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Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

Ah, this is a weird issue. I think think it's something to do with editing squad_descr files in notepad instead of notepad++ (I need to start doing it in notepad++ exclusively) but I'm not entirely sure. I've had it happen with other files and making the changes again but in notepad++ always works. I'll try and fix this when I can but I'm strapped for time at the moment. If you want to resolve the issue temporarily just remove the squads_descr_agr_u.ltx file from your gamedata folder.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

I uploaded V3 the other day, this has has added changes to some more areas (check the readme to see which ones). As well as changes to the smart terrains that were already modified in the previous versions. Some more changes were also made to pre-set squads and some mixed squads such as ones with a Controller leading some snorks/zombies/dogs.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Open actor_menu.script, then compare the "opened" and "closed" functions for trade windows and upgrade windows to those of looting bodies and opening the inventory. You'll notice the latter two are missing db.actor:hide_weapon() from the "opened" functions and db.actor:restore_weapon() from the "closed" functions. Just restore these at the bottom of the function (check the original file if you're unsure) and the default behavior will be restored.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

That doesn't contain any specific reference to the files included in this addon so there's no way for me to diagnose it or even know if it is caused by this addon, so I'm afraid there's nothing I can do to help.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

That seems like a sensible change, I wasn't aware of it as I generally don't side with bandits. If you want to resolve the conflict yourself for the time being, the only change I've made to each individual trader file is setting resupply_timeout to 302400 (3.5 days). So you'd just need to overwrite the trader files with the fixed ones from the mod you refer to, then make the aforementioned change and the changes will be merged.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

I'm happy to help you solve issues like this if you'll tell me what the problem is, or what your crash log says. If you're mixing a bunch of mods willy-nilly you can't expect them to run flawlessly if you just overwrite files without checking for conflicts.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Files involved in the ammo split change are:

\configs\weapons\weapons.ltx - added the lines beginning with use1_functor and use1_action_functor. This is probably your issue as another mod may be overwriting the change which means the button is dummied out.

scripts\itms_manager.ltx - added functions inv_item_split_ammo_menu and inv_item_split_ammo

There's also an entry in \configs\text\eng\ui_st_keybinding.xml, search for st_item_split and you'll find it, though this only provides the text "Split" for the button.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

You would need to open configs/misc/squads_descr.ltx and every individual squads_descr for each map, then replace every entry in each squad with a type of zombie. I can't see this being a popular change so if you would like it you will have to make these changes yourself.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

In some cases I actually slightly increased the respawn time of Stalkers if it was very fast (such as only a few hours). But as there should be less mutants running around Stalkers are less likely to die before you see them, so you could encounter more. In this current version I have made no changes to Stalker spawns that I recall, though I will be updating this in the next few days, the new version has some improved stalker spawns, though this generally just means novice stalker squads spawning as, or having a chance to spawn as advanced squads.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

It's in the readme, but the file is scripts\xr_actor.script, the headlamp is referred to internally as torch2.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

I'll be going over things again with that in mind though I started doing this with the latest release. The way the smart terrains seems to work is they have a set max population, and a list of squads, each of which counts towards the max population. So you might, for example have one with a max population of 2, then 2 squad entries, each with the entries simulation_dog, simulation_tushkano, simulation_cat or something.

The squads then have a spawn_num variable, which either spawns two of the possible squad types from each squad entry, or first one is selected and then two of them are spawned (i'm unsure which but I think it's the former) so in the case of the above you could get two dog squads for a total of 4-8 dogs (or both squad entries for a total of 8-16). The way I plan to make these rarer is to make smaller pre-defined squads such as simulation_dog_1_2 and water down the pool of possible spawns with these smaller squads, so you could instead get two squads of the small dogs (so equal to one larger squad) or one large one small (for a mid sized squad). The original files only seemed to have the standard squad sizes and larger ones, so you could only ever get "decent" sized packs or goddamn huge ones, I'd hope after I'm done with this addon it should generally give small-mid sized packs with occasional large ones.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

It seems reasonable to me that another stalker dying for a reason besides you fails the mission, since word would spread about how he died. Though I might look at making that an optional change.

As for the Rostok mechanic, he gives a 2.5% discount for giving him Basic tools, increased to a 5% discount for Advanced Tools, though for some reason giving him Expert tools provides no further discount over 5%. I might look at revising these, at the very least I'll make sure giving him the Expert tools increases the discount to 7.5%.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Could you explain exactly what is happening or send a screenshot? The way prices are increased over time is that the trader files set their prices equal to values defined in trade_discounts.ltx in configs/misc/trade and these change each week. The values have all been set to the starting value so unless another addon has overwritten trade_discounts.ltx there is no way for prices to increase over time.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ DA Random Name Generator

"XML node not found" means the .xml file where the Randomize Name button is located is not present. If you are using the Merc tweak patch you have to paste it over the gamedata folder, not just apply the Merc patch folder. You need to drop the gamedata folder made when the .7z is unzipped into your game directory then drop the gamedata folder inside the "Merc + Tweak Patch" folder on top of that.

