Food, drug and drinks animations and Smurth’s Dynamic HUD 1.1 from CoC 1.5r7 port. This includes: full consumable items animations, monster hunting, weapon shooting camera effects, masks HUD.
Ported from: Moddb.com
Original addons:
Moddb.com
Moddb.com
Fixed items_devices.ltx related crash (forgot about 1.5r7 and CoTZ headlamp/flashlight differences), but may require new game to refill random stashes that contain broken items.
Update 1: More accurate hunting animations - no unnecessary knife appearance between two animation phases
Update 2: (Optional) No critical hit camera effects
Update 3: (Optional) No blinking (black screen) after taking injections
Awesome stuff.
Love the mod. But, since Installing, every time I give a companion a Medkit my game crashes.
The Zone cannot comprehend sharing resources.
Hmm, could you, please post log of the crash (appdata/logs)? Because I wasn't able to reproduce it - gave medkit through both trade and exchange and also to wounded and it didn't crash.
He might have eatmedscheme installed, which used to crash if you gave a companion a partly used medkit, according to a commenter. I guess in your mod every medkit is considered partly used? Not sure.
Just tried with EatMedkitScheme still no crash. Companion healed himself successfully.
Yeah want me to post the whole log?
This is the perfect addition to the game, missed it so much from CoC! Thank you!! I use it with CotZ Weapon Pack, works fine. Only once it crashed at a stash, the log said a "tactical flashlight" is missing. Guess there is a little incompatibility with the weapon pack. But happened only once and I'm already half through the game.
This is the error I got in two cases when trying to open a stash:
[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 117
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\devices\dev_tactical_torch\dev_tactical_torch.ogf'.
For the record, I've also seen this error happen on a new game start. At the time, I fixed it by removing all references to dev_tactical_torch, I think.
But now I'm not sure what I actually changed. I'm sure Jeredy can fix it, though.
EDIT:
Try renaming gamedata\configs\items\items_devices.ltx to something else. That should at least prevent this particular crash.
Thanks for the idea!
I compared the items_devices.ltx with the default CotZ one and ended up deleting everything beginning with line 200:
"[device_flashlight]:identity_immunities".
No problems so far:)
One of my favorite things about this addon is when your guy walks into an anomaly and calmly continues to shovel cat food into his mouth.
Frostiest of the frosty, our guy is.
quick question, would this work with AO3 for CoTZ?
Yes.
I've encountered some small bugs while playing with this addon along with AO3.
First one is mutant dressing animation: when skinning any mutant the camera just plunges way too deep into the ground through the mutant and below ground textures, not like anomaly one where it just does it normally above the mutant body.
Second one the pistol sprinting animations are a bit bugged: when sprinting with a pistol in hand the handgun is almost floating with players hand slightly clipping through it looking very out of place.
Third one is knife hand holding view model being too stretched out: any detector held with knife immediately make view model very very long as if my hud_fov is at 0.8 but as soon as I hide the knife, detector view model goes back to normal and not overly extended.
Set camera dive distance during mutant skinning to medium, check if helps (can copy paste only scripts\enhanced_animations.script).
For everything else - never happened to me. Installed AO3 and this addon on top of it, changed nothing on matters you pointed. Maybe it is something else? Try to revert both fov and hud_fov back to default if you touched them.
Thanks alot man, this fixed it! )
The pistol sprinting thing is on me, Cheeki. Please post that issue over at AO3 Centered and Aligned. I need to know which pistols look unacceptable with that sprint animation.
Hola se puede desactivar la animacion de movimiento de camara cuando te disparan? es muy molesto y no es muy inmersivo...
hello, is it possible to disable the camera animation when you get shot? the truth is very annoying and uncomfortable when playing.
Uploaded script without critical hit function, from your description, this should be it. Folder "Optional".
Thankyou, You're awesome.
Any chance I could persuade you to make an optional feature to not have that brief blackout after using a medkit? I find it jarring.
Optional folder. Updated main folder gamedata\scripts\enhanced_animations.script must be copy pasted too.
Has anyone told you lately that you're awesome? You're awesome.
Hello, is there a possibility that in the future they will add the breathing effect on the screen, more sound when having the oxygen mask on?
I.redd.it
I know what are you talking about. Effects were originally there, I cut them out because it is very annoying and I got tired of it very quickly back when it was first introduced in Dead Air. When I put my PMK-2 on Gasmaskandrespirator.fandom.com to see how it is in reality:
There are almost no vision obstructions on the periphery.
Breathing sound you don't even notice, unlike in-game dying asthmatic.
Almost no blurry spots if system is intact.
So still not sure if it should be there the way it is now. Might add back later but as an option.
I don't use mask overlays at all, but I have to admit, when I tested your addon's masks to make sure I didn't break anything with my GUI and HUD addons, I thought I'd broken the stupid breathing thing.
Even if the breathing is annoying, people are so used to it now thanks to Dead Air and Anomaly that they expect it to be there, you know. It's probably a good idea to include it as an option just so dumb folks like me know it's supposed to be off by default.
