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Comment History  (0 - 30 of 1,032)
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Don't enable the vanilla quake particles option

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

No. It's complete.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Check the options menu by pressing the HOME key. Autosaving can be disabled there.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ GMDX

You're welcome. Enjoy.

Good karma+2 votes
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Wow, will have to try that.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Nah, it's just a little continuation and refinement of Q1.5, since it had been left abandoned in beta state with some flaws and potential for more without straying too far from the original vision and balance. Basically, the goal was to complete and refine the vision, and also retain reasonable compatibility with user maps, and I feel that is largely complete.

Play on nightmare difficulty for the most new content and true vision. e.g there is a new invisible fiend variant named "nightmare" that only appears on nightmare difficulty. A notable portion of the mod (25%) was in redesigning the the originally weak Nightmare difficulty. Enable the Nightmare+ option (in gameplay options) on top for the real deal.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

This mod is somewhat notably challenging, especially if you're playing on max difficulty (Nightmare & Nightmare+ combined) as you probably should be. Buffed shotties are needed. Sorry.

Good karma+2 votes
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Model cache error somewhere.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+ v5.7

Lol

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Turok 2 Plus

Two pink adon portals were removed access in the final level to make it a proper challenge. It took a lot of effort to make it an actual challenge, from this to the new oblivion enemies to removing a lot of ammo, buffing the robots and so forth. I wish I didn't have to resort to removing two of the pink portals, but that was the only sensible solution. Seriously, this level was a fricken joke vanilla, the easiest in the game.

Thanks for the write up!

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

No. Use the provided Darkplaces engine build. You can always just copy your quake folder - one for Ironwail and one for Darkplaces w/this mod. It's a few mb no big deal.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Random drop from Ogres

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Morrowind Rebirth 6.61

More on the practice dummies: I can't stress enough the need for a significant nerf. Vanilla had practice dummies already (egg mines, especially the queens). But they were less often encountered and out the way. I like the concept of the dummies but they ideally need to not respawn AND have like 200 health AND have a number of them removed.

1. As-is, far too convenient to safely level your weapon skills (especially since they are often right next to a smith for repairs).
2. Far too convenient to optimize level up multipliers during town gameplay.
3. Clashes with the already severely limited relevance of egg mines.
4. Accelerates the rate at which you become highly proficient with weapons. I spammed spear on the dummies (further incentivized by the endurance HP on level up mult) and now I am a spear master and OP too early. I should be a good ten spear levels behind, and not have maxed out my attributes so optimally already.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Morrowind Rebirth 6.61

Another request: quite a few instances of absurd drop counts from people. The Balmora Council club members all drop 10 of good value items, particularly journeyman repair hammers and lockpicks. But also others like a vampire-infested dwemer ruin southwest of the ashlander camp involved in the main quest, again 10+ hammers dropped by an enemy. The counts should be halved, if not more.

Also another report for you: in the main quest that sends you to the burial tomb to get the bow to convince the ashlanders of your status, said tomb has a bunch of offset mummies and chests (floating in the air). In one of the side areas on the way to the item of interest.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Morrowind Rebirth 6.61

Suggestions to add to your "recommended graphics mod with Rebirth" guide:

Nexusmods.com works very nicely with Rebirth + on top of texture packs like 'MW Textures Enhanced' and fixes the ugliest aspect of the game (caves), which the AI upscale did pretty much nothing for. An absolute must-have.

Nexusmods.com another texture pack to install on top of the AI upscaled 'MW Textures Enhanced' pack. This is only ground/floor textures. Works wonders, just compare seyda neen and the nearby marshland to what it looks like with only the upscale pack installed.

Nexusmods.com Adds a little flavor to vivec and velothi exterior texturing which goes well with your clutter additions. May not be to everyone's taste but is good for the variety and detail. Test and see.