If you are doing this, another addon must be overwriting the configs/ui/ui_mm_faction_select_16.xml file, if this is the case all you need to do is open the file, search for "btn_rand" and copy paste the entire xml entry into the .xml file again (in the same place beside btn_back and btn_submit) after any other addons modify it.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Smart Terrain Overhaul V3

Yeah, as the guest stated, even after lowering my mutant population factor to 0.4 I was encountering groups of ~10 tushkano, 5+ cats and 5+ dogs. After looking at the files I found the reason for this is that there are defined extra large squads of these that can spawn, such as simulation_dog_5_7 and simulation_tushkano_7_10, which can spawn 5-7 dogs and 7-10 tushkano respectively.

First thing this does is dummy out these large squads with the default squad sizes, in the case of dogs and tushkanos this is 2-4 and 3-5. Large squads don't really up the difficulty of encounters much but are often annoying and some others and myself included feel it inundates you with mutant parts.

Good karma+9 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Can you tell me what the log says after the crash? I'm having no such issue on my end, additionally do any of your other addons modify scripts\ui_itm_repair.script or configs\ui\ui_itm_main.xml?

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Actually I'm noticing what you mean now, maybe some combination of being forgetful or fortunately low mutant populations in previous games. But I got attacked by 4 cats then 6 cats a few minutes afterwards. Gonna drop my mutant pop factor to 0.4 and see if it helps, but failing that I'll try to find out what's causing so many spawns.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Most of it is together, the duty trader, merc perk buff and medical item buffs are separate and optional. The readme lists the files involved in each change. But yeah, state which ones you do/don't want (whichever list is smaller) and I can tell you what to remove.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Edit: Remove death_manager.ltx from gamedata\scripts, if you're wanting the "I want to shoot" weapon condition bonus the tweaks intended to improve the default weapon drops don't matter anyway, which is all that I've changed in that file.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Check the files referring to specific traders for the variable "resupply_timeout" then you can set the resupply time in seconds. So one in-game day = 24*60*60 = 86400, which would result in them restocking every day.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Jeez, I've been using 0.6 for mutants and 0.9 for Stalkers and not had any issues like that, maybe try 0.3 for mutants and see if it's better. Though if you still have issues there must be some other adjustments compared to other CoC variants that are pumping up mutant numbers.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

You can do this in-game, Options>Game and lower the Population Factor for mutants, if you don't want to set it in increments of 0.5 you can put in any figure you like in gamedata/configs/axr_options.ltx. The variable is alife_mutant_pop.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

The change to radiation damage taken will probably conflict with the radiation decay change. You can add the radiation decay feature without conflict by opening configs/creatures/actor.ltx and setting radiation_v to 0.0000000277777, which is 1mSv per hour. Or multiply it by some amount to increase decay per hour.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

I'll have a look at how rank increments and the modifier the perk applies to see if it could use adjusted, would you happen to know which file deals with rank increases?

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Faeren

I think the issue is more due to the fact the player is trying to carry 20kg of things without a backpack, hence they cannot actually carry everything they want to take with them without dropping things. I'll have a look at how carry weight limits and stamina penalties are set but trying to adjust it in the way you seem to want without making the carry weight limit a non-issue is probably pretty finnicky.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Dead Air: F.A.Q.

If you killed lots of military you'll have become an enemy of Duty, bar reloading to before you ****** them off or restarting there isn't anything you can do I think.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ No shared rep between military duty ecologists

Nice idea, rather than adding a new guy you could make the information dealer in the bar provide this service (makes sense and saves placing a new character).

Edit: Actually since he would be walled behind a possibly hostile Duty that might be a not so great idea. Since it would involve messing with the PDA it might make more sense for Spore or Nimble to provide this service.

Good karma+4 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

It's generally not a good idea to try combining mods that add a collection of small tweaks unless you're patient enough to merge them manually. However, I list all the files (and in some cases the parts of the file) that are involved in each change. If you check the files in that add-on and cross reference them to the list in this one's readme you can probably add some of my changes in without having to merge file changes, though probably not all of them.

Good karma+1 vote
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

Sure, after a quick look at the costs compared to the Stalker Suit perk it seems reasonable that the Merc starting kit should actually include a pistol. I'll add an optional change that adds a PB pistol to the kit with the next update.

Good karma+2 votes
Faeren
Faeren - - 84 comments @ Tweakium Economy/Repair Tweaks V6

I found where to adjust Chemical/Thermal zone strength pretty quick, however there are also Electrical/Psychic zones I might as well look at tweaking in the meantime. Are these two also excessively damaging to health/gear? If so whereabouts can I locate them in-game for testing.

Good karma+1 vote