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Comment History
sennerezza
sennerezza - - 26 comments @ NPC Loot Claim v1.0.6.2 (Bugfix)

The inventory failing to appear is intentional to avoid a possible exploit that can happen. The bugs caused by it happen because it resets the inventory GUI which undoes the injected patches other addons use to work, which utilize the inventory UI in a clever way to add their features without conflicting with other mods.

Good karma+2 votes
sennerezza
sennerezza - - 26 comments @ BEAR voice lines replacement for Duty

Make sure to read the comments above if you're thinking about using this mod.

This mod causes crashes if you don't edit it beforehand.

Good karma+3 votes
sennerezza
sennerezza - - 26 comments @ Persistent Weather

So some issues I've observed:

When the cached weather is actually different from the engine weather, the change happens a minute or so after loading the game. This means there can be abrupt, world-shattering changes from clear skies to stormy weathers without the weather transition system in the engine.

The cached weather can be blowout weather. This means when you load a save made during the post-blowout rain, a minute or so after loading that save the weather will suddenly become blowout weather without the usual wind-up. Headphones not recommended.

More often than not the cached weather during weather transitions is the same weather normally stored in the save. This means when you reload a save that skips a weather transition and causes the abrupt weather change, this mod doesn't do anything to undo that abrupt weather change.

Good karma+3 votes
sennerezza
sennerezza - - 26 comments @ Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 for Anomaly 1.5.1

While wearing an af_fire (flame) artifact, my radiation protection is treated as nil. It seems that artifacts that reduce radiation resistance will break the radiation protection calculations in the script and the player will receive a full dose unprotected.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ [DLTX] Simplified Scopes REDONE 2.0 Transparent Update

Excellent. Got a few more for you then, these are for the G36 pack Moddb.com but there's one little issue to handle.

First, the G36 pack removes the G36K's built in optics, so wpn_g36k needs its dltx patch undone for compatability with the mod.
And next, these 3 weapon IDs need ACOG blocks too:
wpn_g36_camo_acog
wpn_g36k_acog
wpn_g36_nimble_acog
This was the last weapon pack in my mod list that needed patching, so no more compat comments from me for awhile now. Thanks for all the hard work btw

Good karma+3 votes
sennerezza
sennerezza - - 26 comments @ [DLTX] Pleasure of Cigarettes for Anomaly 1.5.2

This addon will do that for you: Moddb.com

Good karma+3 votes
sennerezza
sennerezza - - 26 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Figured out a workaround, frankly it's a hack of a workaround but the downside is inconsequential.

\configs\items\weapons\weapon_ammo.ltx line 27 tells the game what sfx to use for picking up ammo. To get rid of those sounds, you just delete "ammo" from that line and leave the entry blank, the game will see it's nil and not play any sound when ammo is picked up.

Downside is you don't get the ammo pickup sound from grabbing ammo out of a corpse. Upside is that your magazines won't play the sound when you reload.

There might be a way to override the ammo pickup sound and make it nil before running create_ammo(), then reverting it after, but it's kind of a long shot. Honestly don't expect that to be a feature in the script engine.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ [DLTX] Simplified Scopes REDONE 2.0 Transparent Update

For a compatability patch with the AUGmented mod Moddb.com these weapon IDs need ACOG blocks DLTX'd in:

wpn_aug_custom_acog
wpn_aug_freedom_acog
wpn_aug_merc_acog
wpn_aug_modern_acog

The built-in scope on the Aug A1 works perfectly fine with your mod though :)

Good karma+3 votes
sennerezza
sennerezza - - 26 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

At the top of the description there's a link to the latest update for this mod, I believe it's addressed that issue.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

When you refund the ammo the engine removes (refund_ammo() in magazines.script) is create_ammo() supposed to do an ammo pickup sound or do I have another addon mucking things up somehow?

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ [2.0.2] Body Health System Redux

medkits.bandage={torso=2,torso=2,rightleg=3,leftleg=3,rightarm=3,leftarm=3,timeregen=40000}

Bandages don't do first aid on the head like the tooltips state because someone accidentally put "torso" instead of "head" for the first body part value for them.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ [DLTX] Water Flask Rework

Awesome work for a first time animation, you've now taken the fall down the rabbit hole where you can't just play modable games anymore, you must create!

