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Comment History  (0 - 30 of 57)
n0ps
n0ps - - 57 comments @ (Archived) Anomaly Magazines Redux

Heads up, you made a typo with the Bizon mag. It's listed as "mag_bizon_9x18_defalt" instead of "mag_bizon_9x18_default". Notice the "u" in "default" missing. The typo seems to only exist in "mag_9x18.ltx" and "w_9x18_smg.ltx", one in each.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ A.R.E.A. Holodilnik Patch 21.01.2021

The log is generated empty. It doesn't crash, rather it just goes from the splash screen into a black screen that then freezes for as long as I have it up. I've tested, and it didn't go away for 5+ minutes.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ A.R.E.A. Holodilnik Patch 21.01.2021

I seem to be having an issue where I can't change the game resolution or graphics settings without the game crashing and then refuse to boot from the splash screen, except when I turn on or off specific settings in a specific order. Not sure what settings were giving me the issues. I installed the base Holodink's and then this patch onto it.

Good karma+2 votes
n0ps
n0ps - - 57 comments @ S.T.A.L.K.E.R. - A.R.E.A. 1.1610 Update

I'm unsure what it is, but something in the Maximum and High graphics settings for Render Mode 4 (Maybe others as well) is causing the screen to stay black until it's reverted back to a lower setting.

EDIT: It turns out that turning on sun rays is causing the black screen effect. The only thing visible is a glow from the sun, and bullet casings.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ S.T.A.L.K.E.R. - A.R.E.A. 1.1605 Update

The update fixed it, at least for the amount of times I've loaded in.

Just wanted to say now because I forgot to earlier.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ S.T.A.L.K.E.R. - A.R.E.A. 1.1605 Update

I'm getting crashes sometimes when loading into an old save, and starting a new one. Here's the log:

FATAL ERROR

[error]Expression : wave&&wave;->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 65
[error]Description : Can't open wave file:
[error]Arguments : c:\users\*****\documents\games\s.t.a.l.k.e.r. - a.r.e.a\gamedata\sounds\weapons\val\val_reload_empty.ogg

stack trace:

0023:007620DB xrCore.dll, xrDebug::backend()
0023:006B6200 xrSound.dll, CSound_source::`vftable'()
0023:006B6248 xrSound.dll, CSound_source::`vftable'()

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

There is no reason it shouldn't. I suspect Call of Chernobyl uses different values for its xr_danger.ltx file. This means the AI might act differently if you install my mod as-is, and it could break the game's difficulty. If you only copy and paste the values that I included in the "How The Mod Works" portion of the the mod description, onto CoC's xr_danger.ltx file, you should be able to add only the intended effects.

Good karma+2 votes
n0ps
n0ps - - 57 comments @ S.T.A.L.K.E.R. - A.R.E.A. 1.1602 Part 1

Where's the 1.1603 update?

Good karma+1 vote
n0ps
n0ps - - 57 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Hey, I think you forgot to add the Advanced Stalker Trade optional file in the 1.23 update. Unless that was supposed to be removed.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ New reload and misfire animations

I do hope that it has several different failures. Imagine a STALKER game with the jam clearing mechanics of Receiver 2 (That is a dream though).

Good karma+2 votes
n0ps
n0ps - - 57 comments @ Respawn Mode 1.0.3

I tested the game vanilla, with the most recent version of this mod and without. Loadout works fine without the most recent respawn mod patch, but gets borked when it's installed.

Edit: Here's how to revert to vanilla. Tested and working.
1. Go to wherever you saved the mod file.
2. Find the folder "[MOD]\gamedata\configs\items\settings"
3. Either delete the .ltx file inside, or just the settings folder entirely.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ Anomaly Magazines for 1.5.0 Beta Update 4 Hotfix 8

There's a bug with magazines in stashes. When you put two of the same mags in the same stash, leave, and then come back, the magazines have stacked on top of each other on the same slot, and all are taken when loaded into your gun.

Good karma+2 votes
n0ps
n0ps - - 57 comments @ Dhatri's NPC Rebalance

Initial observations:

* AI seem to react nicely to my axe hitting boxes, which I found funny.

