Kyle_K_ski
Members-
Content Count
237 -
Joined
-
Last visited
-
Days Won
6
Content Type
Profiles
Forums
Blogs
Calendar
Everything posted by Kyle_K_ski
-
Apex, From what I've read, you've more than earned the accolades that you're receiving, so don't be shy about it! As I've said earlier, I haven't had the chance to even try it out, and I am just tossing this idea out there to be considered, but if the community stays consistently "hooked" on your mod, then perhaps the proposed Ghost Recon "11 year celebratory mod" first proposed here ( 11 year discussion ) can be folded into the enormous amount of work that you've already done. Maybe a name change as well, such as "The Legacy Mod"? Again, I'm not trying to step on anybody's t
-
Thanks for answering my question Tinker, and thanks for supplying the link to the MLP missions! Well, I'd imagine that a hunt of sorts is on to try and find those White Skull Valley missions.
-
I just came across this mod due to my system getting smashed by several viruses (one of which actually uninstalled my security hardware!). My system's finally getting its legs back under it, and I've got 4GB of new RAM to replace my 1GB of old RAM, so while my comp won't be "state of the art" it certainly should be "stronger, better, faster" than what it is currently! So while I was away, this unbelievable endeavor gets released, and I only find out about it from my routine visits to Mod DB. Holy cow, skimming through this thread, it's amazing just how excited the community is over it! I
-
Wow. I hadn't heard of this mod till now. I'm grateful that somebody did bump it. So, in the end, the two files that we see listed here are the most up-to-date versions of these endeavors? Could someone answer for me what Tinker meant when he said that all that was missing was the "WSV" versions? Thanks in advance!
-
Mission 1, See News Feed, Then No Action...
Kyle_K_ski replied to Kyle_K_ski's topic in GR:AW (PC) - Tech Support
Thanks for your prompt reply and advice. I don't know why it didn't register yesterday, but your observation regarding Mirr's incorporation of skipping over the intros to missions reminds me of complaints I've read in regards to other mods that sound like they've done something similar. I'll look inside Mirr's _Options_ directory to see if there's an easy way to disable the intro-skipping features, and I'll do a keyword search for his name to see if there were any reports similar to mine that have solutions listed. In the meantime, if anybody else knows the answer to this issue, pl -
Hello! Just received GRAW 1, and I am most eager to play it, but I've run into a major snag with the very first mission... Go figure! It's been patched to v.1.35, and I have a handful of mods installed. Here are the mods and the order that I installed them in: Brettzies_wpnPack_v4.0_GRW Scar_Mod_BrettziesandDefat (adds a modified Scar that's compatible with Brettzies' mod) Task_Force_Wraith_v1-0 (adds ACU & MARPAT Desert camos) Task_Force_Wraith_2_updater (updates ACU & makes MARPAT camo a WOODLAND one) version151f (Mirr's effects mod without the Over The Shou
-
I hope that my posting a question in this thread isn't considered to be a necro-resurrecting of threads that are too old. Forgive me in advance if it is. I have a couple of questions that I hope that I can get some help with. (1) In the description for this, the AI are described as being able to lean around objects to look. Do the AI do this for the version that isn't Over The Shoulder? (2) If the the AI don't lean around objects in the "normal view" version of this mod, is it possible for me to disable the third person view in this mod, and if so, how? The more detailed the direct
-
Editing .atr Files To Increase A.i.'s Stats, But...
Kyle_K_ski replied to Kyle_K_ski's topic in GR - Character & Skin Modding
I think that I found what the Armor stat does. I read this thread here: http://www.ghostrecon.net/forums/index.php...19&hl=armor So, adjusting the Armor value upwards not only visually adds extra gear, but also actually increases the unit's protection from physical harm. Of course, please feel free to correct me if I'm wrong. If this is the case, then I'm keeping all of my Armor entries at 3, even if it does alter their appearance (*sigh* I do love the look of boonie hats). I might make half of the snipers have their default values though. We'll see. Another thing... I'm -
Editing .atr Files To Increase A.i.'s Stats, But...
Kyle_K_ski replied to Kyle_K_ski's topic in GR - Character & Skin Modding
Hey! I think I've got some pretty good news. I loaded up GR after I turned my stats-altered .atr's into a mod via Igor. I started up a quick DEA SP mission after restarting the game once the mod was properly prioritized, and the stats that I wanted were there! Now, I didn't actually launch the quick mission (I'm busy around the house taking care of the kids!), so I can't say with absolute certainty that the characters will function properly once the mission's running, or in all mission types. I hope so though! I'll have to try this later tonight. I need some advice from you gu -
Editing .atr Files To Increase A.i.'s Stats, But...
