includes female hands version?
includes female hands version?
Correct, but remember the number at the right side of colon can not be lower than 1.
And e value is not that effctive as s & r value, it mostly directs how the camera direction of movement's level is while you firing in automatic mode.
Check bolt action rifle's recoil model for detail, compare is your best friend.
Here, simply cut enhanced recoil values.
I think it should be easy to merge, could you send me the mod link? I will take a look then.
Only decrease for lower level. Use any text editing software and find file's line 176, you will see short annotation.
I see, and according to his reply, I think he is satisfied.
Thanks for repling.
Btw "long time ago" I mentioned, is beginning of last year. "Timeliness lost" for conflict issues. That's I'd like to add if necessary.
Ah, I have never use this mod before, I saw it long time ago, but it has conflict issue with some mods I use. except BaS, I remember it conflcts with other mods too.
If Grok's Ballstics Overhual involved Enhanced Recoil as well, obviously the same file will be touched.
I have no idea if the rest part of the actor_effect.ltx also have been touched in GBO, use Compare software, it can help you easily finding out.
DLTX version seems needed, but as you can see in sections' adding segment, I didn't find a way solving it.
I think you scared us lol.
And, this mod doesn't make weapon behaves more "accurate".
Enhanced Recoil is more like camera effect, yes it shake your head while you shooting, in that way you will feel harder to handle instead of firing more like with "Auto-aim" or "No Recoil"
Hitmarker? I think it needs script to run.
I see, will check DLTX version again.
EDIT:
DLTX version took down, since I could not find way solving sections problem.
Looks like you don't have BaS installed? See if No-DLTX version work. Either nor then I will make vanilla version of mod.
Personally so far I use heavy number of addons, and I didn't see any addon has conflict with same file.
Could you give me some examples?
EDIT:
I'm afraid that I cannot make DLTX version, I didnot follow the logic while adding BaS sections.
It shuold work even you don't have BaS, give it a try.
If you have issue with it, post your XRay log here and I will take a look, then I will consider making a vanilla version.
Sure, MO2 is just recommended to use.
The values were edited for few times. Now it shuold looks fine, at least for me.
If you already downloaded this mod, double check and make sure it's latest.
Also, you may consider some weapon's camera effect is still heavy / light, please reply to this comment, I will take a look.
Yeah dude, this shoting feedback makes it more like a modern game.
I can agree with your opnions, we're talking about the idea beyond the game, more like doctrine.
I don't know if this go extreme further than a simple mod should stands for, but the thoughts in deep are always valuable.
May be sorry for the bad English formulation, cause I am not a native user.
Good hunting, Stalker.
Sure, MO2 used, so the mods are in indie folder and loaded in VFS way.
in MO2 load order, the priority is(high -> low):
TO Bas Patch, TO Main, BaS.
No other mods overwrite TO except its BaS patch.
Nimble sells weapon addons only.
Don't know what's wrong with the config file, since TO overwrites only BaS trader file (BaS patch used of course)
AK-12 Monolith Upgraded has a name issue.
configs\text\eng\st_items_weapons_bas_eng.xml
It missed with "wpn", current look:
<string id="st_ak12_mono_kit">
<text>AK12 Monolith Upgraded (BaS)</text>
Simply add "wpn" now:
<string id="st_wpn_ak12_mono_kit">
<text>AK12 Monolith Upgraded (BaS)</text>
Fixed
Finally, the issue is due to object number spawn limit.
Thanks to ZCP author, "The XRay engine has a limit of 65535 IDs, and when the game tries to spawn any object (stalker, mutant, weapon, other inventory item) exceeding that limit, it will crash."
I don't know why my game has such a heavy number of spawn objects, encountered same issue in another area earier this morning, now it's discoverd.
By removing enough objects via MCM and Game Settings, I can safely pass issued area.
Things cause problem:
ZCP, Dynamic Mutants
Methods:
each mods' own MCM configs, debug remove squads fuction, vanilla game's A-Life setting
Sorry but I want to ask a question that have no matter with this mod.
I once see one guy said "you can transfer your save's data to another new save, but only your inventory and rank points."
My first UNISG save was broken because of mod's outdated data. I'd like at least have my efforts back.
So, is there a tool for save editing? A lot thanks.
thanks for info
The hud_fov seems locked, any idea unlocking it?
I think I need the older version of BaS, should be earlier than April. Is there any backup of it?
And I found 2 reddits might be useful:
Reddit.com
Willing to, but I don't know how to go further, any suggestions?
Right now I'm still searching for more similar infos, I will report any useful part of them here.
I get same error report when move into specific area (Outskirts exactly)
After many times testing, now I can lock the issue is caused by important NPC carry with non-existed items.
I get this conclusion because I found if I Delete All Squads (by only deleting common squads didn't solve) in debug menu then everything goes fine without annoying crash report.
I looked into some similar threads and found one guy says you can make "fake sections" to cheat the engine and let you get pass. But I don't know how to do.
and below is my error report:
!![ERROR] CInifile::r_string: S = [], L = [k_dist]
FATAL ERROR
[error]Expression : S && strlen(S)
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 894
[error]Description : assertion failed
stack trace:
Slavour
joined
Check it later, university student, hard to leave some free time.