I will return at a later date to suggest some additions to your gameplay guide.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Morrowind Rebirth 6.61

Practice dummies need health reduced to 200, or alternatively just have them never respawn. They are way too convenient to grind when you need level up multipliers right at the end of level up process (9/10 min/major skills), and allow going far beyond that. It's far too much health.

Also noticed some mismatching flags for keys and doors. e.g Hloa Oed the thieves guild quest to steal dwemer ornaments. I pick-pocked the Khajit but the key didn't work on the chest. There was another instance also but I don't remember where.

Maybe randomize 1 in 15 or so alchemy item containers to have nothing in them...the most reliable way to get money for the first third of the game is to rob everyone's sacks and baskets for ingredients to sell, and there is a LOT. There needs to be, as sometimes that is the only good reward for breaking and entering, but 1 in 15 shouldn't make too much an impact in that regard.

Also I made this...feel free to adapt in 6.6 or ignore.
Nexusmods.com

Nonetheless, this is surely the best mod for MW. Nice work.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Turok 2 Plus

find another way

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ GMDX

All environment textures can be set back to vanilla. When launching the play gmdx shortcut, go into the data directories tab and disable the New Vision checkbox.

The weapons cannot be disabled. And I will try to convince you that they shouldn't be. Lets focus on the pistol: FAR higher animation quality, the weapon mods are visible on the weapon when attached (originally no), higher poly count and texture resolution. Technically speaking it is objectively superior in every way. Stylistically on the other hand it's not 100% faithful no, but not worlds apart either and it was out of my hands. Artists interested in Deus Ex are an absolute rarity sadly.

Ideally I'd have liked the rework to have been more faithful, and one of the weapons is hardly an improvement (stealth pistol), but the likes of the mini-xbow, LAW and GEP gun for example are pure perfection. The positives far outweigh the negatives. If this doesn't convince you still, check the Add-ons Tab above and download the vRSD fork of GMDX - this allows you to disable the weapon models back to vanilla too. Or alternatively, disable some and keep others. Not recommended though for consistency's sake. All or nothing works best.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Glad you fixed it.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

None, sorry.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

Google it. Standard issue with original Quake.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Unreal Evolution

Glad you had fun! Consider telling others and leaving a review.

Good karma+2 votes
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Turok 2 Plus

I already optimized the flamethrower particles a lot over ascension, got it running to an acceptable standard on my lower-mid range computer. You must be playing on a toaster. Just use the alt fire instead? It doesn't spawn lingering flames so you should be able to go nuts with it no problem.

OK I'll tell you how to reduce it further:

download and install 7zip for best practice, though it can be done without with extra steps.

In the mods folder, open Turok2+Game_.kpf

go to the particles folder.

open Flamethrower_Impact.particle

Find the line that says: probability = 25 //TT: 50

Set that to probability = 0 then save and close.

Then it wont spawn any lingering flames.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ GMDX

There is some recent misinformation floating around: this does NOT make the game harder, strictly. It is easier than the original if you pick easy difficulty. If you pick hardcore you will get a true challenge, if you pick easy, you're afforded many significant handicaps that affect other playstyles, enemies and challenges, not just bullet damage & melee defense. Enemies with plasma guns and rocket launchers will do less damage too, not just pistol users. Radiation hazards in the environment will also do less damage. The list goes on. Difficulty modes in between scale appropriately following this new sensible ruleset.

Good karma+2 votes
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

If you own the remaster, you also own the original version of Quake (purchasing the remaster gives you both games). This is compatible with the original version.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ GMDX

Thank you Sir. I put my intelligence, expertise, heart and soul into it.
The results speak for themselves, and through fans like you. Thanks for dropping by.

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Turok 2 Plus

There are some sound tweaks, but yeah not a huge deal.
Don't forget to drop a review!

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

It's something engine-related. Do some googling e.g Sourceforge.net

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+

check q15_config.cfg

Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments @ Quake Combat+ v5.7

Awesome, thanks for sharing.

Good karma+1 vote