I think he meant the furniture on Hideout Furniture Expansion, the update makes some furniture on that mod invisible when you place it like the sink.
I think he meant the furniture on Hideout Furniture Expansion, the update makes some furniture on that mod invisible when you place it like the sink.
Hoping for vanilla M4 port because I would rather get my arse drilled than fixing and balancing my modlist for the lastest bas mod.
For a gun that you hate, the character ingame is sprinting joyfully with it XD.
The sprint anim is way too bouncy but thats the only nitpick I have overall still a good reanim.
Only disable EFP's BHS and make this one the same priority as that. Keep the BHS MCM keybind and ui rework mod, and the other patches enabled.
After a few hours of playtime on EFP it is working flawlessly for now and completely compatible with dynahud.
Moddb.com
Oh yeah Im a *******, I installed in the wrong order
I have a crash when equipping the guns, this is definitely eft repo right or its something else?
[error]Expression : <no expression>
[error]Function : CKinematicsAnimated::Load::<lambda_1d323dfa2c5eacee46e042904e528af6>::operator ()
[error]File : ..\xrRender\SkeletonAnimated.cpp
[error]Line : 784
[error]Description : fatal error
[error]Arguments : Can't find motion file 'anomaly_weapons\hud_animation\9_g_motions.omf'.
How strong is your right arm be able to sprint with that gun and violently shake the mag. XD
It would be nice to have an option to instead lower the weapon when sprinting mainly to stay consistent with other guns.
I think it would fit with your animation to punch down the mag when reloading little bit similar to your unjam anim.
Overall, it's a pretty good animation, it might only take you a short time to be a pro if you keep it up.
Oh yeah this makes hunting mutants at night with boys more satisfying.
Just one small nitpick, maybe put the reload animation more on the left side. Covering your center screen is bad for your health, learned that the hard way when a chimera suddenly appeared in my center screen after finish reloading.
I like your type of anim, I hope you can do EFT repo patch if you have time, the scope is unusable because of it.
Im not a modder so I have no clue on the technicalities, I think simply spreading them out in a safe zone would be better than bunching them together like a pack of tuna. And maybe adding some resting/idle animations and NPCs talk each other while they wait for emission to end.
Need some help, I updated the mod I did a patch for wpn_famas3 but now I have an issue for wpn_famasst and I cant figure it out how to patch it.
Vanilla cat looks so bad which is why Im excited about you working on them. They look amazing they now fit more together with other mutants.
I still got a crash when an emmision is happening, it didnt gave me any error but looking at the logs it has something to do with NPCs pathfinding. I was in Yantar, they all bunched up and glitching inside the mobile lab on the 2 beds and then my game crash, the current save became unplayable. I would like to suggest adding an option to switch either this mod or vanilla's cover system in case something has gone wrong.
Also does the rest feature only works on specific campfires or you guys have implemented it yet on some locations? In Yantar again for example, the rest key doesnt work. Anyways keep up the good work.
I have an issue where ace32's item icon is messed up. Imgur.com
Tried to fix it myself but couldnt find what causes it.
Very good! One small nitpick I wish it has its bipod on, I just like my famas f1 with its undeployed bipod on its side.
And I guess since its not in the description and video, it doesnt have alternative sights switching from iron sight to scope?
SVD lynx looks fine but the SVD (customized) has a broken model btw.
Amazing work!
The older version on EFP still has the issue of it falling under the map, Im glad its finally being updated. Also hoping a possible fix for artefacts stuck in the air and you wouldnt be able to reach it on some anomaly fields.
Very nice, im hoping the existing kar and mosin will be improved the same level as this.
Im playing on EFP 4.0, it seems like theres a bug where certain artefacts like phantom star that i have doesnt remove its radiation when its on any artefact storage. Removing the mod completely fixes it.
edit: update 1 fixes it
I just came back after a few days and its fine now.
Anyways I really like your animations and finally someone add a proper mag/ammo check animation, do you perhaps will also add mag check anim on your previous animations?
No matter how many times i read this i still got no idea what it is, but hey anything that improves squads or companion are a big thumbs up for me.
Yo bro it seems like you mightve messed something up, windows defender detected the new update as a virus.
Based gun, Based creator
It might be the npc loadout mod, im using this Moddb.com
Or maybe its just a huge luck and coincidence, it was few hours already when I created a new save probably looted on some high rank stalkers around that time.
I just want to point out that it seems like the gun became more common for an endgame gun. I just did a new save as loner in cordon saw 2 low rank loners holding it and manage to loot one on a low rank bandit.
The bloom is too much for me on the clear weather, my arms and guns are basically glowing though i manage to fix the glowing gun by lowering the r2_gloss_factor but my arms are still bright like im Jesus, do you have a way to fix this also?
I dont know if youre already aware of this but when using with FDDA, the skinning animation uses the black combat knife than the one you are holding when using this mod.
I knew someone will eventually create this. Amazing job, finally we can make proper hideout almost anywhere.
You know what would also be nice, a personal large bunker/hideout you can teleport into like from EFT and Chernobylite, can access using certain areas or npc but man can only dream.
I have an issue i think this is due to Surge scheme, when loading a save with a companions and emission happening the companions completely ignore commands and find a cover, even after the emissions end they act like they are not my companions anymore even though they are still in the UI and can access their inventory.
This causes to crash your game when moving to a different map or loading the same save because the game couldnt find those NPCs that is your companions in your UI, you have no choice but to go back to your save before the emission start.
jcyrel09
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