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Comment History  (0 - 30 of 65)
Noxilian
Noxilian - - 65 comments @ Hip HD model (updated 2.6) (+1.9)

You have to download the whole HD Models (or HD Models Lite) mod, then just copy the files listed above (while keeping the file paths) to your gamedata folder.

The easiest way would probably just be to download the mod, drag its gamedata folder from its zip file somewhere convenient (like your desktop), then delete everything in the folder except the aforementioned files. You can then move the folder with just those files to your gamedata folder (or create it as a mod in Mod Organizer 2, which I'd recommend you look up and learn how to use if you want to get more into modding).

Good karma+3 votes
Noxilian
Noxilian - - 65 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

For anyone having crashes at launch, 1.2.5 broke the thing that was fixed with "2c" in 1.2.3 again. Simple solution is to just copy the "gamedata\Configs\Items\Weapons\sound_layers\wpn_SG_Silencer_sounds.ltx" file from any of the other "2" options to your install.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [1.5.1/1.5.2] Banjaji's Realistic bodily needs v3.8

There's a bit of a soft compatibility issue with ***. It has a feature that lowers your current maximum health based on bleeding, and requires you to eat or take glucose shots to raise it back. This mod seems to make the amount of max health restored almost nothing for most foods, making it very hard to restore.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [Modded EXEs] Luna's Master Disassembly List & Parts Fix v2.1.3

You can repair all the compatibilities easier in MO2. It's safer since you can do so without ever losing the original files for each mod (or those in vanilla Anomaly). Also removes the risk of not knowing which version of a file is being used, since they're all still in the list, and it shows which ones are overwriting others.

If doing manually compatibility patches, just choose to "Create Empty Mod", and copy any files you need to change to that mod.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [1.5.1/1.5.2] Banjaji's Field workshop v3.2

Could you add an option to force "full percentage parts" (similar to how WPO does it)? Can't actually change it the normal way for Invictus run players, since modifying progression or gameplay difficulty settings breaks the achievement.

Good karma+2 votes
Noxilian
Noxilian - - 65 comments @ Hip HD model (updated 2.6) (+1.9)

Figured out all of the files are from HD Models. You don't need to use the whole HD Models mod to fix, just grab those files.

The first one is "act\newmerc\h2_sniper_loadout_arctic_col", NOT "act\new lunar\sunrise\ultranationalist_load_a1_color" for note.

Nice catching it by the way, I was wondering why the holsters and such looked so bad (just straight blue) last time I played. Now Hip looks just as intended!

Good karma+3 votes
Noxilian
Noxilian - - 65 comments @ [Modded EXEs] Luna's Master Disassembly List & Parts Fix v2.1.3

The mod for some reason tries to overwrite the vanilla Gauss Rifle with the information of the BaS Gauss Rifle, making the mod incompatible for anyone not using BaS.

This change seems outside of the scope of the mod in the description, so not sure why it's doing that. I think it can be resolved by basically just removing the "gamedata\configs\mod_system_mod_development.ltx" file (NOT the "gamedata\configs\items\settings\mod_parts_mod_development.ltx).

Good karma+2 votes
Noxilian
Noxilian - - 65 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

Thanks so much for the update - unfortunately it still doesn't seem to work. Could it be because the recipe calls for the artefact in an AAM?

The update also seems to cause a weird issue where when I had a "Surge Suppressor" (also part of the recipe) in my inventory, it showed its tooltip in the crafting menu constantly, and didn't let me select any crafting recipes on the same page as the power supply unless I selected a recipe on a different page first.

Also a weird thing I noticed is that updating this mod sometimes seems to shuffle artefact rarities. For example, when I updated, one of my Epics turned into Legendary, and vice versa (including a noticeable nerf to the one that changed to Epic).

I reverted to the previous version, and both the above things went back as well.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

Any chance you could add the ability to use any quality for crafting? Powered Exos has a couple crafted power supplies that use artefacts in the recipe. Finally found the artefact I needed, but turns out I can't craft it still because it's an "Epic" variant.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Dialogue Expanded v4 COMPANION UPDATE [ENGLISH/русский]

I had this issue too when I started a UNISG playthrough for some reason. I was also using the compatibility patch with LTTZ DC, though I don't think that was related to the crash.

In the end I think it can be fixed by just adding a nil check for inv_name in the DynamicNewsManager:BoughtItems(). Not sure what is causing inv_name to be nil sometimes, but this should at least prevent crashes if it is.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Advanced Stamina System (ASS) (UPDATE 10)

Wasn't sure about installing this as I was worried it would change the gameplay feel too much. Decided to try it anyways, and it's really smoothly implemented, feels like it always should have been like this - great work!

Good karma+3 votes
Noxilian
Noxilian - - 65 comments @ LTTZ: Director's Cut + Dialogue Expanded PATCH (OUTDATED) [1.5.1]

Yeah, I think so - see the edit I made to my above post.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ LTTZ: Director's Cut [1.5.1]

Did a full playthrough of it with no bugs or issues myself. Some of the above complaints may be compatibility issues or people who installed the mod mid-game instead of on a new game.

Good karma+2 votes
Noxilian
Noxilian - - 65 comments @ LTTZ: Director's Cut [1.5.1]

May be a problem with the original Storylines mod specifically? I did the same (merged the changes) with the version of Storylines in TheMrDemonized's DLTX mod pack ( Moddb.com ), which apparently includes some fixes (as well as an ML English translation), and haven't had any issues.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [1.5.2] NPC Die in Emissions (For Real) (UPDATE 9)

Would it be possible to make a setting that makes story/important NPCs immune to this? Love the idea, but would be too worried about stories (vanilla and with the Storylines mod in your DLTX pack) being broken accidentally.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [1.5.2] Disassemble All Items (With Patch Chance) (UPDATE 6.1)

It reworks the ammo crafting, basically categorizing all ammo materials into 4 part types that get disassembled to. This makes it more worthwhile to scrap ammos that you have 0 intent of using, as they can be turned into other ammo types.

