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Deathscreton
Deathscreton @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

I've updated and yes, I've tried this, however running just Anomaly and SSS with 2D Shaders kinda kills the point of my modlist. I was just hoping you might have some more directed guidance you could offer.

If it's a simple matter of "bad modlist", then I guess I'll just live with it.

EDIT: I lied. I had two installs of Anomaly for testing, and I used the wrong one.

I went back like you asked and tried only Anomaly, SSS and Shader Driven Scopes, I still get the double vision. I'm going to try reinstalling Anomaly. There has to be something I'm missing, it literally makes no sense.

EDIT2: Went back and tried just ShaderDrivenScopes by itself with no other mods and it gives me double vision.

EDIT3: Had to download a completely fresh install of Anomaly. Set it up with all my mods and the updated SSS, everything is working fine now. Modding Anomaly can be such a PITA sometimes.

Good karma+1 vote
Deathscreton
Deathscreton @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hello! As of recently, using both SSS and Shader Based 2D scopes leads to double vision when using scopes. Additionally, the darkening effect to give the illusion of scope sway is instead semi-transparent.

If I disable SSS's Shader Based 2D scopes compatilbity in MCM, the effect goes away, along with the double vision. Any ideas on what's causing this?

I've reinstalled Shader Driven Scopes, reinstalled/updated SSS, rebuilt shaders, etc. I'm using 1.5.2.

EDIT: I've added a video for reference: Youtube.com

Good karma+1 vote
Deathscreton
Deathscreton @ Artefact hunters, Last Dawn, Operation Monolith Storylines 3.0

If you haven't figured it out already, there's a group of monoliths to the north of the location where you find the CS unit. They're in the buildint, up the stair case. Tehre's like, eight of them there and they don't come out to fight like they're supposed to.

Good karma+1 vote
Deathscreton
Deathscreton @ [DLTX REQUIRED] DLTX MiniMod Repository (UPDATE 52)

I'm playing the Last Dawn questline: seize the device, but the decoder never spawned for me. I killed the flagged monolith stalker, the quest updated acknowledging the death, but the decoder was not the stalkers body. I tried spawning it in manually, but the quest won't acknowledge that I picked it up.

Do you have any ideas on how to fix this so I can continue the quest?

EDIT: I should mention that I watched a video of someone doing the same thing, and their decoder had a different flavor text than mine did. It's almost like the correct item doesn't exist in game, so the quest never spawns it.

EDIT2: Found the item the game wants by searching the mod files, cs_deshefrator. Spawned in using debug menu. After doing so, task autocompleted, and the next task jumped up immediately. The item required isn't actually listed in the debug menu from what I can tell.

Good karma+1 vote
Deathscreton
Deathscreton @ CGIM 2 for Anomaly

There's a compatibility issue between CGIM 2 and Shader Based 2D Scopes. When both are enabled, Shader Based Scopes will double up on images of trees and flora. Additionally, the black part of the inner scope that moves when you move the scope to simulate scope sway is not black but transparent. These issues do not exist if you remove CGIM 2.

EDIT: I noticed this also happens in binoculars, so it's not just 2D Scopes that this is happening to.

Good karma+1 vote
Deathscreton
Deathscreton @ Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support

I'm also having the same issue with CGIM 2. I'm using the SSS+BeefsNVG patch as well, doesn't seem to make a difference.

EDIT: Seems to be an incompatibility with Screen Space Shaders. Disabling 2D Shader Based support in SSS disables the effect, but also fixes the double vision.

I've added a video for reference: Youtube.com

Good karma+1 vote
Deathscreton
Deathscreton @ [1.5.1/1.5.2] Yet Another Campfire Saving

I created that patch. You only need it if you're using YACS and Arszi's Campfire Roasting mod together, which it sounds like you're doing.

If you don't use the patch, you'll get an error when attempting to save in specific safety zones, something along the lines of "You can only save around campfires and friendly bases".

Good karma+2 votes
Deathscreton
Deathscreton @ EFT Weapon Reposition updated 2.2

I did this for a few of my files, namely the pb, PMS and Mp133. All you have to do is locate the ltx file under "gamedata->conifgs->items->weapons", then locating the ltx file in question. Search for the filename it can't find within the document and change it to the one bas now uses. You can figure that out by going to the same location (but under the BAS mod) and find the same file and updating the EFT position file (the one you opened earlier) to input the model files.

You'll probably have to do this more than once.

Good karma+1 vote
Deathscreton
Deathscreton @ Toxic Air 0.72

In that case, would youb e willing to provide me with a copy of the 0.5 version? I'm having issues with my filters not properly processing their resist when condition lowers, and I'm pretty sure it's due to my edits to .71, but I don't have the old functions to compare to.

Having 0.5 would help with fixing the logical errors I made.

