach, hopefully this will help out with making the mods progress continue ;)

Good karma+3 votes
ashadttt
ashadttt - - 83 comments @ SCP - Containment Breach Ultimate Edition (Reborn)

we'll see in the future, for now that idea is going to have to wait...

Good karma+2 votes
ashadttt
ashadttt - - 83 comments @ Version 4.8

Hmm, Interesting & True Idea...

Good karma+2 votes
ashadttt
ashadttt - - 83 comments @ Pre-Alpha Tester Needed

I would love to test this mod before it comes out

I was kind of expecting a mod where you play as a scientist instead of a class-D sometime in the future and it happened :D

Good karma+2 votes
ashadttt
ashadttt - - 83 comments @ SCP - Containment Breach Ultimate Edition v5.5.4.1 (INSTALLER)

The Ultimate Edition should already have 1.3.9, try to turn off check for updates in the options file or when you start the launcher when it ask you to update select ignore unless you're playing the regular SCP-CB because updating it in a mod may cause a failed result and will force itself to close. So it's best that you either go to the options and turn off check for updates or do it when you are on the launcher as the setting for it is at the bottom right next to screen configuration and the Launch and Exit.
The launcher should appear after you select ignore in update selection menu or whatever it's called

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ Half-Life Resonance Cascade v6.6 (RE-UPLOADED)

yay it's back, I'm going to download it :)

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ Half-Life Resonance Cascade v6.4

wait so this version only has Russian translate right? or does it have both Russian & English?

Good karma+1 vote
ashadttt
ashadttt - - 83 comments @ HANZO 55 44

100/100 for the video that starts when playing the game (my reaction: WTF?! XDXDXDXDXDXD)

Good karma-2 votes