Kyle_K_ski replied to Kyle_K_ski's topic in GR - Character & Skin Modding
Thanks for the prompt feedback guys. Wombat50, I've already edited all of the four pools of soldiers' stats to the ones that I quoted above (except for snipers, who I gave an extra skill point for their Weapons and Stealth categories), but none of them are showing up in game with their skill stats adjusted to my settings. Somehow, they're still showing up with the default settings. My concern with the "Read only" properties that I deactivated before modifying the files is that I didn't restore them to the .atr files after I edited them to my liking. Is GR setup to ignore reading file -
I've combed through various forums, trying to locate an explanation as to why my alterations of the .atr files didn't work in the game. Specifically, I'm trying to boost the A.I.'s initial skill stats at the start of each mission. Perhaps I'm altering the wrong .atr files? The path I took to get to the documents I altered in Notepad is: C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Mp3\Actor\specialty type (demolitions, heavy-weapons, hero, rifleman and sniper). If the above mentioned path is taken, are these the correct .atr's to adjust in Notepad? Also, is there any
-
Is there any chance of us seeing a list of the new equipment and weaponry that's added by this mod? I downloaded the "e" version, and I couldn't locate a Read Me. Thanks, Kyle
-
H-Hour's - Airport: New Map/mission Release
Kyle_K_ski replied to H-Hour's topic in GR - General Mod Topics
This looks VERY promising. I'm looking forward to giving this one a run. Thanks for making it for us! -
Those screenshots give me chills. Terrific work.
-
Hey, a robust "thank you" is the least I can do! You're welcome and I'm grateful that you're grateful!
-
thales100, THANK YOU for releasing the "single-player patch" for your DEA release. Since my last post, I've had just a bit of time to dip my toe in the "take out the drug lord" mission, and the mission's failure as we rounded the wall was quite frustrating because it was only then that I could see just a hint at the devotion towards detail that you poured into it. Now I'll finally have the chance to see everything up close, and thank you repeatedly in my head as a mantra. I wish that I had been a member of this community for longer than I have. As I've combed older threads, I'v
-
Real Life's keeping me too busy to have tried out all of what's been included in your recent release, but I have had the honor to play the oil refinery level, and while I enjoyed it immensely, losing one of my comrades put me on the fast track to instant end. Is there any possibility of releasing an alternate version of this mod, for those of us who don't play coop, so that we can suffer more losses if we're playing all on our own? The refinery just looked stupendous and played extremely well.
-
Lightspeed, Randomizing key elements for missions is a critical means of keeping the player on his toes, especially since some of the AI behavior (or lack thereof) is quite predictable. By adding randomness to your maps you'll "makeup" for some of the AI's lack of capabilities and you'll help ensure that no matter what, the player must rely on good tactics. I'm really looking forward to this. Thanks in advance!
-
Can't wait for that link!
-
Check your PM. I'm happy to check out the latest build!
-
I have quickly come to appreciate the finer points of GR. I must admit, that having played Infiltration for so long has created a nearly insurmountable level of low-level frustration with what GR didn't/can't do, which is fine tune kits and firearms to one's desires, have round penetration, visible weapons, stamina system, and the like. Infiltration is just leaps and bounds beyond GR in regards to these features. But Infiltration is missing one major feature that GR does have, and that's semi-sensible AI. I can't express just how large a bummer it is to have a fantastic infantry simulator
-
Playback Camera Angle-adjustable?
Kyle_K_ski replied to Kyle_K_ski's topic in GR - General Mod Topics
Nope, I haven't tried making any Machinima, but I do respect those who do and actually end up with a respectable product. I was just hoping to have a clearer angle on all the goings on. All well... Thanks for your input! Yours, Kyle -
How To Get The Most Out Of Ghost Recon...
Kyle_K_ski replied to Kyle_K_ski's topic in GR - General Mod Topics
I have to agree with the general consensus here that this community has created a ton of great mods. Reading their descriptions and the feedback from those who've played with them makes it all the harder as to which ones I should install, make active, and then prioritize. I don't want to miss out on anything good, nor do I want to needlessly duplicate data, for example, the number of HK416s and HK417s kits I have is bewildering. They have the same display icons, and the exact same amounts of ammo, so I assume that they're the same kits being listed twice or more because they're used by more -
Ways To Extend When Ground Cover Appears?
Kyle_K_ski replied to Kyle_K_ski's topic in GR - General Mod Topics
Thanks for more of your feedback, Rocky. Ever kind, as usual. Yours, Kyle -
Fog And Level Of Detail, How To Extend
Kyle_K_ski replied to Kyle_K_ski's topic in GR - General Mod Topics
Buehgler_AS, Thanks for your detailed reply on this. I don't know if I'll have the time to fire up a game editor and make the adjustments, especially one that I've had zero exposure to. Operation Flashpoint was highly regarded for its robust and easy to use editor, and the handful of missions that I made for it, never released (and for good reason too!), were an absolute chore to create, and required an agonizing number of hours to make. I have a ton of respect for those individuals who not only earnestly try to use an editor to useful ends, but are also able to create something that's t