Good karma+1 vote
Deathscreton
Deathscreton @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

I'm getting the following error after updating to 1.5.2:

FATAL ERROR

[error]Expression : SG
[error]Function : CRender::model_CreateParticles
[error]File : r4.cpp
[error]Line : 683
[error]Description : Particle effect or group doesn't exist
[error]Arguments : eugenium_anomalies\anomaly_ghost\ghost_idle

stack trace:

I have the latest engine mods as I use Shader scopes, SSS and other DLTX mods. Where did I **** up?

EDIT: It appears that the experimental EXEs provided by SSS does not work with DAO on 1.5.2. A shame.

Good karma+1 vote
Deathscreton
Deathscreton @ [2.2.0] Stashes Overhaul

Currently not functioning with the newest B&S. Complains about missing weapon models no longer included with B&S when loading up a game.

Good karma+1 vote
Deathscreton
Deathscreton @ Hideout Furniture (HF) v2.2.1

Does this work for anyone else on 1.5.2? I get the following error when the main portion of this mod is enabled:

-----

-----loading z:/games/anomaly\gamedata\configs\system.ltx

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'tch_junk'. Please attach [*.ini_log] file to your bug report

stack trace:

-----

Good karma+3 votes
Deathscreton
Deathscreton @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Oh wow, is that what the line below is referencing?

"Added experimental executables with extended ( 3 times ) shadow cascades. Youtu.be ( Check the EXPERIMENTAL folder and select the proper exe for you, please report if you see shadows problems )"

Good karma+1 vote
Deathscreton
Deathscreton @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Easy fix, thanks! I'll toy with it and find something I like, but do you have a recommended setting?

Good karma+1 vote
Deathscreton
Deathscreton @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hey boss, thanks for the mod! It's improved visual fidelity by a handful!

I am having an odd issue with ground during dry times. Everything is super shiny. Like, ridiculously so. I've provided an example below:

Imgur.com
Imgur.com

This is on the road outside of Cordon, facing the bridge. I thought this had to do with SSR at first, but when looking down, the shine doesn't dissipate. Do you have any clue what the issue may be?

Thank you again!

Good karma+1 vote
Deathscreton
Deathscreton @ More foggy fog

Did you ever configure this value to see what it does?

Good karma+2 votes
Deathscreton
Deathscreton @ [Anomaly 1.5.1] Track Stalkers Using Their Names [MCM] (v1.2)

I second this idea. I'm in love with the mod, but the balance does feel off. I like the idea you've both come up with.

Good karma+2 votes
Deathscreton
Deathscreton @ Immersive Campfire Saving and Yet Another Campfire Saving Mod Compatibilty Patch

This is not a standalone mod. This is just a compatibility patch for Arszi's Campfire Roasting Mod (which includes Immersive Campfire Saving) and YACS (Yet Another Campfire Saving Mod).

Arszi's CRM: Moddb.com

YACS: Moddb.com

You'll need the two mods above. It shouldn't matter what order you have them in, just make sure the patch comes last in your load order.

Good karma+1 vote
Deathscreton
Deathscreton @ Ultimate Backpacks DLTX 1.2

This mod is great! It's pretty much everything I was looking for in Open Backpacks, the weight system included!

I am having an issue utilizing the key modifier functionality. I set the modifier key to "shift", but pressing "shift+I" to bring up the backpack doesn't work. It just opens the regular inventory. Same for picking up items and placing them directly in to the backpack. No crashes or errors. I also did a save and reload after to see if that would fix it, no change.

Any idea what might be causing it?

EDIT: I also noticed that every backpack has 9 upgrades, three separate tiers with three upgrades of their own. Is this supposed to be this way? Even if they're all around 24K, 90KG on a single backpack seems like overkill. If this was intended, by all means, I'll just ignore it, just wanted to make sure.

Good karma+1 vote
Deathscreton
Deathscreton @ Immersive Campfire Saving and Yet Another Campfire Saving Mod Compatibilty Patch

Lo siento, estoy usando el Traductor de Google. El ahorro de fogatas es un modo que permite guardar solo alrededor de las fogatas. ICS aumenta el radio, agrega fogatas encendidas requeridas, etc. El enlace para ambas modificaciones se puede encontrar a continuación:

Modo de asado de fogata de Arszi (incluye ahorro de fogata inmersivo):
Moddb.com

Sin embargo, otra modificación de ahorro de fogata:
Moddb.com

Good karma+1 vote
Deathscreton
Deathscreton @ Arszi's Campfire Roasting for Anomaly 1.5.1

I've created a compatibility patch for ICS included in this mod, and Yet Another Campfire Saving (YACS) mod. This overwrites the ICS "on_before_save_input" with the functionality from YACS so bases are properly checked and saving works in neutral bases.

ICS still contains all other functionality. Feel free to include it with your mod and if you wish for me to remove it, just say so and I'll archive.

Moddb.com

Good karma+1 vote
Deathscreton
Deathscreton @ [1.5.1/1.5.2] Yet Another Campfire Saving

Sorry, know I'm probably being a bother, but wanted to provide one last update. I read your message and I wouldn't have guessed Campfire Roasting either, so I started digging deeper into this issue and realized there actually was a compatibility problem.

