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alexm160
alexm160 - - 94 comments @ Anomaly Magazines for 1.5.1

If I only have one ammo type set in wuut_magazines.ltx, I get this crash when trying to put ammo in the mag:

[ag_ammo_357_hp_mag]
mag_ammo_class = ammo_357_hp_mag

-----------------------------------------
WeaponGetMagData: (M:1:-2)
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...stalker-anomaly/bin/..\gamedata\scripts\wuut_mags.script:1451: attempt to perform arithmetic on local 'index' (a nil value)
! [SCRIPT ERROR]: ...stalker-anomaly/bin/..\gamedata\scripts\wuut_mags.script:1451: attempt to perform arithmetic on local 'index' (a nil value)

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: ...stalker-anomaly/bin/..\gamedata\scripts\wuut_mags.script:1451: attempt to perform arithmetic on local 'index' (a nil value)

stack trace:
-----------------------------------------

I know I don't need to remove it from wuut_mags to get rid of bad ammo, it's just a regex oversight, but I thought you should know, in case there may be weapons with only one type of ammo.

EDIT: It seems it was necessary to remove crap ammo frum wuut_mags too, but I just duplicated the good ammo and it seems to work ok

[ag_ammo_357_hp_mag]
mag_ammo_class = ammo_357_hp_mag, ammo_357_hp_mag

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

I don't use any mod organizer, but AFAIK the folder system should work fine in Mod Organizer. I'll look into JSGME & MO to see how they work.
For the time being, the names starting with PATCH require the original mods first.
1A is for Vanilla, non-modded weapons.
1B is meat to be installed over the Full Upgrades mod.

If you also use Blindeside's, you will need to install either 1A or 1B (if you use Full Upgrades), then install based on the number order.

I will try to think about how to name these folders better, I usually wind up doing the modding before sleeping, and it shows :)

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

I recommend using 2.0, 1.9.4 is for anyone preferring the old version for some reason.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Done, but I used Moddb.com

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alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Are you using any other mod on top of it, or just the old P&V?

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Yes. All I did was add damage values to the new weapons.

Just released a small update to install BaS Patch after CEMENT patch, so you can get proper load order in MO.

I'm not 100% sure, since I don't use the mods, but I think the load order is:
CEMENT (IIRC Boomsticks requires it)
Boomsticks
My Patch for CEMENT
My Patch for Boomsticks

I haven't tried using Mod Organizer on Anoamly, so I have no ideea how this works.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Cool. Is there a way to add bleeding control, to give various bullets more bleeding for tactical choices?

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alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

My mistake, it's fixed now.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Hmmm, what you say means that they should cause more bleeding damage - at least that's what an answer on quora says about 5.45. I don't think there is a bleeding setting.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

I used the values from Anomaly 1.5.0, which I think may be from Misery, but I don't really know. For some reason, they changed tissue damage in one of the Anomaly 1.5.1 RCs, JHP had the same as FMJ. Although Anomaly is grounded in realism, too much of it is not likely to be fun in a game and the devs saw that too.

Good karma+2 votes
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

I seem to get crashes using .338 ammo on relevant sniper rifle mags (L86AWSM, M24). Otherwise this mod doesn't change any Anomaly Magazines files.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

I believe it does - but you still don't die in one shot to an exagerated degree or anything ridiculous like that. This should also help keep more NPCs alive with mods that increase mutant spawns.

EDIT: About the older question, NATO 7.62 is also a little heavier than Russian plus I think there are more Russian guns and ammo used by NPCs, except maybe for Freedon & Mercs, so more rare = more valuable.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

He's New Vegas' game director. He did the balancing.

Good karma+3 votes
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Yup, the link has a script demo which would suggest the same.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Yeah, I'm no Josh Sawyer though...

Good karma+2 votes
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Do you know the mod? I remember something like that, it could be useful to learn from it.

