today launched the game without my 136 mods and the game works fine. Mod version 12.7
today launched the game without my 136 mods and the game works fine. Mod version 12.7
when the mod is disabled, there is no problem
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: not enough memory
stack trace:
DX11 or DX10 8GB
Still, after using your mod for a long time, there are some not very nice default settings for my eyes. I edited a little and now this mod is the most
может как раз проблема с MO2. Даже когда через JSGME ставишь тот же порядок модов,то 100 % вылет
Странно.Я что до dynamic mutants,что после него устанавливаю Ваш мод и вылеты с ссылкой на dynamic mutants
даже dltx версия дает сбой
Не совместим с dynamic mutants 1.42. Выбираю dynamic mutants
This mod is to be commended. And how can you not put some kind of reshade, there is only one thing in the pictures, but the game is complete chaos.
Могу тебе дать dltx версию
Greetings! Your mod did not work for me, and does not work. If it matters, then I switched to Windows 11, a lot of mods, but if your mod did not work correctly before, now it gives such an error
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..xrServerEntitiesscript_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: not enough memory
stack trace:
Even the DLTX version doesn't work at all. No crashes
Switched to Windows 11 and now reshade doesn't want to work. All installation steps completed as expected.
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error: .../anomaly 1.5.2\gamedata\scripts\zzzz_soip_repairs.script:150: attempt to call global 'UIRepair_UpdateUi' (a nil value)
stack trace:
It would be cool if you could put garbage artifacts in containers
Many people recommend using MO2, but as it turned out, JSGME is more stable for me. MO2 with JSGME load order crashes on game launch. In this case, due to Full Upgrades DLTX, there is no such problem in JSGME
Finally, I got off the brakes and realized what I was doing wrong))) Thank you very much for the wonderful script
Is there any difference where MO2 should be installed? Maybe there is a special version for Anomaly MO2? I have MO2 2.4.4 installed in C: directory but mods folder in E:Game
The script worked, I just ran it in the wrong place. Only question now - where does the dltx mod data appear after running the script?
PS E:GameAnomaly 1.5.1mod.LTXDiff> $root = 'Anomaly Configs'
PS E:GameAnomaly 1.5.1mod.LTXDiff> Write-Host ' LTXDiff DLTXify ' -ForegroundColor Green -BackgroundColor DarkGreen
LTX Diff DLTXify
PS E:GameAnomaly 1.5.1mod.LTXDiff>Write-Host
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str = read-host 'Artefact_renovation_1_5_1_v2_1'
Artefact_renovation_1_5_1_v2_1: $str2 = $str.ToLower()
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str2 = $str2 -replace ' ', '_'
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str2 = $str2 -replace '-', '_'
PS E:GameAnomaly 1.5.1mod.LTXDiff> $str2 = $str2 -replace '', '
PS E:GameAnomaly 1.5.1mod.LTXDiff> .ltxdiff.exe dltxify $root '..$str' '$str2'
LTXDiff diff [base directory] [mod directory] [relative path to root file] [options]
Prints a list of differences between the base and the mod directory, formatted to be ready to be used by DLTX
LTXDiff findroot [base directory] [mod directory] [relative path to file]
Determines the root ltx file that a given file belongs to
LTXDiff dltxify [base directory] [mod directory] [mod name] [options]
Writes a fully usable DLTX-usable version of a mod
LTXDiff parse [directory] [options]
Checks the formatting of every LTX file in the directory and prints errors when mistakes are found
options:
[dltxify] --force-overwrite, -f: If files that need to be written are already present, overwrite them without warning.
[dltxify] --copy-all, -c: Copies Non-LTX files into the output mod folder aswell.
[diff, dltxify, parse] --no-typo-tolerance, -t: Typos in LTX files will not be corrected
PS E:GameAnomaly 1.5.1mod.LTXDiff> Write-Host -NoNewLine 'Press any key to exit...';
Press any key to exit...
PS E:GameAnomaly 1.5.1mod.LTXDiff> $null = $Host.UI.RawUI.ReadKey('NoEcho,IncludeKeyDown');
No, I still have a problem . Doesn't update 5 require a new game again?
I noticed a bug that when moving to Rostock from the Army warehouses, I return to the Army warehouses again
Thank you, friend, for clarifying and providing your tool.
But I got a problem:
C:\Users\tvova> .\ltxdiff.exe dltxify $root "..\$str" "$str2"
.\ltxdiff.exe :The name '.ltxdiff.exe' is not recognized as the name of a cmdlet, function, script file, or executable program
. Check the spelling of the name and the presence and correctness of the path, then try again.
string:1 character:1
+ .\ltxdiff.exe dltxify $root "..\$str" "$str2"
+ ~~~~~~~~~~~~~
+ CategoryInfo : ObjectNotFound: (.\ltxdiff.exe:String) [], CommandNotFoundException
+ FullyQualifiedErrorId : CommandNotFoundException
Can you clarify)) how to repair this art?))
Dear author) Tell me how to create dltx mods. Do you have videos/screenshots?
Does anyone have a video or a screenshot of how to create dltx files with this?
Does anyone have a video or screenshots of how to create dltx mods correctly?
Yes, he did. Only I copied folders with replacement
Apparently something went wrong. Everything is great now
I still have everything dark. This does not help me - If everything is dark in the game, then in the Anomaly launcher, check the box to remove the shader cache.
Greetings! I wanted to ask you to make a short video on how to do it right and send it to e.g. discord/email
Ltxdiff.exe I don't have this file
Downloading from mediafire is horrible
Not compatible with carry weight addons. If possible please fix it
Vovka35
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