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A collection of small tweaks and changes to address some personal annoyances.

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Anomaly 1.5 QOL Update 4
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TheAwesomeGem
TheAwesomeGem - - 62 comments

This looks pretty good. Will try it out.

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Guest
Guest - - 690,700 comments

sounds good to me, som I`ll give a try.

thank`s for the time your spend and for share this to the Community.

regards,

Waymor

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PripyatBandit
PripyatBandit - - 166 comments

Nice. I like the increased pops in havens.

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Dusty9261
Dusty9261 - - 16 comments

Very nice! I'm using quite a few of these now, thanks!

Out of curiosity, for the minimalist hud part, is it possible to bring the Health and Stamina bars back? They look like they'd still slot in just fine under the dynamic news and I'd like to keep that information fairly readily available. That, or at least the stamina bar considering it's missing from the inventory.

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Gergination Author
Gergination - - 19 comments

In Maingame_16.xml, go to line 189 and change the 'y' value to "728"
Go to line 195 and change the 'y' value to "744"

Basically what I did with the hidden elements is just prepend a 2 to their "y" coordinate which causes them to be drawn off screen.

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Dusty9261
Dusty9261 - - 16 comments

Thanks! Worked like a charm!

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Guest
Guest - - 690,700 comments

I'm guessing that the y values of lines 203, 207, 211, 215, 219, and 223 could be edited the same way as well for ammunition?

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Gergination Author
Gergination - - 19 comments

Ammo is a bit more tricky since I've relocated all of the buff icons to occupy the space that ammo used to be in. By modifying the X and Y coordinates for each of those elements though, you could get them positioned how you want.

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Ashot_Cumshot
Ashot_Cumshot - - 10 comments

About HUD. I have a body damage system mod that comes with it's own HUD. Will it conflict?

Moddb.com

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Gergination Author
Gergination - - 19 comments

So long as it doesn't affect "Maingame_16.xml", "txr_sleep.script", or "txr_thrist.script" you should be fine. Of course, HUD elements can try and occupy the same screen space and you'd have to manually adjust to account for that.

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Guest
Guest - - 690,700 comments

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Specialist_Jenkins
Specialist_Jenkins - - 7 comments

I'm assuming that the increased safe haven population only works for a new game? I tried it with a practice new game run and I couldn't notice any increased presence at the garbage base or Cordon Farm?

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Specialist_Jenkins
Specialist_Jenkins - - 7 comments

Edit*
Ok I installed it properly and I went from usually 1 person at the Cordon Farm to 3 and the Garbage Base has around 6 people compared to usually two.

Also if I wanted to increase the amount of people at both locations what exactly would I modify?

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BlackWater821
BlackWater821 - - 20 comments

Can we skin mutant without knife equip / knife in inventory?

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Gergination Author
Gergination - - 19 comments

You need to at least have it equipped. Why would you not do that anyways? Knives are their own totally separate category.

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NODBrother
NODBrother - - 197 comments

I think he asks that since this addon is now broken and apparently abandoned:

Moddb.com

Also since pistols and knifes can be used in the same small slot, sometimes you wanna have two main guns out and a pistol equipped in that small slot so you have kind of a "plan C". So i understand his request. Would be cool to have that at least as an optional conf tho.

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naniyo
naniyo - - 3 comments

Great work on these! Using almost all of them in my current playthrough.

Just wanted to note that the "Skin mutants while holding any weapon" part of this addon does not work on crows, and it also does not work at all unless you have some kind of weapon out. No idea if that's a limitation or just a slight oversight, but thought I should let you know.

Also, do you know if it is possible to skip other animations similar to what you've done here for the dissasembly one? I'd like to keep medkit animations since they actually affect gameplay balance, but the rest just start to get really annoying after a while.

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Guest
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