Alongside that, it adds a context option to "batch disassemble" on ammos that presumably functions similar to this mod. However, assuming they are identical, it leaves two redundant disassembly options (your "disassemble all", and Ammo Maker's "batch disassemble")

I got rid of the minor annoyance for myself by just adding a `not IsAmmo(obj)` check to your script. I'm also not 100% sure the options actually function identically, but I figure favoring his (since it's built around his ammo rework) should be safe.

PS. You're the most responsive mod author on ModDB, I've left posts on two of your mods now (I was the one troubleshooting Fanatic with Artefact Variations), and you reply so fast!

Good karma+3 votes
Noxilian
Noxilian - - 65 comments @ [1.5.2] Disassemble All Items (With Patch Chance) (UPDATE 6.1)

Is there any functional difference between using this vs. the "batch disassemble" option added for ammos by Arti's Ammo Maker Moddb.com ?

If not, would it be possible to get a patch to remove one or the other context options from ammos?

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

Gave it a try - no additional console info (checked the log afterward too). Only additional info that was displayed was the Goodwill gain.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

Can I do that safely if I remove all other saves from the folder temporarily? This is an Invictus run (that's going pretty well so far), so I don't really want to break it.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

It doesn't actually have the [WTF] flag, but I believe Igi Tasks removes all vanilla tasks from him except the tutorial.

I loaded a save to double check and noticed something - it removes the item if I leave it in the container, but it doesn't remove if I take it out of the container before turning in the task.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [DLTX REQUIRED] Artefacts Variationizer (UPDATE 11)

Think there may be a compatibility issue with Igi's Weird Task Framework. Tried giving Fanatic the Battery, and he completed the quest and gave me the reward, but the "Battery (Common)" stays in my inventory.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Suits and Helmets Rebalance 2.21.1 for 1.5.2

Without. Didn't really like GBOOBs when I tried it.

The author has also made it clear that this mod is balanced without GBOOBs in mind, so not really much info on how it would feel with both installed.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Suits and Helmets Rebalance 2.21.1 for 1.5.2

Feels great playing with it starting 2.085 (and upgraded to 2.09)! It's the perfect mid-point between Vanilla and GBOOBs.

NPC exos and heavy armors are too weak in vanilla, but GBOOBs goes too far the other direction and makes bandits in trench coats and balaclavas take +20 headshots with a PM to kill. This increases the challenge at all stages, and makes different ammo types feel like they have more of a purpose, but feels a lot more fair/consistent.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ [Requires DLTX] Item Properties Redone

st_items_attachments.xml is in the wrong encoding (as user above pointed out), and there's a redundant point in the Flesh Hide entry that probably wasn't meant to be there. If it was intentional, it needs a newline in any case, as the lack of a newline causes the dots to be formatted strangely.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Maid's Vanilla HD Icons

Just a request - could custom icons be made for the Toolkit Remap mod in the DLTX Minimod Pack? Moddb.com

It's not incompatible per-se, but it might be nice to have slightly different icons for the repair kit indicators. For example, the shotgun repair kit is changed to be for for "historic weapons", so it doesn't make much sense to be labelled "12ga".

Good karma+2 votes
Noxilian
Noxilian - - 65 comments @ Starting Loadout Rebalanced v1.2 - Multiple mods support

Not sure if it's because I only use Glowsticks out of the supported addons, but when I start the game with the Axe, it puts 2 "st_none" items in my inventory. They appear to be referenced as ammo for the Axe (as they get highlighted when I hover over the Axe). They appear like bright green beetles in the inventory, but when dropped on the ground appear as boxes of 9x19 ammo.

I'm not sure if it would happen with any other items selected aside from the Axe, but that's the only one I've managed to narrow the problem down to. Other items I've tried (guns, armors, supplies) seem to work fine.

EDIT: Not unique to your mod - seems like all loadout mods that let you pick the Axe do this. My guess is it has something to do with whatever gives ammo to the other weapons in a new game, it isn't programmed to skip axes, so it actuallly gives you the (usually invisible) ammo for axes.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Suits and Helmets Rebalance 2.21.1 for 1.5.2

Just a small suggestion to include a patch for Ghillie Suit Overhaul as well. Should be very simple - just overwrite the ghillie_outfit values in o_lcs.ltx with the Ghillie Suit Overhaul's values.

Good karma+1 vote
Noxilian
Noxilian - - 65 comments @ Anomaly Skill System

No one got the joke and thought you were insulting the mod I guess?

Actually two mods with that acronym now, with Advanced Stamina System.

Good karma+3 votes
Noxilian
Noxilian - - 65 comments @ ARX - Artefact & Anomalies Restoration eXperiment

I noticed that "items_attachments.ltx" is untouched by the mod. Will there be adjustments there eventually, or is it already considered to be balanced with regards to the new damage calculations by default?

Good karma0 votes
Noxilian
Noxilian - - 65 comments @ ARX - Artefact & Anomalies Restoration eXperiment

Very cool sounding mod. Also having the same problems with downloading at the moment, but I think that's just ModDB having issues.

Just a question, how does the relative balancing of anomaly damage feel compared to vanilla? I'm just curious, because I modify the "actor.ltx" file to adjust anomaly damages I felt were a bit ******** in vanilla (specifically about 33% nerf to burn damage, and 15% nerf to electric damage). Would that still feel roughly the same with this mod, or does this mod already change how much damage those do, and possibly make my tweaks cause those damage types to feel too weak?

Good karma0 votes