* AI spend twice the time in alert than I remembered, which is very nice. It gives a real feel of them calming their nerves.

* Sneaking in and out of the tunnel in the south of that goes to the Great Swamp is still possible in heavy fog. Sneaking into the tunnel at daylight is also still possible, but I only tested by jumping over the fence, rather than walk all around it. I did not test sneaking back into Cordon in broad daylight.

* Stalker's detection of mutants is now really good! It is a bit cheaty, but Stalker's hearing/seeing mutants at night before I can is a lot better than them not hearing them at all. Now they actually feel rather competent.

* In the Great Swamp, I was looting one of the houses in the village north of the Church- The one with the powerbox that acts as a stash. While I was looting, I heard human footsteps, so I hid in a corner and pulled my gun... And then I heard the other human pull their gun in response. Nice work there. I waited a while for an attack, but none came, and I booked it as cautiously as I could out of there. Didn't hear hide nor hair of that Stalker since. We didn't see each other, either because of sight lines or because of the fog.

Good karma+6 votes
n0ps
n0ps - - 57 comments @ Dhatri's NPC Rebalance

Glad to see you came out with the mod! I'll try it out and give you my results!

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

As for the stalkers not noticing you when you're close, there is a "always_visible_distance" in m_stalker.ltx, which does what you think it does. When stalkers are at rest its set to 0, but in their alert state it should be set to 5 meters.

As for everything else I'm at a bit of a loss myself. Right now, instead of Dead Air I'm working on a (bad) translation for the A.R.E.A. mod. I'll still answer any questions and try to help in what ways I can, but not today as I was on a boat and the world is still spinning for me.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

The TOZ 34 has a Maximum AI Distance of 620, while having a Maximum (player) Distance of 900. I'm pretty sure the AI don't actually hear the TOZ from that far away though, so more might be at play or I'm wrong about something.

Looking through the weapon configs and weapon sounds, things got a bit more interesting. Relevant file is weapons_sounds.ltx if you're curious. Some weapons have their own folder for their sounds, while others are just in the default weapon sounds folder. What's interesting is that weapons that have their own folder have much longer detection ranges than those that don't. E.g, The AK12 has similar statistics to teh TOZ and is very loud, but the Ak74u shot sound effect has a maximum AI distance of only 75 and a player range of 300.

This will also force me to correct what I said earlier: Looking through the weapons_sounds.ltx files it seems that non of the weapon shots outside of their own files are even used, and that's what I used to feed you data about Max AI distance being 75, and player distance being from 150-300. I'll take a closer look this time, and I've also got some tea in me.

Edit: Only *one* shot sound outside of its own file is used by any weapon, and it's "n_toz34_shot". It is *not* used in the TOZ34, instead in the... RG6 Grenade launcher? I don't know why it's used there, but it's being used as "snd_shoot_duplet", which is something I know little to nothing about. It might be a dummy.

Edit 2: Found another one. The AK74u uses a shot sound file outside of its own folder. It turns out that some weapons, in their own .ltx files, have set their own sound settings without reliance on weapons_sounds.ltx.

Also, about them reacting to anomalies: When an anomaly triggers it seems to have a range of 100-300 meters, but their registered as "undefined". Some SFX on anomalies are registered as NPC_Attacking, though not the one's I'd think.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

I'm unsure if there's a limit to the soundrange. Alife in Dead Air doesn't seem to spawn past 250 meters from the player anyway, so that's an effective cap.

Apologies in advanced for how long this is with as little info as it gives, exhausted from other stuff.

I think what might be an effective balancing of the silence thing is to give a higher range for NPCs hearing gun shots in general, keeping or lowering their ability to hear silenced gun shots. Currently for most guns the NPCs can hear and react to from 75 meters away. That's for all guns excluding silenced guns. The player can hear gunshots from at least 150 meters away, but up to 300 meters away. I can edit the soundfiles, since I've gotten used to the tedium, and make the NPCs react to all unsilenced gunfire from 150 meters away, and maybe some special cases for the louder and more terrifying guns (RPG, Gauss Rifle etc.).

