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Comment History
RebopBebop
RebopBebop - - 13 comments @ Arrival - Anomalies

I love you

Good karma+1 vote
RebopBebop
RebopBebop - - 13 comments @ TheMrDemonized

u r the best luv u

Good karma+1 vote
RebopBebop
RebopBebop - - 13 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Don't trust me 100%, but I think that is not a separate file anymore and is implemented into the base trader overhaul. Try looking around and if stalkers sell things like a radio, watch or guns etc then it is implemented. If you haven't already, I highly suggest joining the Stalker Anomaly & the Stalker Anomaly: GAMMA Modpack discords. They have entire channels to ask questions like this about modding, helpful people and a vast repository of prior questions you can search for, plus the answers to them with the search bar in each server. Welcome to anomaly! It is a very special mod/game to a lot of ppl including myself, don't be afraid to message me on discord! (I'll send my username through message here). Good luck! :)

Good karma+1 vote
RebopBebop
RebopBebop - - 13 comments @ bvcx

Huge fan, thanks for all your work!!!

Good karma+4 votes
RebopBebop
RebopBebop - - 13 comments @ Alternative Blind Dogs

Just commenting to appreciate the work you've put into this. People like you are why this community has thrived for so long! Thanks for all the hard work, it looks amazing!

(Wrote this same post as a guest, logged on and posted it again :) )

Good karma+1 vote
RebopBebop
RebopBebop - - 13 comments @ EFT Weapon Reposition updated 2.2

Hey, just wanted to reiterative sneakydud's point on mod manager two being a life-changing tool to use if you mod frequently, or really at all. It's pretty easy to learn.

I know you are stuck to doing manual as I was doing JGSME for like two weeks, but trust me; this is one of those things that absolutely no one disagrees with: Mod Manager 2 is the absolute best way to handle modding this game. You can't mess up your game files permanently and you can disable entire addons with a single click of a check box.

Good karma+2 votes
RebopBebop
RebopBebop - - 13 comments @ Golden Autumn Retexture [UPDATE 1]

Woah, looks really good. Trying it out now!

Good karma+3 votes
RebopBebop
RebopBebop - - 13 comments @ [1.2.2] Crook's Faction Identification UI

Oh my goodness this is exactly what I wanted without knowing it lmao. I'm beyond excited for your modpack. Gonna drop everything and rebuild from scratch using that as a base. Thanks for the great addons and the work you put into them!

Good karma+1 vote
RebopBebop
RebopBebop - - 13 comments @ Stealth 2.31

Love this addon. Insane improvement to my game. Thanks for spending your time making this awesome mod!

Good karma+2 votes
RebopBebop
RebopBebop - - 13 comments @ Artefact Overhaul 1.0.4 - Updated to 1.5.1

Hey, I think I remember that being caused by having an artifact that reduces psy resistance equipped. Try unequipping any artifacts that reduce your psy resistance during a emission and see if it stops the damage.

Good karma+1 vote
RebopBebop
RebopBebop - - 13 comments @ Dux's Innumerable Character Kit [1.9.9C]

Came here to just thank the author of the mod for an incredible addition to my addons lol! Really appreciate the time and work that must have gone into this, very excited to try it out.

Good karma+2 votes
RebopBebop
RebopBebop - - 13 comments @ Suits and Helmets Rebalance 2.21.1 for 1.5.2

In the middle of doing this process myself. Totally feel the sadness for the inability to create patches for things. I also had to learn as I went which has prolonged the process.

If you don't mind explain, how did you determine values for changed weapon damages/food prices/drug effects? I can't determine what an effective change is as I can't really playtest it fully because there are too many things I have to change to fully determine the balancing of the entire game.

Good karma+3 votes
RebopBebop
RebopBebop - - 13 comments @ Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 for Anomaly 1.5.1

Hi, love the mod. Just wondering if you've considered rebalancing the type of effects artifacts give the player? As radiation is pretty cheap to remove by a medic, and doesn't pose any immediate risk of death; one has no need for any lead-lined containers when artifact hunting.

I can go grab whatever without worrying about containers, and just sell at Yantar or wherever then remove the rads. I've seen this issue brought up before in the comments and wanted to second this opinion.

I'm sure there are many ways to fix this if one wanted to, but if you are open to suggestions I have one, though I don't know how difficult or possible these changes areas I don't create mods.

Instead of giving the player rads, what if artifacts had different values of psi-damage attached to them. I'm not sure what the values should be, but enough to make it pretty dangerous to hold higher-tier artifacts for even a short period of time without a proper lead or belt container.

On top of this, the current consumables changed by the overhaul currently have little to no use in-game. Cigs, alcohol, and other items changed have such low values they are not worth the money or to even use if one has them in 99% of cases imo. If the psi-damaging effects of artifacts change are implemented, then these consumables could be changed to slow, mitigate and heal psi-health. This would make sense in-game and realism-wise as alcohol, cigs, and the other items usually have some sort of psycho-active effect that could influence psi-effects.

Just a suggestion though, thanks for the great mod!

Good karma+4 votes