This mod is not for the original BaS. If it's updated in GAMMA as well, I'll try to fix the bug if I find the time. Thank you.
This mod is not for the original BaS. If it's updated in GAMMA as well, I'll try to fix the bug if I find the time. Thank you.
Ну, сейчас их точно нету. По-крайней мере в GAMMA) Вот, те пушки, что я перечислил, PiP-прицелы и имеют.
Hello! Hi! I'm currently writing my diploma at university, and unfortunately I don't have time for anything. As soon as I turn it in, I'll do it for the regular BaS as well.
Hi! I haven't heard of such addons. Usually PiP go in weapon packs (for example, in BaS or Desolation).
Интересно. Я посмотрю что можно сделать с этим. У тебя гамма или что-то другое?
Check EFP discord server, in the curated addons channel I saw patch to disable PiP scopes.
PiP scopes in BaS, so in GAMMA too)
The idea is good, but I don't know anything about modding.
I think there will be no problem, but the position of the weapon, which has disabled PiP scopes, will be from the mod EFT Reposition)
I made this patch for GAMMA. The build includes not only BaS, but also EFT Reposition and JSRS patches. Therefore, if you use only BaS, you might have some problems when using this patch. I will add a patch for BaS later if you really need it.
Thank you too for download)
This patch works for the build GAMMA, for regular Anomaly 1.5.2 with BaS did not test.
No, my friend. This patch disable PiP scopes)
Да, я сам удивился, что они вообще есть. Если что, то они есть на таких пушках как AK5C, некоторые AUG, на FN SCAR-H с прицелом и на всех автоматах, на которые можно установить прицел ПК-А.
Hi. Unfortunately now I don't free time for this. Above Above, I talked about how you can do it yourself.
Very good idea for mod)
Regarding the bug. I'm not an expert in stalker modding, but I have an idea why this happens. As I understand it, you are using the standard stash installation script. Try rewriting it with your new backpacks in the script.
To be honest, I don’t remember, but it seems to be mercenaries, duty, military and ISG with a good reputation. And monolith, probably. U can check trade folder in configs folder.
The animations look very interesting. A little more polish and it will be generally cool.
A trifle, but nice. The devil is in the details)
Nice work, bro. I think it will be useful to someone) But personally, I don't know why I would use a sniper rifle without a scope. Nevertheless, let it be)
DTLX added to archive.
Guys, I made a DLTX version using DLTXify. I haven't tested anything. See what goes where.
Oh, you're great. In theory, you just need patches for B&S and Trader Overhaul and manipulate DVL-10.
So. To transfer SKS from B&S, you need to find 5 folders: anims, configs, meshes, sounds, textures.
Let's start with the simplest: meshes, sounds, anims.
Specifically about meshes - there are two folders: anomaly_weapons and dynamics. From the folder anomaly_weapons you need to take hud_hands_animation (there will be a file wpn_bas_ud_animation.ogf).
In the dynamics folder will be folders anomaly_weapons and weapons.
From the folder weapons you need to pull out the folders that are responsible for SKS and for the arms (sights, silencers, etc.).
Speaking of anomaly_weapons, you need this folder with the file wpn_bas_hud_animations.ogf with the same folder.
In the sounds folder, look for anything related to your SKS.
In the folder anims find the following path: camera_effects, weapon and find there the files responsible for SKS.
Now let's move on to the more complex, textures.
Folder ui: just drag and drop the icons for weapons, ammo, and weapon ammo.
The wpn folder: look for anything related to your SKS. Find information by opening files from the meshes folder with Notepad++ and search for anything related to the word model.
And the hardest part: configs.
There you need the original files. Look what files are in my mod, and take all the same, but from the vanilla game. In them you need to add what concerns SKS from B&S.
I hope that came out not very cumbersome, a little something to figure out)
And be sure to look at the logs of the crashes. They write down what is probably missing)
I had the same idea as you.
I've been looking for information for a long time, trying to understand how the standard mini-map is implemented in the game... And in the end I figured it out.
The fact is that the rotation of the map is not some .script file, it's the engine itself. Consequently, to make the compass as in RoH, you need to rewrite the engine.
I even searched the RoH discord server for some information on this. And found that the compass markers they added were marked [xrGame], [xrUI], which means directly changing the game engine code.
Such things(
Thanks for ur feedback! Glad to hear that. A little later I'll write you a step-by-step tutorial on how to do it)
Hm, I'll check it too. I'll write you later, bro.
I'll see what I can do, friend)
Да, добавляет новую винтовку. Только сделал её не я, а авторы Boomsticks & Sharpsticks. Я просто портировал её из мода.
Just port DVL-10 M1 & M2 from B&S. Nothing more, buddy.
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