FINALLY I'M NOT INGESTING THE BANDAGES ANYMORE
FINALLY I'M NOT INGESTING THE BANDAGES ANYMORE
Just say bbc man, no need for this
I'm at the site all the time. I have my eyeballs open all the time. Good luck. Btw, I still don't know where the **** are the sound files that play during a surge. It's the biggest mistery of the century, they are pathed to that folder and it's ******* empty
^ ^
O.O
Well, I'm on manual install LMAO XD
So that's to consider, maybe it's not even worth the effort
Wellp, no terrifyng **** for me :'(
Thanks for having a look anyway man. I'll still give it a 10/10.
Cheers
Hey Eric, can you try looking into my case here?
I'm using NPCs die in emissions by Demonized(www.moddb.com/mods/stalker-anomaly/addons/npc-die-in-emissions-for-real) and it apparently messes with the surgemanager.script, the one that define the sounds used.
I checked it and I don't know how the **** it's playing sounds that are pathed in the blowout folder but mine is EMPTY, except from the "cut" folder with the crows sounds.
Can you look into it? Make it compatible or something? I can't figure out what is going on.
Can someone link me their original blowout folder. Mine doesn't have the psi_storm_siren.ogg for some reason.
Even if there is nothing in the folder, the siren and normal sounds still play. Am I missing something?
I don't understand, the blood in my game is so much darker and colorless with the realistic blood from Fedia.
Even though he says he didn't touch the colors, the blood in your images is so much redder than mine.
Nvm now idk if this works with sound overhaul by Solarint. :'(
The blowout folder is different.
Are they compatible?
To me, that's cinema....
If only one is used, why have all the other files in there?
Hey author I have a question here. I'm seeing some files on this mod that I already have in my game script folder. Turns out they're from "Barry better knives and barry's more melee features".
Files like: animation_common, uni_anim_core, aol_sprint_cancel, aol_anim_transitions etc.
I saw Barry on the credits so I'm assuming the animation base has his part, but are they safe to overwrite without breaking their mods?
Thanks! but although I commented on the errors and stuff the mod is still working as intended, I just don't know if the errors are harming anything else.
So don't worry too much.
I see. Thanks for taking some time to answer man. Love your mods!!!
I made it. I just placed the config file and nothing else. Works fine. Thanks for the mod!
Nvm, I thought this was an alternative to the mods that changed the "items_devices" files but it changes the "new_loadouts" and I already have other mod that changes it.
Is there a way to install your mod just to change the flashlight range and keep the new loadout and price out?
Would this work with Artifact Renovation(https://www.moddb.com/mods/stalker-anomaly/addons/artefact-renovation)?
Because that mod already changes a LOT about artifacts and their strenghts.
Really? So that means I got screwed alone.
Fantastic!
People are dumb. The suited guys on the top lift their fingers and the common people kill themselves for them. I would rather die for deserting than killing myself for those megalomaniacs.
Don't think the author is even around anymore but...
Idk how anyone didn't addressed this issue yet.
The thompson's iron sight is broken :( Drive.google.com
Does anyone know how to fix it?
I'm using EFT reposition btw, but I don't think that's the issue, since all the other weapons are working fine
Hey ppl, I need some help
Does anyone know if the mod applies only to your faction? What about our allies?
Thanks for the update ppl
It's in the description how to install mid game. Read it
I see. Yeah maybe. I used a molotov from mrdemonized mod too. Maybe thei're op against them? Well, thanks for clarifying :)
Peeps, I had an idea for a cool mod but obviously I know jack about modding. Is there a place where I can suggest someone to do it?
The idea is to "unlock" the game stronger and more mutants spawns right at the beginning of the save. To me it never made sense the game "waiting" for you to get stronger to release stronger mutants in the world. I think it was a ceirtan amount of days before the mutants started to get stronger.
Hey hey, author. I was playing around with this mod installed and noticed something. Are they easier to kill? I don't know if it's just my impression but it looks like they are waaaay easier to kill.
Is there a way to throw their health up a little bit more?
Right when I'm about to start an iroman gameplay. Thanks man. *massages your balls*
Thanks a bunch!!!!
100 more or less. A lot of them are small tweaks though.
OnlyaWanderer
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