It's an understandable mistake, you'll learn to catch incorrect details before it's too late the more you work on stuff like this, or you'll be playing as the zone's questionably chinese products smuggler.

Good karma+2 votes
sennerezza
sennerezza - - 26 comments @ NPC Stops Dropping Weapons and Looting Dead Bodies v1.0.1

I haven't fully investigated this but I have a solid theory on what's happening here:

First, this isn't unique to the SIG550. What I believe has happened here is that this Freedom NPC had a lot of items in his inventory that took awhile for the game to process (after an NPC dies, the game runs through their inventory and decides what to keep or discard). During this prolonged time of processing, a series of little notable events probably happened:

1. The vanilla script identified his active weapon as his SIG550 and indexed it, but doesn't do anything to it yet.
2. The mod's script change also indexed the active weapon and transferred it to his inventory.
3. The vanilla script finally instructs the script engine to interact with the previously indexed active weapon, a SIG550, to throw it on the ground.
4. The script engine is confused, the SIG550 is no longer the active weapon after step 2, it logs an error explaining that the SIG550 isn't an active weapon for this particular NPC, and that the active weapon is no_active_item (which obviously is the value when there isn't an active weapon)

Script engines in games can be annoyingly finnicky, they can run through the instructions you've given to them in a different order than anticipated particularly when they have to process a lot at once.

This mod did not remove that weapons drop to the ground on death, instead it tries to stuff the weapon into the NPC's inventory before that can happen.

The reason weapons can still end up on the ground sometimes, or that the script engine throws errors about trying to interact with an active item when there is no active item, is because sometimes this mod's script change fails to catch an NPC's weapon before another part of the script engine starts the "throw it on the ground" process.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ Remove dropping weapons from damage for 1.5.1 Final

Also the Beef's NVGs patch is unnecessary and will probably break things now. Beef's NVGs is now implemented in a non-conflicting manner (which makes me want to note Beef has done awesome work here!)

Good karma+2 votes
sennerezza
sennerezza - - 26 comments @ NPC Stops Dropping Weapons and Looting Dead Bodies v1.0.1

The little script hack to put active weapons into an enemy's inventory on death looks buggy from a cursory examination. It looks like it will fail if the enemy has a lot of things in their inventory, or if the X-Ray engine has a lot of scripts processing at the time, and it doesn't account for when the NPC's active weapon is 'no_active_weapon'.

The first problem can be fixed by running the little hack at the moment of the NPC's death instead of during post-death inventory processing. As it is now, it's possible for post-death inventory processing to run after the game has dropped their gun to the ground, tightening up the timing significantly will significantly lower the odds of this happening.

Secondly you have the script check if the active_item is nil, but apparently the script engine is set up so that no active weapons registers as a 'no_active_weapon' instead. Keep the nil check because random CTDs suck, but add another for the proper 'no_active_weapon' so that the script engine stops throwing exceptions and/or crashing.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ [DLTX] Water Flask Rework

I guess I'm going to be the one to ask:
At what point did you realize it was backwards, and is there any particular reason why it ended up that way? :P

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ Beef's Shader Based NVGs v1.1.1

Works with Anomaly 1.5.2 perfectly fine!

Good karma+2 votes
sennerezza
sennerezza - - 26 comments @ [2.1.0] Masks and Reflections for 1.5.1

This mod works with Anomaly 1.5.2 without conflict. The changes 1.5.2 made to its gas mask shaders were already included in this mod to begin with, so you won't revert or break 1.5.2's changes by using this mod.

Good karma+5 votes
sennerezza
sennerezza - - 26 comments @ [2.1.0] Masks and Reflections for 1.5.1

This isn't related to Grok's mod, but it's probably caused by Nav's mod if you're using it. You have another mod editing \gamedata\configs\ui\ui_custom_msgs.xml and no patch to combine the edits from Nav's and that mod.