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alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

NATO rounds (especially FMJ 5.56 & 7.62) tend to do more tissue damage but less AP.
NATO guns also tend to have smaller mags - it's easy to find RPK74 45-round mags for AKs even in the early game, so that's another reason to have somewhat higer damage on NATO guns.
In a nutshell, my attemt at gameplay balance at the cost of some realism.

Good karma+2 votes
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Good ideea. I know there was a mod doing this, but don't recall what game - Dead Air, Anomaly, Misery...
If I could edit the scripts to show bullet k_hit & k_ap it would negate the need for the vague descriptions in the xml.
Does the k_ap value also need to be scaled up and down?

Reddit.com

I tried not straying too far from what the game devs already did with it since I'm not an advanced modder, but I am curious too see what Grokitach might come up with.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Enemies hit harder too :). It's somewhat easier to deal with mutants without a shotgun (which in Anomaly might as well be called a focused nuke), but they still require multiple shots or headshots/side shots etc.

In weapons_ammo.ltx, vanilla buckshot is k_hit = 0.4 x 9 buck shots = 3.6 damage. That's three times the SVD and it shows in-game.

I still need to do headshots with the SVD for pretty much all enemies, except maybe the lightest armored ones. I have some crashes with Anomaly Magazines, so I haven't had the chance to test .338, but ideally it would kill medium armored troops with a body shot IMO. The same for 12.7x55 with heavily armored, except maybe NOSOROG. Or at least take most of their health, leading many to fall down.

Good karma+6 votes
alexm160
alexm160 - - 94 comments @ Weapon Damage Adjustment

Hmmm, yeah, words are hard. I tried to rebalance the weapon damage.

Good karma+5 votes
alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

Yeah, it should be.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

Ohhh, I finally see what you mean. Hmm, the lower sight is not transparent in the weapon model. Maybe I will try to make it transparent some time, but I really can't promise anything.

Good karma+2 votes
alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

You don't need apply, just find your settings and copy them to the file, or maybe take screenshot with settings in case it crashes or you mess up.

If apply writes to files, which I don't know, perhaps the files are set to read-only or maybe in a folder that requires permissions. Don't know. Or maybe something to do with Mod Organizer if you use it.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ [1.1.1] Better Sound for Anomaly 1.5.1

It's possible it sounds better if you set stereo-mode from headphones to speakers in alsoft.ini, but I'm not 100% sure.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

Don't know how you did it (I hope not manually :) ), but you should use HUD editing mode. Start the game in debugging mode (add -dbg to the commandline.txt file in the root game folder), then press F7 in-game. After that press 5 (HUD Adjustment) then press H for help. Personally I just adjust it there, then make a screenshot to edit the files. It can save files, but I don't know how so...

EDIT: Depending on what you change, you can edit the file, then press F7, then press Numpad 0. This will reload game config data (weapons, items, food etc.), although you need to reload the save.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

Yeah, they work, but they don't look right. Vanilla weapons at 0.55 hud_fov look small, but I don't think you will get crashes or anything like that.
I think P&V covers all weapons, so using my mod then loading P&V after it doesn't do anything. It's only for vanilla weapon positions. Maybe when P&V 2.0 will be released it will add alternate sights, but I don't know.

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alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

I added this to the description. If someone can work with game models, it's easy to add to basically any gun. And I think it would really fit the STALKER universe.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Alternate Aim For Select Weapons

Updated with alt aiming for G3SG1 - missed that. I can't do it for any of the G36s though - they don't have any iron sights, nor would it really be that useful for a sight like that. I think these types of sights are meant to be good up close as well as mid-distance.

Good karma+1 vote
alexm160
alexm160 - - 94 comments @ Full upgrades for weapons and armor

I haven't tried it to see what happens, but maybe ammo/caliber change upgrades should be remain mutually exclusive.

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alexm160
alexm160 - - 94 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

I think the devs removed home-made shotguns shells as well as the colt_kimber (the changelog said something about it being buggy) in RC23.

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