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E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

The problem is that walking sounds depend on the type of surface actor stands on. Shader puddles probably are not found by game as an independent surface, therefore to change the sound it will have to write a separate script. IMHO

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Please follow the installation instructions from author and don't forget about modded exes, MO2 can't see bin folder (step 5 of installation), please install it manually in your game folder

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Please follow the installation instructions from author and don't forget about modded exes

Good karma0 votes
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Waiting and hope...
If you find this problem in your game too, please let me know here, I still think that I installed something wrong :(, but although someone in the comments also had this problem.

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hey there, sorry to bother you again about this question..
Did you find any ideas about broken sun rays?

Media.moddb.com

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hi Is it possible to change influence of the parameter "hemisphere_color" on the lighting of actor's arms in your shaders? I always find that blue or evening sky makes hands without gloves too pink or overexposed, although the environment looks beautiful. I trying to correct it with cubemaps but decrease influence of light on the hands looks like much easier solution if it possible

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hi again, should there be footstep's sounds in puddles, or this is only a trailer's effect?

Good karma0 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Broken companions is known problem in Anomaly, just use addon Moddb.com that allows you to rebind them with a single key.

I increased minimum sprint distance for companions so if you always sprint, your companions will be about 20-90 meters behind you. You could yourself correct distanse, it's very easy. Open file "gamedata/configs/scripts/beh_companion.ltx" with notepad and find lines "jog_dist" and "run_dist" to change values 20 and 90 what you want (I think 15 and 25 will great for you)

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

I can make them talk very often, but personally I got tired of this in 15 minutes of the game, so I made it so that only squad leaders could talk phrases and more rarely. If you did not install addon with new voices, Hip will not be able to speak as she doesn't have voice files in vanilla but Im not sure about the EFP

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Sure, at first I checked the possibility of conflict with other addons, so I installed a clear anomaly and add only SSS. Sunshafts was normally until I used moded exe. If I use the updated exe (ver. 2023.01.13) sunshafts work fine again, but I too like your fixing x3 to shadow cascades so much, it practically removes all ugly flickering shadows at the edges of the screen.

Media.moddb.com

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

I added optional fix with invulnerable companions. Just install 1. and 3. folders

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ HollywoodFX v3.1 [v1.5.1 - v1.5.2 DLTX]

I dropped in comments to see how ugly spherical campfire light streaks can be fixed, but now I see that I'm not the only one with that problem :(

Media.moddb.com

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Moded exe or experemental exe makes better sunshafts, but now they pass through roofs and walls, how can this be fixed? :(

Media.moddb.com
Media.moddb.com
Media.moddb.com

Good karma+1 vote
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

The easiest way is to open required files in some text editor program and transfer new values and params from the mod to the your game's file or another mod. You could also use DLTX. To browse game's files from db you could use the db archive unpacker

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

I'll try to make that companions can gather artifacts if they have some detector only. I already browse the code and think it's really to do. I'm not sure that it will be possible to recognize type of detector, but at least this way for a start.

Good karma+3 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Perhaps the problem was that companions were in some active logic state, which was reseted when you off/on your addons. Anyway, I'm glad it's working for you now.

Good karma+3 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Yes, the mod you showed changes some values in the same file as mine fix. I also corrected this values for more comfortable companion's movement.

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Not sure that I understood you correctly, but if you're talking about my fix, when companions goes into combat mode, they immediately stop searching for artifacts and go to shoot. I'm sorry if I wrote not what you meant about

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Try to use it on clear anomaly. If it will be work correctly tell me what another companion's addons are you using? I will try to find mistake. Or try to activate another addons yourself step by step that's to find the moment when it stops work.

Good karma+3 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

1) I recommend install the "companion inventory unlock" addon to see and take his items.
2) Items were plased on locations at start of the game (created by levels) cannot be picked up even by default NPCs. I think it was done that no one loots some quest cases with documents while you are going to them.

All other items that appeared on locations during the game can be looted. Except for black list. It is in files "xr_corpse_detection.script" and "xr_gather_items.script"

oh my, sorry for my eng, i hope you understand me XD

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Сommands with mouse3 or numpad affects both parameters at once (loot corpses and gather items), while in dialogue you could choose anything one. If you're loading save with an old companion, try rebinding him to you, then turn search mode on\off a few times with the mouse3, then make sure loot mode is off, talk to him and tell him to gather items only. He should start collecting everything that lies around, including artifacts (if any). Just in case, give him a detector. This also should work if you just turn on the loot mode with the mouse, but it is possible that the companion will be able to search the corpses first, fill his backpack and not pick up anything else after

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

You could set this parameter around 1-10 meters and companions should loot over this distance from you, but I haven't tested it yet

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

settings -> gameplay -> general -> corpse loot distance
You could give commands to companions with mouse3 or nampad, or by talking to them. If you don't see companion's quick menu, please, check your key settings

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

Sure :) But if you add addon "Beef's NPCs die in Anomalies v1.1" , they will also be close to death too

Good karma+6 votes
E.escapee
E.escapee - - 34 comments @ Сompanions obey all commands + fix patrol mode

I just found some cases when it don't work, and updated this addon please upload it again, it should work for you too now. Also, please, don't forget about "corpse search distance" parameter. I recommend setting it to 0. Please let me know if it works now.
Your companion will not loot corpses if his backpack will be full too.

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Companions remember bases 0.3

I dreamed that companions could capture smart terrains. Now they can stay on only one smart, but it's also amazing, thanks!
I want ask you about one thing.. Anomaly's companion system has one annoying detail - commands "loot corpses" and "gather items" dont work :( Could you fix this bug?

Good karma+2 votes
E.escapee
E.escapee - - 34 comments @ Companion carryweight and looting rework 1.1

If you will talk with companion, you could see "2.Patrol this place". Then you will show him walk points. I meant it, sorry.

Good karma+3 votes
E.escapee
E.escapee - - 34 comments @ Companion carryweight and looting rework 1.1

The companion system initially has a bug due to which the patrol mode does not work correctly. The companion goes through the specified points and stops at the last one (apparently, the cycle does not work or npc forgets his previous points after visiting them) Could you fix this?

Good karma+3 votes
E.escapee
E.escapee - - 34 comments @ Weapon Sway 1.0

"Added ability to put a weapon on an obstacle infront of you to reduce weapon sway"
Sorry, I do not understand how it works. Could you explain me it again?

Good karma+1 vote