If you can't find or make the patch yourself, then you could just use Grok's without Nav's and there won't be a conflict

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ Alternate Aim For Select Weapons

For the Anomaly 1.5.2 update, just need to go into the w_sks.ltx, w_svt40.ltx, and w_type63.ltx files in this mod and change 'use_aim_bullet = true' to 'use_aim_bullet = false'

Aside from those 3 files, nothing needs to be touched.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ Remove dropping weapons from damage for 1.5.1 Final

Needs to be updated to be compatibale with Anomaly 1.5.2, the update makes changes in actor_effects.script

Good karma+2 votes
sennerezza
sennerezza - - 26 comments @ Blindside's Weapon Reanimation and Rebalance - "Loner"

Anomaly 1.5.2 makes changes to a handful of the guns this mod affects, so this mod isn't compatible with Anomaly 1.5.2 atm.

Edit: Seems like there's only one change that needs to be forwarded from 1.5.2 to this mod. In \gamedata\configs\items\weapons\ these ltx files need to have their 'use_aim_bullet = true' changed to false:
w_pb, w_sks, and w_svt40

use_aim_bullet is now a defunct function for weapons and was removed from the engine entirely according to the changelog, haven't tested it but I'm assuming there will be crashes unless those 3 files are edited as above.

Good karma+2 votes
sennerezza
sennerezza - - 26 comments @ Outfit Attachment Overhaul

I found Food Drugs and Drink Animations has an invisible dummy mesh in its files (dynamics\weapons\wpn_eat\fake_item.ogf) so I swapped the beer bottle mesh for it and no longer have the above problem.

I'm sure FDDA's author would let you use his dummy mesh if you ask him.

Good karma+4 votes
sennerezza
sennerezza - - 26 comments @ Outfit Attachment Overhaul

Whenever my character takes a sip from the camelbak, a beer bottle briefly appears in front of me. With how often these sips happen, it's started to get very annoying.

I have 100% confirmed it's a problem with your new method of handling camelbak sips and drinking, the beer bottle that appears is the same model you've chosen for the dummy drink items in your items_camelback_drink.ltx

I HIGHLY recommend changing the dummy object into an invisible mesh. I don't know how you would do that in a Stalker game, so you'll probably have to ask around for help with that.

Good karma+3 votes
sennerezza
sennerezza - - 26 comments @ Outfit Parts and Repair Overhaul

I like this mod, but there are two annoyances for me that I think could use improvement:

First, integrated headgear can't be repaired, only replaced. This is odd since you could disassemble the suit for that headgear and use the same sewing kits you use on outfits to repair the headgear.

Second, I feel like I have to use outfit repair kits even more now because there's no other way to repair ballistic components. Unlike in vanilla, even if I keep my outfit above 80% constantly I still have to spring for an outfit repair kit now and then just to maintain the ballistics.

The first issue can probably be solved just by making outfit repairs also repair integrated headgear by some %.
For the second issue, the best solution that comes to mind would be for sewing kits to be able to repair small amounts of ANY of the outfit components so long as normally incompatible components are about a certain %.
This way you can avoid buying outfit repair kits entirely by dilligently keeping your ballistics components above 80% (as an example), and only have to resort to a full repair kit after a fierce firefight turns your ballistic components into swiss cheese.

Edit: Also I feel like the components of an outfit have lost any meaning in this mod. I'm no longer replacing broken components with refurbished stuff because repair kits can completely refurbish those parts.

Good karma+1 vote
sennerezza
sennerezza - - 26 comments @ Weapon Parts Overhaul for 1.5.1

In arti_jamming.script, sometimes "function on_key_release(key)" can fail to fire after pressing the left alt key. I haven't figured out why this happens yet, but I had to look into the above problem after being unable to reload while trying to fend off a pack of dogs (they ripped me to shreds).

Unfortunately older game engines are actually pretty bad about not registering key releases in certain conditions. There probably isn't a way to prevent this bug from occuring aside from nyxing the alt key modifier entirely. Unfortunately (again) this would put you right back to the problem you were trying to solve in the first place with setting up a hotkey compatible with other mods.

Good karma+1 vote