EDIT:
I didn't expect eating mutant bits would be animated. It is. Thanks, I guess. Barf. :D
Most of the game, your mod has been wonderful! Lately, though, all of my consumable animations have been replaced by a medkit use.
I try to eat my tins of food and my hunger goes away, but I'm injecting it straight into my veins now. Any suggestions?
It went away! A couple zone transitions later, I went into Agroprom Underground and suddenly my eating animations were back.
I think I would still prefer the cat food straight into the vein.
Ah shucks, the bug is back. Now I'm medkit-ing when I butcher mutants, eat catfood, and practically every other animation. Seems to be going back and forth for some reason.
Hope Jeredy can figure out what causes this. I've thought about it and I'm stumped. That it goes back and forth between animations is just bizarre. Does it happen on a new game, too? If it does, maybe reinstalling the addon could help?
Oh, just because Jeredy will probably ask anyway: what other addons are you using?
You know, the bugs do not follow me to the new game, but I already reinstalled the add-on once and the bugs kept cropping up in my current game. I'm running CoTZ+ right now, as well as CoP HUD and CoP Atmosphere for CoTZ. It isn't that big a deal, it's just weird and intermittent, but the red medkit animation sometimes plays in place of any other random animation for a bit.
CoTZ console is absolute clusterduck, yet still could you trace anything related when invoking bugged animations?
Also, when it happens again - try to quit game and copy/paste gamedata\meshes folder from this addon to your CoTZ.
Right now I can't see how it can be a script issue.
Don't worry about it, I moved on to a new build of mods (mahzra and cotz+) and the problem has disappeared. Thanks for the response, though.
Question:
This works with STCOTZ Weapon Pack?
Should work with any weapon pack.
Hi. Ever since I installed the add-on, medkits started being single-use, like in vanilla CoP, instead of using the multiple-use system of CoTZ. Addditionally, they went from weighing 0.10 to 0.50! Further still, it seems the prices of the consumables affected by the add-on have also changed, as everything got a little pricier. Are these changes on purpose, or an oversight? Multi-use drugs like Vinca or radioprotectants still work normally. Thanks for your time.
Left CoC variant actual as it makes you spend medkits faster and choose what you take in raids. Of course it can easily be reverted, just have to change inv_weight for [medkit]:booster_script, [medkit_army]:booster_script, [medkit_scientic]:booster_script sections and add two lines in gamedata\configs\items\items_medical.ltx config file.
Reuploaded - added optional original CoTZ settings.
I don't honestly know what's wrong with my mask overlays, it's just flat and slightly dark grey, there's no depth or really anything besides the grey (which covers the whole screen, but not the minimap or ammo/ health bar)
pic > Imgur.com
I've tried reinstalling to no avail, upping my texture quality to no avail, tried using the ui/mask folder in the main file and overwriting the smurth files to avail, removing the ui/mask folder entirely to no avail... Is it because of DX9 (enhanced)?
Wasn't fixed when I lowered texture quality, not by switching to dx 10.1...
Out of the likely 10+ addons idhk which one is the culprit.
Dear Jeredy,
can I ask you for another favor? I've been trying to get the Combat Knife to use slot 4, the binoculars slot. The bino slot isn't used by anything else so it just sits there. In my pack I made both the knife and the binoculars optional items the player has to purchase, so in some cases it's even tantalizingly vacant.
The slot change for the knife was easy enough to do, but it breaks item animations, which is a big deal for me. I need those animations. I've been unable to hack your addon into cooperation.
Could you help out?
Thanks in advance.
Hi Jeredy,
I was looking at some of the config files for the animated items and stuff for something unrelated (messing with medical stuff balance) and noticed that the animation part of the addon uses the bino slot as like a temporary slot or something like that, to equip animations in?
So uuuhhhh, the bino slot is the one slot we're not supposed to mess with, because you only expect to find the binoculars there ... ?
SO UUUUUH my request was actually totally not a simple cut and paste that you could easily do because you know how the thing works? :D
Sorry man, didn't realize what I was actually asking for. It's a bit much.
HOWEVER
we don't ever touch the bolt slot, you know
it'd be a lot safer to use as a placeholder for stuff
just sayin' 's all
... you're awesome ... ? :D
(feel free to ignore this request, it's not like it's the end of the world or anything)
Is there a way to remove hud for masks ? because the hud it seems to me to reduce the gamma and contrast effect and make the game texture a little bit bright at night, so the horror atmosphere is less able
Is there a way for this to be ported to dead air?
Hi Jeredy. It's me again. :3
Just a little request this time, I swear! I recently added the item overhaul to my package. Don't worry, I'm not going to ask you to add all the animations. I only want to use your animations for combat, and for everything else hiding the weapon is good enough.
Here's the thing though, your addon stops the Hide Weapon addon from working. Any chance you could provide a 5 second "hide weapon" animation for consumables that are not listed in the script? That way I can keep your animations for medkits and use hide weapon for Snickers and any other consumables I might add.
Never mind, I hacked my way around it. Made short, medium and long duration animations off-screen. Hides the weapon, twiddles his thumbs off-screen while a sound effect plays, draws the weapon. Perfect!