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Comment History
BUZZ_
BUZZ_ - - 13 comments @ xr_logic 491 Lua Fix

Sorry, that's outside of the scope of this fix. This mod is deliberately as slim as possible so it can be easily merged if need be. This isn't intended to fix anything other than a single specific issue with xr_logic:491.

I'd suggest reviewing your mod load for conflicts, and if there are none then speak with that mod's author directly.

Good karma+2 votes
BUZZ_
BUZZ_ - - 13 comments @ xr_logic 491 Lua Fix

This fix only works for crashes that occur when line 491 of xr_logic tries to call a nil value. It's a super specific issue, so I doubt it'll work for whatever you're dealing with.

Might as well try it though, it shouldn't have any negative impact to your gameplay, and if it doesn't work you can just remove it.

Good karma+2 votes
BUZZ_
BUZZ_ - - 13 comments @ xr_logic 491 Lua Fix

whyno100 is the genius! I just implemented and published the fix for others :)

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ xr_logic 491 Lua Fix

Yeah, that's pretty much my assumption also. Certain mods have poorly written functions/whatever that clash badly with the way xr_logic was originally written.

I considered it an issue with xr_logic itself though as it wasn't written in a robust way that would prevent issues like this happening when something happens it wasn't expecting, so it's easier just to add a fallback to it than try and debug which mod is messed up with basically no info to go off of.

I'm really interested to see if there's any side effects that happen from this fix as a result though. So far I haven't noticed anything in my testing (basically just playing the game on a really high time_factor to try and trigger crashes and errors) but it's been absolutely rock solid with the patch as far as I can see.

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ xr_logic 491 Lua Fix

Thanks for letting me know. I'm new to this so will need to have a look over the monkeypatch stuff, but it's something I definitely want to do. If I'm not able to get it done quickly tonight I'll add a simple merged comp patch as a temporary hold-over until that's sorted.

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ xr_logic 491 Lua Fix

Hey, it's a bug that's present in vanilla but only really shows up once you load your game with mods. So yeah, this fix is good (and intended) to use in a modded game.

Good karma+3 votes
BUZZ_
BUZZ_ - - 13 comments @ S.k.I.n - Skinning Improvement

No problem. I've tested the new version and the issue has been fixed it seems. Thanks!

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ Anomaly new routes (Update3.3)

No worries! I'll maybe have a look at making an edit of the mod myself if I manage to find the time to dig into it.

Thanks for the reply :)

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ Anomaly new routes (Update3.3)

Is there anyway that a lite version could be made, as I love some of the new transitions, but some are just too OP or redundant for me to consider using, which puts me off the mod as a whole.

The main transitions I have issue with are;

Agroprom to Rostok - Doesn't make sense to me, as if you're arriving at the North Checkpoint, then it's implied you travelled through the Wild Territory, but your mod basically allows us to bypass it completely. Feels like a cheat.

Yantar to Dead City - Redundant due to the already existing transition between those levels.

NPP to Generators - Another one that feels redundant due to already existing transitions.

Zaton to Outskirts - Feels like too big of a jump between levels, similar to Agroprom to Rostok, you're basically just allowing us to skip over entire levels. This is the least offensive in the list though.

Idk how hard it would be for you to make a cut down version of the mod, but this is my feedback on it regardless. If such a version was created I'd use it 100%.

Good karma+3 votes
BUZZ_
BUZZ_ - - 13 comments @ S.k.I.n - Skinning Improvement

Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...s.t.a.l.k.e.r - anomaly\gamedata\scripts\zzz_skin.script:168: attempt to index upvalue 'used_monster' (a nil value)

stack trace:

Getting this error regularly when skinning. After skinning my knife is holstered, but my gun is unable to be drawn again. My only option is to open the inventory, which triggers this CTD error while playing the skinning animation again (instead of the FDDA backpack open animation).

Good karma+4 votes
BUZZ_
BUZZ_ - - 13 comments @ BHS evolution

Yeah, DX11 renderer.

I'll try messing around the load order as you say, and I'll post again if I manage to have any positive results.

Thanks for the reply!

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ BHS evolution

Expression : SG
Function : CRender::model_CreateParticles
File : r4.cpp
Line : 683
Description : Particle effect or group doesn't exist
Arguments : damage_fx\mod_cig_smoke

stack trace:

I believe this is being triggered by this mod, it only started happening once I updated to version 1.03. Prior to the morphine/cocaine fix I was able to smoke without issues. Now the game crashes when my character attempts to exhale the smoke that triggers on the smoking animation.

May be an incompatibility that didn't exist previously, not sure. I'm not able to troubleshoot any further than the crash logs on this particular issue.

Good karma+1 vote
BUZZ_
BUZZ_ - - 13 comments @ What happened to Call of Chernobyl 1.5?

That's some cult **** my dude.

Good karma+13 votes