Aszri's Roasting Mod has an integrated mod, "Immersive Campfire Saving". This mod registers a callback for function "on_before_save_input" on game load in the bind_campfire.script, while your mod registers the callback on game start. ICS overwrites your callback and runs it's own, breaking saving in certain bases.

I created a patch by removing two of the conditionals in ICS in the bind_campfire.script file that check for campfires nearby and if they are lit, then copied in your own definition for the on_before_save_input function while leaving the other checks intact.

I added a return statement to the last conditional "if error_message and not within_safe_space" so the immersive_save() function that handles the animation and time skip doesn't run unless it passes all the other checks.

I then copied over the "check_no_nearby_campfire()" function from your script. I'm not sure what this does, but without the two ICS script functions mentioned above, the vanilla check wasn't required, so I assume this was needed for a reason.

I can now save in bases as one would expect, even at the start of a new save (I assume neutral bases was the issue. It wasn't properly checking bases since "within_safe_space" was never being run).

I've provided a link to the script below for reviewing and usage by others, and you're free to provide it if you'd like! (the only thing I haven't been able to fix is the notifications for tokens being displayed twice. I don't think there are any other errors related to functionality though.)

(Re-uploaded it to MODDB, felt that might be a bit more appropriate. Please let me know if you want me to archive this instead)

Moddb.com

Good karma+1 vote
Deathscreton
Deathscreton @ [DLTX] Water Flask Rework

I can also confirm the same issues. I had to go into the file freshly downloaded, and make the same changes in order for the correct sound and animation to play. I also made sure I had the latest FDDA before employing these fixes to see if that would fix it, and it did not.

Good karma+2 votes
Deathscreton
Deathscreton @ [1.5.1/1.5.2] Yet Another Campfire Saving

Found out it's Arszi's Campfire Roasting mod. He has a file called "immersive_campfire_saving.xml" that adds a few lines of text. The one we're seeing in the video is called "st_campfire_off".

Considering it's not causing any actual functioning issues since I can save just fine once relations are high enough, I don't think it merits much further digging. Thank you again, just wanted to share!

Good karma+2 votes
Deathscreton
Deathscreton @ Toxic Air 0.72

Actually, I think I may have figured it out on my own. I replaced the following function definition into the new updated .71 script and was able to keep all the newly updated functionality while also keeping the old filter degradation:

-----
function filter_cond_prot()
filter_air_protection = 0

local outfit = db.actor:item_in_slot(7)
local outfit_id = outfit and outfit:id()
local helmet = db.actor:item_in_slot(12)
local helmet_id = helmet and helmet:id()

local item
if filters[outfit_id] then
item = outfit
elseif filters[helmet_id] then
item = helmet
end
if not (item) then return end

local item_id = item:id()
local print_sec = item:section()
local oxt_cond_hit = ini_sys:r_float_ex(filters[item_id].name, "flow_rate") or 0
oxt_cond_hit = oxt_cond_hit * toxic_air_mcm.get_config("flow_rate_mult") filters[item_id].c - oxt_cond_hit filters[item_id].c 0.001, 1)

local filter_resist = ini_sys:r_float_ex(filters[item_id].name, "air_immunity") or 0
filter_air_protection = filter_air_protection + filter_resist * filters[item_id].cond

-- printf("filter [ %s ] , in item [ %s ] , condition [ %s ]", filters[item_id].name, print_sec, filters[item_id].cond)

end
-----

Good karma+1 vote
Deathscreton
Deathscreton @ Toxic Air 0.72

Hello! Thank you so much for this addon. Makes the game all the more immersive. I do have a question. Would it be possible to add an option to revert the change made to filters in 0.6?

Filter changes:

filters now protect you from 100% to 0% condition (some locations are still restricted for certain tiers), but now condition loss depends on location's toxic damage;
filters don't consume condition when in safe zone or if location isn't toxic.

I can understand from a gameplay perspective why the change was made, but I felt the way they operated before was more realistic. Having a gas filter stop working in northern locations after a certain amount of condition made a lot of sense instead of them working completely from 100 to 0 and just suddenly stop working.

EDIT: To clarify, I think the change being made kinda further invalidates tanks. Prior to this change, tanks were the only 100% method of ensuring that you could go in and not worry about having to swap out mid condition. It made them a step above, even the emergency tank was a better option than the mid-tier filters because of it's ability to work from 100 to 0 with no issues.

Good karma+1 vote
Deathscreton
Deathscreton @ [1.5.1/1.5.2] Yet Another Campfire Saving

Understood. I'll do some testing and see what I can't find. Much appreciated!

Good karma+1 vote
Deathscreton
Deathscreton @ [1.5.1/1.5.2] Yet Another Campfire Saving

I must be explaining something wrong, so If you're alright with this, I'll just show you what I'm referring to:

This was done in the Freedom Medic area as a Freedom stalker on a fresh save.

Good karma+2 votes