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

Detection ranges aren't actually handled by ltx files. Rather, the .ogg sound files actually have a tweakable value called "Maximum AI Distance". Changing that with SAVandT (Linked in mod description) changes from how far away NPCs can hear a sound.

I'm not too sure what xr_danger actually does. I have a guess, where it simply assigns a "panic" value to stalkers, and when that value is high enough it triggers them to enter an alert. I think it's a flat panic addition as well, so no drop-off with sound- Rather, if they here it, the value you write(12,000 for instance)is the one they always get.

Also, here's the xr_danger.ltx file used in the Realistic Rebalance mod in Anomaly, if you want to check Dead Air against something closer to vanilla stalker: Pastebin.com

I'm pretty sure the source code/game files for CoP are out in a git library somewhere as well, so you don't have to download and extract everything.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

You may actually want to check out the file that I modified for this addon, and the section where I describe how this mod works. It actually isn't that stalkers can't hear some things, but that their reaction to it was neutered(edit) changing the values around may fix that in some cases, but I don't know. I'll take a dig in... But I can't promise a mod; not even a good chance of one.

Edit: The sounds that monsters make average 30 meters, or 30 whatever the .ogg files measure. That's about 3 times the distance of the bullet ricochets, which means that stalkers should be able to hear it... But having them react is a different thing.

There's also the [stalker_sound_perceive] section in m_stalker.ltx that might do something.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

If that's the case, no need to download the mod. I also included a guide on how to lower the range of NPCs' hearing for ricochet, so you can keep them somewhat deaf... But the process is tedious.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ N0ps' Deaf Stalkers Fix

Not a sir, but the thanks is still well received.

Good karma+3 votes
n0ps
n0ps - - 57 comments @ Dead Air Magazines 1.1.7.3 [EN/RU]

Here's the pastebin: Pastebin.com

I'm doing some testing right now, but it seems that the crash happens when you try to load a save too far away from Sidrovich. I'm going to see if fixing the syntax can recover the save.

Edit: "trade_sidrovich.ltx" with the syntax fix did not recover the save. I'll try some more testing with and without the fix.

Important edit: Ignore what I said about how the crash happens. I tried running away from sid again, and even transitioned levels, but nothing happened. I've now done a number of tests trying to get the crash to happen. Here they are, so hopefully you don't have to do it all yourself:

1: First, I tried loading after equiping weapons and nothing else. Load success.
2: Loaded after making an q-save from my auto q-save mod. Load success.
3: Looked at every single mag in Sid's inventory. Interestingly, all the mags I had looked at previously were still at 0. Load success.
4: Tried to get away from Sid. Ended up dying near the railway tunnel to some cats. Load onto q-save failed.
5: Tried to load into h-save, from test 3. Load Success.
6: Tried to load into q-save again, from inside h-save. Load failed. Log saved as "xray_n00bo - Copy 1.log"
7: Tried to load into previous failed q-save with the fix deployed. Load failed (Damn).
8: Tried to load into a new h-save made the same distance away as q-save from test 4 was from Sid, with the fix not deployed. Load success.
9: Waited out for a q-save to be created after test 8, and then loaded into that. Load success, but encountered the screen blur glitch. That save seems to have the glitch permanently.
10: Fed myself to cats and loaded q-save from test 9. Load success.
11: Fed myself to cats and loaded h-save from test 8. Load success.
12: Ran far from sid, and then ran back. Load success.
13: Loaded into q-save made shortly before h-save from test 12. Load success.
14: Transitioned to Great Swamp via tunnel near military's southern checkpoint. Transition success.
15: Loaded into h-save made in Great Swamp. Load success.
15: Loaded into q-save made from Great Swamp transition. Load success.
16: Have partially loaded mag in inventory, with full mag in gun and belt.
17: Loaded h-save from test 16 with a partial mag in the gun, and a full mag in belt and inventory (Hoping to re-create what might've happened with cats). Load success.
18: Loaded into h-save where ther is a partial mag in the gun, and a full mag in the belt and inventory. Load success.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ Dead Air Magazines 1.1.7.3 [EN/RU]

I just want to report that there's a syntax in this mod's "trad_Sidrovich.ltx" file.

