I love this
If this is the original scrip then i think it does?
Hip should change to your current NPC-perceived faction (so, including disguises).
I recall disguising as Military (as a Loner) and telling Hip to change factions so we could do the Ecologist analysis sampling mission next to the Fault Anomaly at Machine Yard in Great Swamps and then walking straight into the Machine Yard to verify if it worked, i could be mistaken or remembering wrong though, it was years ago.
Oh, also, i think she doesn't allow you to disguise/breaks your cover (and even comments on it) if she sees you when you change armor, so tell her to wait and get behind something.
I've been looking forward to this!
Damnit, just when i was going to be productive... back to the zone i guess!
Thanks again m8!
(I totally forgot WinMerge was a thing, makes things much simpler to check)
But i see, yeah i suspected Full Upgrades has some unnecessary files on it and may need a cleanup, hopefully none of the files are rendered outdated by the RC updates.
Did you make that? Damn that's quick, thanks a lot!
Albeit i noticed that the patch doesn't have a weapons_sounds.ltx file and base.ltx, they are the only files both addons modify which are missing on the patch, unless it is unnecessary to merge them.
Is there a chance for a compatibility/merge patch with the JSRS Sound Mod?
It just updated for RC22 and the sounds are vastly superior to base game, but it modifies the same weapon/upgrade files as Full Upgrades.
Update for RC21 please?
There's a new Anomaly release which is RC15 to RC19 (latest patch), could this be updated for RC19?
Could you please update this to RC19? Despite the new animations and effects including gas mask cleaning, they didn't think about changing the gas mask overlays on DX9/10/11.
Just saying, NPCs do drop weapons in a damaged state upon death but in reality they are actually at a high durability state, the game is scripted to drop you damaged equipment when NPCs are killed, so you're forced to repair or dissasemble anything you find isntead of getting it for "free" (you can test this too by accessing an NPC's inventory with the debug console or a mod).
Onto the actual topic, i'd like too an explanation as for why Sin has top equipment, i haven't completed the faction storyline yet though, but it doesn't make much sense.
Doing missions is indeed the best way to earn reputation, however, NPCs don't receive reputation for your missions, this is a pretty big deal for companions (most importantly Hip, since she's the "main" companion, who also starts as at the lowest rank) because their stats like accuracy or jamming probability scales with their rank, so low-rank companions would remain forever incompetent. At least any kills your companions manage to get will truly help them progress now.
I appreciate the help, but i decided to leave Trader Overhaul for another playthrough anyways due to the extensive changes it has and the strange bug with this addon makes me want to try it with more insight into TO's files and why it didn't work correctly.
And i know i could spawn an anomaly detector once i reached Yantar, but i've been trying to stay away from debug mode as much as possible because of my previous... overindulgence with it, i'm not using TO for now anyways.
I get what you mean, that would miss most of the point of the anomaly detector, but it's more fair and fitting for an svarog, thanks for looking into it.
Also, correct me if i'm wrong, i haven't played one of the original Stalker games in years, but wasn't the Veles also capable of detecting proximity to anomalies exclusively by sound when handheld? I can't recall.
That was the first thing I did, followed by creating a new game and waiting up to a week, before checking the config files.
I don't remember perfectly but I'm confident I tried using both this add-on's patch and the one in trader's overhaul, tried it too with the combined patch with the Trader Overhaul for M82 & MP7 fix. In the end I decided to delete TO and just use this addon.
Also, sorry for the change of topic, but is it possible to make the anomaly detector and svarog sound while in inventory like a Geiger counter, through just config files? Because it would be really nice.
Are you using Trade Overhaul?
For some reason the Anomaly Detector won't spawn in any trader's inventory with that addon installed, even with the patches and manually checking for the anomaly_detector code line to be in the files.
I guess the lack of activity is a no, shame.
Will deleting or disassembling an already upgraded item before installing the addon prevent it from crashing?
(Edit: I think it does! I only tried it once with a pre-upgraded beretta i bought but i think that as long as you get rid of any items with locked upgrades, the addon is compatible with existing saves)
Also, don't want to be a nuisance or something like that, just wanted to know if there's any kind of ETA or progress for the script rewrite that should fix the workbench bug? I've been checking the addon page every couple of days to see if there's an update, i'm not a fan of non-sensical upgrade/path locks for gamey reasons, so upgrade unlock addons/mods are a must-have for me when playing an Stalker game. (Thanks for making this addon too).
Btw the details screen of weapons and armor display incomplete upgrade trees like the workbench, i assume this would be fixed automatically if the workbench worked properly? Makes it kind of a chore to visit technicians just to read what upgrades you have available.
Kyo21943
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