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Comment History
blackdal
blackdal - - 6 comments @ YesMan's Smart Music Mute

hi Y3sMan, similar to salamanderander, i can't get this to trigger either in Gamma,
running its latest release (which now includes the demonized .exe to match your prereq).

i've enabled debug in your zz_yesman_smart_music_mute.script
-when i load in, !maxvol and !currentvol both are fixed at 7
-changing music level doesn't affect either value
-crouching triggers the timer
-crouching immediately drops !currenvol to 4, then it drops to 0 soon after (based on timer)
-standing reverses the timer
-once timer ends, the !currentvol value returns to 7 (matching !maxvol)
-pressing the manual mute key doesn't affect music either

However, sound doesn't change at all. Its sounding like the script itself is triggering correctly, but the script can't affect the volume.

any ideas on where to look?

Good karma+1 vote
blackdal
blackdal - - 6 comments @ [1.5.1/1.5.2] AmmoCheck

this is a great mod for low-key immersion. its fantastic for what it does

is there any chance you may plan for expanding this mod to include the fire mode and ammo type?

i know you've got the existing firemode check mod, but having this all in one mod would be brilliant.

perhaps a simple layout like:
<fire mode> - <ammo count> - <ammo type>

this would allow you to completely turn off anything ammo counter related in the hub, force you to either remember ****, or risk a check in the middle of combat, which appeals to me.

and yeah, if you no longer want to develop for this mod, apologies for the interuption :)

Good karma+1 vote
blackdal
blackdal - - 6 comments @ Eden's Weather Revamp (3.0)

i love your mod, but the unlimited draw (lack of distance fog) in clearer weather kills my fps by upwards 30fps

i'm not familiar with the weather presets, but is there any easy(ish) way i can add the distance fog back in? like changing fog_distance or far_plane or something back to defaults in each of the presets?

i hate the idea of mangling your mod, but my computer cries out for help!

Good karma+1 vote
blackdal
blackdal - - 6 comments @ Loot monsters without any knifes for Anomaly 1.5.1

any chance you could include something like the quick melee attack animation (https://www.moddb.com/mods/stalker-anomaly/addons/quick-melee-attack) in this? still durn useful to be able to throw out a quick attack

Good karma+1 vote
blackdal
blackdal - - 6 comments @ Mod Organizer tool compatible with Anomaly

does mod organiser now recognise anomaly directly? or do you still need to manually install the anomaly plugin?

Here's a good guide on using mod organiser 2 with anomaly:
Lazystalker.blogspot.com

Good karma+1 vote
blackdal
blackdal - - 6 comments

I love the idea of the randomness that this mod could encourage, but i also don't want to have a shoot-fest because of a crap-load of mutants spawning. I like my game to be a lonely survival experience.

Is there any way to estimate how many mutants anomaly would spawn with its existing mutant population multipliers?
ie. if you set a mutant pop of .75, this would roughly equate to 1000(?) mutants across the zone. a mutant pop of .25 is 500(?)

This would give a better indication of just how much your mod may change the game style. I have no idea whether an additional 1000 mutants across the entire game would be considered highly populated or not.

I could then select a low mutant population multiplier in anomaly, add x number of mutants from your mod, and have the same level of mutant population as a normal game, but with a greater amount of randomness to it.

Second, the limit cap you mention, is that purely for mutants spawned by this mod? or is this a total number that includes both mutants spawned by anomaly itself and this mod? I assume its just for this mod, but i'm not sure?

Good karma+2 votes