So does this overwrite that weird logic where the farm spawns bandit squads after sleeping?
So does this overwrite that weird logic where the farm spawns bandit squads after sleeping?
I can finally see a pile of corpses when the poorly programmed npcs fight within an anomaly field.
That is fair. Just another thing I could add to the list of causes of casualties.
The companions are very vulnerable to psi storms especially when combined with other mods. Is there any way to get them to be immune to psi storms?
I dont know if its something with x-ray engine itself or the mod but when putting items on the back, the total weight on the player is minus that of the last item placed on the backpack stash. If you test it out with heavy items, you will certainly notice that the player weight is lighter than the supposed weight of the backpack and the player.
Also I noticed that it will delete(or unreference) the items placed on the backpack when the backpack itself is made into a stash.
Good luck working on this.
From testing through debug and certain playthroughs, it keeps stashes provided they are
A. Personal stash (created through backpacks)
B. You are the same faction as with your previous playthrough
I think that putting them on stash boxes gets them overwritten once a new game loads up.
This will make repairing equipment for selling more viable.
I played this on EFP and its compatible so far.
I'm getting this error when combining items now. I have perk artifacts and disassemble all items.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...d games/stalker anomaly\gamedata\scripts\utils_ui.script:803: attempt to index local 'child_obj' (a nil value)
stack trace:
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