cool mod and works fine, thx for your work ;)
cool mod and works fine, thx for your work ;)
Great mod, i was looking for a mod like this one to see much clearly maps icons, so big thx to you for this work ;)
same here so far no pb and the models looks very nice
very interesting mod, this game need it and looks great from the pics, thx a lot for your work and keep it up ;)
wow really nice camo !!! Thx for this addon ;)
Nice work again, thx a lot for those models !!! Your work refresh my game ;)
Those bunkers are not really abandonned and are bunkers to resist to nuclear war, so when you move inside, close the door you are safe, no wind, no rain and the temperature inside should warm up little by little like you release C0², not the opposite, plus you wear clothers and thick armor and let suppose you will use your blanket the time to rest there... the body should warm up there without fire like you are not expose anymore to the meteo. But like said, some tweaks to calibrate it do the work ;)
Nice work, i hope you will give the same love for bandits one day
so far after few hours using it with seetings to default, the only thing i would recommand to improve is to reduce the cold temperature at night when you are in a shelter like bunker ;), but with MCM we can easily adjust parameters to compense it
is there a patch to use it with FDDA ? seems to be uncompatible with
Looks very interesting, i will definitively give a try ;)
Thx for this mod
this mod is one more gem to put on the crown of anomaly
beautiful model, i like thoses textures and the new mag compared to the original, thx for that ;)
Really nice pack, it's a realistic Kar98, thx a lot for that ;)
If i may, like you have differents versions, it would have been great to import all of them as variants, like they are all interesting, more variety in game is always a plus. Keep up this great work ! ;)
it seems that you have an anim issue, i had the same pb with the mosin, so i replaced all the anims inside its ltx by the ones from Blindsides to pass this issue and use the hud parameters from the EFT repos patch for blindsides
i'm a big fan of your work, and again i'm not disappointed, great work on those, thx for this imput ;)
is it possible the auto-lowering turn off by itself when aiming ?
somebody could upload the patch to make works this mod with Nav 4K Definitive masks Moddb.com please
they are used in the weapon's file like in w_ak74.ltx, looks like those 2 lines help to adjust the position of the hands on the gun
exemple :
[wpn_ak74_hud]:hud_base
item_visual = anomaly_weapons\wpn_ak74\wpn_ak74_hud.ogf
attach_place_idx = 0
zoom_hide_crosshair = true
item_position = 0,0,0
item_orientation = 0,0,0
is there a chance to be allow to move the item_position and item_orientation in a future update ?
After some tests, i can say that this mod is a must to have in Stalker !!! Very easy to use and modify the guns positions, big thx for that to the author :)
Little tip for the one using DLTX, just put what you saved from "cache_dbg.ltx" into a file like "mod_system_something.ltx" (put it in the same folder than cache_dbg), inside you can drag all your profils for each gun, but dont forget to put the sign ! in front of the ligne of the gun's name [wpn_xxx_hud] like those 2 exemples :
![wpn_a545_hud]
aim_hud_offset_pos = -0.100532, 0.057178, 0
aim_hud_offset_pos_16x9 = -0.100532, 0.057178, 0
![wpn_mp5_hud]
aim_hud_offset_pos = -0.071926, 0.025346, -0.046893
aim_hud_offset_pos_16x9 = -0.071926, 0.025346, -0.046893
hands_position = 0.005, -0.01, 0.03449
hands_position_16x9 = 0.005, -0.01, 0.03449
lowered_hud_offset_pos = 0.050942, -0.014942, -0.02
lowered_hud_offset_pos_16x9 = 0.050942, -0.014942, -0.02
works perfecxtly for me thx for this mod
OMG !!! you are my hero !!! I will definitly give a try to it, thx you so much for this mod :)
I noticed a little mistake about the size defined for the icon ammo_11.43x23, easy fix replaced inv_grid_width = 2 by inv_grid_width = 1.
Nice improvement with the text even if it still not easy to read, the font in bold size 9 in arial should help a bit like you can see here, i added a color code too : Media.moddb.com and Media.moddb.com
Really nice little mod, i'm fan, makes more sens indeed, would be nice to have a little tag like suggested by Spacecheese88 to identify them better even if you did already a big effort with each bullet with their icon and color. Tag that could be and option then and placed at the bottom or bottom right of each cardrige
For the text, if you go to this direction, an option in red/black/white could be great with a preference for red like it's readable with black or white background ;)
here a sample as proposition (no circle = good ammo / 1 circle old ammo / 2 circles very old ammo) : Media.moddb.com and in game Media.moddb.com
Thx for that mod, good job !
i just tried your mod graphics only, looks nice but 2 issues (for now cuz i just get this mod)
1) BaS gun's laser feature that i had to remove to avoid a CTD
2) Glowing issue, i tried to adjust parameters increasing to 1.3 the gamma, color 1.1 and brightness to 0.9, this reduce the glowing effect a bit but not enough to be ok, some cross to target glow way too much and the menu is hard to read or look at (his transparency doesn't help), same too with the radar or anything with white
Hopefully those issues can be fix with a patch, i will test some more but other than those, i like what had seen in term of general render or like the modificaitons with the muzzle fash, they are pretty nice ;)
So thx for this hard work and keep it up ;)
To fix the aiming bug just creat a file and name it "weapon_fov_values.ltx" and add in one of those lines :
If you added a new gun then use this :
[wpn_tx15]
iron = 0.18
OR
If you replaced XM8 rifle then use this :
[wpn_xm8]
iron = 0.18
To fix the reloading issue simply replace inside the file w_tx15.ltx the anims named "anm reload = ..." by
anm_reload = scar_reload_short, reload_short
and add this one too :
anm_reload_empty = lancew_scar_reload, reload
For the reloading sounds to match them replace inside the w_tx15.ltx the 2 lines starting by SND with :
snd_reload = weapons\scar\scar_reload
snd_reload_empty = weapons\scar\scar_reload_empty
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