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To add to this: even selflightl can be a little too much at times. I modified the shader if anyone reading this would like it.
You mean to tell me there is stuff of mine you don't like?
Just kidding ;)
If you want the render dll's let me know and I'll send them to you. Currently I only bothered doing the DX9 one but I can do them all.
Anyone still looking at this:
How would you feel about me putting a vertical grip on the handle? The reason I ask is because I prefer the Shoker HK416 anims over KingFriday's LR300 anims (they aren't bad, but the sprint anims are way different from the other anims I'm using for most stuff), plus with the LR300 anims it has to use an M203 which is WAY too long for this model.
If I used the HK416 anims I could use an AG36 grenade launcher which fits perfectly.
Let me know if you have a preference on this.
Nice model. I think you mean either a "Sako TRG 22" or "Sako TRG 42" though. There is no such thing as the 24.
Agreed, but this one is especially good.
Yes it is, but not with the full version of Absolute Nature, only the lite version.
I honestly doubt that's the issue but since you still won't post the Fatal Error part of your error log I can't help.
Of course. Like I said, provide your Fatal Error section in the log file. Without it I cannot help you.
Nice. Looks much better than the vanilla one.
As per a guest, apparently back up sights are called "Battle sights". Didn't know that, maybe I can use that for in-game text.
The only reason I deleted the comment is I don't like guests commenting on stuff as there's no accountability. If you want to say something please register and leave a reply, it only takes a second to do.
Nothing personal guest.
I have no clue why this is happening to you. I've never had someone report this before.
Did you try installing it on top of another mod or something?
I'd recommend making sure the mod is installed to a fresh Gamedata folder, and if it is already then find the "Fatal error" section of your error log. Look at the FAQ under "Features" to see where your logs are usually stored.
Thank you. Most of the credit goes to r_populik though. In terms of weapons and stuff though, it's too late for Misery since it's due out soon (and I already did a little bit of work for them, not really weapons related though), but if I were contacted by the Redux team I would be more than happy to help out (personally, besides Bangalore's map pack and r_populik's weapon replacement, I'm looking forward to Redux more than anything and would love to help in some way).
I love dem flowas :D
To hell with anyone who doesn't.
I have to wonder though, who is it in the Zone that is making or importing all the bread and sausage? It's a mystery.
That's a damn nice HP.
Note on this: maybe you brought this up due to the video I posted? I realize a lot of NPC's in that video were carrying vanilla weapons but that's just because I hadn't bothered merging them in prior to that video, but they are done (mostly). I'm utilizing a lot of r_populik's weapon mod as well as some Shoker stuff and other stuff to replace all vanilla weapons. Everything is mirrored.
The only gun that still ejects on the left is the PKM but it ejects on the left in real life so it's accurate.
I'm not using any vanilla models.
I have +1'd your +1 sir.
Confirmed this with one of the authors of X-Ray Extensions: even the main branch for SoC allows bloodmarks on bodies. The catch is you have to be running v1.0006 in order to use it.
I also asked him (K.D.) if it was possible to do this for CoP, but unfortunately it sounds like he tried to and wasn't able to due to some missing code between SOC and CoP :(
I like the new design a lot better. Nice work.
Update (not on the mod, but on bloodmarks on bodies): If you go through the X-Ray Extensions directory online you can see that in the OGSE-specific code they added references to something called "skeletonwallmark" which I'm assuming means "wallmarks" on bodies. This author must have merged that in.
You can add it to your own mod by using X-Ray extensions, and merging the OGSE skeletonwallmark code into the main branch. You can find X-Ray Extensions here: Code.google.com
Now I need to find somebody that knows Assembly (PM me if you do) as I really want to port that over to CoP :)
Looking forward to it.
It should be as simple as adjusting one of the bloom console variables.
I would actually prefer a slightly brighter/more vibrant Zone than people are used to though. Just my preference.
This looks great.
Very nice. I like the gloves too.
Solved my problem: For less harsh tritium use models/selflightL ;)
Oh yeah: also if things look a little "dreamy" it's because I'm using a Bloom shader from one of the old builds. I think it looks better than the default bloom, but I'd like to tone down the effect a little.
Agreed, looks like the Jupiter plant.
Great work by both you and your new modeler :)
An update regarding this model: I can still use the same model (as per the original permissions mentioned on the file) but Millenia doesn't want people using his skin for whatever reason, so I'll be changing it to the original. That's fine with me as I honestly prefer the original anyways (not all rusty and pitted).
No. They're both big mods, they cannot be added together.