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Comment History  (0 - 30 of 57)
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

6 minutes is the amount of time you're given in vanilla Anomaly. I've updated the addon to make that clear. Unless you're using addons that make your game more difficult like BHS, GBOOBS, etc., I suggest you just go with that.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

It was a mistake on my end, it's fixed now.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

All of these have now been fixed with the help of you, iTheon, and RavenAscendant. Thanks!

Good karma+3 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Really? How did you install it?

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

As far as I know, they do not.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Updated to remove the guard in the second room when entering the lab to prevent him from blocking the door being opened.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ SoC-style Artefacts v0.3 (DLTX)

I've always wanted to see a return to form in artifact hunting, with detectors playing a supportive role like you say, but my issue with the idea is that most, if not almost all, of the artifacts are simply too big. It doesn't make sense for stalkers to use multiple artifacts when they're the size of a human head, and it makes having them all be visible problematic - I'm not sure how compatibility with other addons that change artifact meshes and textures would work, but it'd be nice to see artifacts made smaller so that detectors are still necessary. Merry Christmas by the way!

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Update to remove the guards in the first room when entering the lab.

Good karma+3 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

I finally got around to reorganizing the files with different options people have requested, like disabling the Bloodsucker spawns (it's now an optional file so you can keep them and have a little chaos in the lab, if that's what you want), respawning the Monolith squad after you shut down the Scorcher so you have to fight through them again, and different timers to allow people to decide for themselves which is the most balanced with their mod setup.

Good karma+7 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Glad you enjoy it!

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Appreciate the praise!

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

I'll see what I can do!

Good karma+4 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Huh, I guess the script is only executed when you enter Radar or X-10. I thought it was upon new game. Thanks, good to know!

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

The timer is the entire point- it's meant to be a more challenging and stressful experience compared to the relatively leisurely stroll through the three Bloodsuckers. The Bloodsuckers are not active, their spawns have been disabled.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

I'll see what I can do.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

They're specifically coded to patrol their routes and stay in their spots, so I don't think so.

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

They spawn when entering, no longer when exiting.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

They won't respawn and only spawn upon entering X-10, so if you've already entered Lab X-10, you'd have to start a new one.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Defended Lab X-10

Nope!

Good karma+5 votes
_Shen_
_Shen_ - - 57 comments @ CoC Main Storyline

Does this replace every LTTZ quest or only Living Legend?

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Shadow of Chernobyl Monolith Voice

What do you mean? Other factions have their voice lines from ShoC?

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Controllers were designed for scripted specially made encounters in the vanilla games, so they are naturally going to be underwhelming when mods have them spawn in various locations.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Shadow of Chernobyl Monolith Voice

You're free to not use the addon if you dislike that. I play Anomaly with Sin spawns disabled, so it doesn't affect me. However, I don't think it would be too big of a deal since both factions are hostile to everyone else either way.

Good karma+8 votes
_Shen_
_Shen_ - - 57 comments @ xr3la

Hey, do you plan on continuing Dead Air Outfit Overhaul?

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ What happened to Call of Chernobyl 1.5?

Very cool! Always a fan of combining two halves of a level like the NPP or Pripyat.

Good karma+6 votes
_Shen_
_Shen_ - - 57 comments @ What happened to Call of Chernobyl 1.5?

Since you asked, unfortunately, I don't really have any experience where it probably matters most, coding and development proper. However, I'm able to to serve as a QA tester and writer. I have experience participating in early access / alphas / betas of various Steam games and mods and making bug reports. I like to think I've got a pretty in-depth understanding of the STALKER lore, and a lot of experience playing RPGs, so I'm fairly confident I can be a good writer as well. Sorry if this seems really flashy, but he did ask.

Good karma+11 votes
_Shen_
_Shen_ - - 57 comments @ ZoneExpanded - Road To The North

Great mod so far, though there are two things regarding the world map that bug me- Dead City being directly connected to Rostok and Army Warehouses, and Pripyat being directly connected to Jupiter. Regarding the first point, the Mercenary base is canonically a closely-guarded secret by the Mercenaries, and nobody knows where it is, similar to the Monolith. I would have imagined that Dead City would be more out of the way, similar to CoC, where the only two routes to enter it are guarded by Mercenaries (path from Army Warehouses is defended by a Mercenary outpost and is rather out of the way from the main base and Barrier), and southern Limansk is a Mercenary hotspot. Regarding the second point, I think a direct route from Jupiter to Priypat makes the Jupiter Underground irrelevant, and somewhat invalidates that portion of CoP's story. I think the direct route should be removed and replaced with the former Jupiter Underground route, and that Dead City should be repositioned, or level transitions repositioned, so that it is more out of the way and accurate to the canon.

Good karma+2 votes
_Shen_
_Shen_ - - 57 comments @ Dead Air Outfit Overhaul - DAOO v1.1 EXTENDED

No, just be sure to overwrite this addon's files with the CoC HD Models files.

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Dead Air Outfit Overhaul - DAOO v1.1 EXTENDED

You're commenting on an unofficial addon for Dead Air, not the official file. You probably won't get the attention of a Dead Air developer here.

Good karma+1 vote
_Shen_
_Shen_ - - 57 comments @ Correct SCAR Ammo

Does this also change the ammo spawns of stalkers using the SCAR-H? So we'll actually find 7.62x51mm rounds on them if they have the weapon, instead of 5.56x45mm?

Good karma+2 votes