The new 4.0 update looks really cool!
The new 4.0 update looks really cool!
I have the updated exes and trying to put it GAMMA with some other stuff but still get this:
----------------------------------------------------
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: ... \gamedata\scripts\demonized_ledge_grabbing.script:1183: [Ledge Grabbing] Modded Exes are required for mod to work, download from Github.com
stack trace:
-----------------------------------------------------
Very impressive! Please do a youtube tutorial and post on anomaly discord.
Can't wait to try it out this weekend when I get more time.
Is there a way to tone down the spawn rates? I like the new variety this brings and new areas I find mutants in but they really spawn a lot.
In what manner are the axes/sledgehammer rebalanced? Is it just reduced damage in one handed mode?
Could you give an example of what situations this would fix versus what would normally happen in Anomaly?
Question about the addon: Was the "hot meal" mechanic designed for use with water flasks by the player (no npc trading involved)? I've got an addon that lets me boil dirty water and roast meat at a campfire and used my smoothbrain to make a patch for coldsystem's hot meal function. All the roastable meats cook and get heated properly. But all my boiled water only stay hot on the first drink and subsequent drinks are unheated. I'm thinking I didn't do the patch properly.
I don't know about the guy I uploaded it for but I do a specific type of challenge run where everyone and every faction is your enemy. And random stashes are disabled, you need to find them thru pdas or interrogating stalkers. So I disable encrypted pdas for that purpose.
At least until I figure out a way to make an item that disables encrypted pdas for the immersion.
I did my best in mspaint, the greatest of all paints :)
No, I meant anomaly 1.5.2 pda's script changes the pda ui hud code from 1.5.1. So if you have 1.5.2, then this addon removes pda encryption.
If you use 1.5.1's ui_pda_npc_tab.script in 1.5.2, then u get bugged behaviour on NPC pdas. Someone on the Anomaly discord wanted to play without PDA encryption and their old version of the addon wasn't compatible with the new update.
Now we need to replace food with caramel apples and pumpkin pies.
What exact item are you using? I've never had that issue. I've been working on compatibility patches for Hideout Furniture, GAMMA's Ammo Maker, and a custom Flaregun for the Flares DLTX addon. So far Banjaji's code has been solid.
Copy the wpn_remington700 folder from old Bas into new Bas. Here's a copy of it if you don't have the old BaS. Easyupload.io
Weapons that copy animations from it try to read the files but can't find it.
It's from gamedata/meshes/dynamics/weapons
Survival cooking overhaul :O
Though I need to work on a way that drinking from dirty/boiled water canteens gives you a leftover bottle at the end, like with the default canteens.
Crafting part is working pretty well on my current 15 hour run
I tried monkeying around with it and only kept on breaking the torch script, my lua skills are potato XD
Say, how hard would it be to add a secondary toolkit requirement for some recipes? Like you need both an basic toolkit and a hunter's knife to construct a hide. I could add the knife as a part of the recipe but then it gets consumed in the process.
Another issue that could cause recipes not being loaded is using Outfit Parts Overhaul, it uses some weird workshop_autoinject.script to insert recipes using the old style.
I got around with a monkey fix of blanking out that particular file and removing any occurence of recipe loading/adding from Outfit Parts Overhaul. Nothing seems excessively broken except you can't craft the tiny parts anymore.
That's related to the scarf, I monkeyed in some code so that it could be in the headlamp slot. The error message seems to be harmless in my testing, all my nightvision worked with headlamp.
I was working on a patch for this and Banjaji's Crafting Overhaul and found the repair stuff still working after completely blanking out workshop_autoinject.script and the add recipe lines from armor_ripper.script
Does that unintentionally break anything else except your component crafting part? In my short test all the repair kits work as intended and workshop part replacement seem fine. I don't mind not being able to craft the individual components.
Banjaji does a massive overhaul to the workshop script so I'm not sure how much it would bug out GAMMA seeing as it has like 288 addons. I play with vanilla Anomaly and modded exe for 2d shader scopes, ARX, and DLTX.
I'll get around to installling GAMMA tomorrow and see if I can figure something out.
Nice work, finally went back to updated my mod with your overhaul. Only odd bug is recipe books not properly showing learned recipes on the ui, a tiny annoying bug but you still learn recipes just fine.
I recently updated HCS, feel free to DLTXify it if you want and do balance changes. I set those stats in the context of a hardcore ironman no savescum no trader run.
I tried updating and noticed I have a ui_workshop.script compatibility issue with Weapon/Outfit Parts overhaul. It's beyond my potato winmerge skills :(
Nice idea. If only it was feasible to add in mini-levels to act like secret passages for the new routes.
6 parts to fix a helmet seems excessive compared to fixing up an exosuit but this is still a cool idea that brings in the helmets up to par with the armor repair system.
It didn't fit that a helmet repair kit could fix a complicated exo headpiece at the same capacity as a regular military helmet.
unwary
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