In the file, you mis-typed:
"mag_wpn_svu = 2, 1 = 2, 1"

Where it's meant to be:
""mag_wpn_svu = 2, 1"

It may also be related to a crash that I've gotten sometimes, only when I load saves where Sidrovich is stocking magazines. I'll upload make a new thread with the pastebin of the crash report once I encounter it again.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ A.R.E.A.

Hey, just wanted you to know that the mod is amazing! I've been looking for something like this since Last Day stopped development, and, this scratches the same itch and more that I got from my modded version of Last Day that Anomaly couldn't. Great mod guys! Looking forward to the next version, and having fun with this version too.

Good karma+3 votes
n0ps
n0ps - - 57 comments @ No Blackouts - Input Blocks

Actually, there is a mod that can probably be ported over from Last Day that lets you press a button to cancel an animation. I'll consider seeing if that can work here, but, I probably won't have the time to make it.

EDIT: There isn't a mod that does that. Only one that toggles the option on and off with a key press.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ No Blackouts - Input Blocks

It's just a QoL change for the people who didn't like it. I'll release a guide for how to remove all or most of it for Medkits however, if you like.

Good karma+2 votes
n0ps
n0ps - - 57 comments @ S.T.A.L.K.E.R. Anomaly Repack: Anomalies

From playing with that mod awhile on CoC, I can tell you now it doesn't replace anomalies on emmisions. It uses the same script for anomalies as Doctor X, but with higher spawn numbers and some more smarts added around the maps.

Edit: Oh, and, of course spawns new anomalies as well as the regular ones.

Good karma+1 vote
n0ps
n0ps - - 57 comments @ Great Day Long Night v 1.1

If you can manage it, it'll be awesome. I'm no good at scripting, so, I wish you luck.

If you come up anything good, I'll loot your corpse and put your code in the mod I was working on.

Err, I mean, I'll ask you, credit you, and not kill you. Unless something else gets you first. Good luck Stalker!

Good karma+1 vote
n0ps
n0ps - - 57 comments @ Great Day Long Night v 1.1

Hey, ☢En3rGy-X☣, I'm warning you now. Changing "time_factor" to 3 like you did in your mod, breaks the game in a whole bunch of interesting ways.

I made a forum post about my attempts to make a mod like that workable, but, it's going to be something close to a game overhaul, or maybe even an engine overhaul, to get rid of all the problems.

Here's the post I made, and I'll just quote the bugs I encountered. My aim was to make the game run on IRL time with a travel time added between levels. Your one makes the game 3.33x longer, so, change 10x and 1/10 with 3.33x and 1/3:
Moddb.com

Grave:

Bandages don't heal. Applying 10+ bandages to a medium wound from a mutant stopped the bleeding to a crawl, but not healed it completely.
This bug is apparent in all medical items that work over a period of time it seems. Any instant affects are fine, but, it seems that anything that's over time has been made 10x or more less effective (Military stim packs barely healed)

Major:

Stamina was used up 10x slower, effectively giving the actor 10x stamina... But it also took 10x longer for it to regen. Someone might like it, but after testing it, I can say most won't. A simple optional fix to actor.ltx to up the stamina use and regen should be good.

Minor:

Time moves at the normal vanilla pace during psy-storms and emmisions. Didn't expect that, but it's very minor and easy to ignore

Good:

Thirst and hunger is working as expected without any changes necessary to how it works. You won't be getting as hungry or as thirsty as often, but that's because the day is a lot longer.

Good karma+3 votes
n0ps
n0ps - - 57 comments @ Gunsmith Kit - UI & Re-balance (CoC 1.4.22)

Sorry for the late reply, I don't get notifications in the comments of my mod for some reason. To answer your question:

Unfortunately I can't actually add that. That requires more scripting, and a lot more changes that I'm not able to do. I can (maybe) make it so that all firearms can aid in the repairs in all firearms, but that seems broken to me. The ability to decide which firearm aides in the repair of which firearm is unfortunately not possible within the scope of this mod.

Good karma+1 vote