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Comment History  (0 - 30 of 79)
Dexops
Dexops - - 79 comments @ Drunk's Combat Music System

Can confirm, the music seems to be working for me now as well with this latest version!

Good karma+2 votes
Dexops
Dexops - - 79 comments @ Drunk's Combat Music System

Oof. Alright lol.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Combat Music System

So I tried updating the mod, but I'm still experiencing the strange noises. I'm also using Arrival, so I wonder if that may be conflicting? Not entirely sure what else it could be.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Combat Music System

Gotcha. No worries man, just glad to share some feedback and see what can be done. Thank you for your work!

Good karma+2 votes
Dexops
Dexops - - 79 comments @ Drunk's Combat Music System

So yeah, I'm not sure if there's a specific spot you're meant to throw this in via MO2, but I just kinda have it shoved near the bottom of my list.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Combat Music System

Although I'm playing with GAMMA, I'm also experiencing strange distorted stuttered noises - like if I pull my detector out near an artifact, or if notification sounds play, the sounds stutter consistently until I go to the main menu or open my inventory. I don't believe the intended music and sounds are playing either when I enter combat.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ RE:PACK Foliage Package 1.2

Awesome, thanks!

Good karma+1 vote
Dexops
Dexops - - 79 comments @ RE:PACK Foliage Package 1.2

I downloaded and shoved it into my MO2 list lol

Good karma+1 vote
Dexops
Dexops - - 79 comments @ RE:PACK Foliage Package 1.2

Guessing this is fine to install over other texture replacers, such as ADEGA which makes use of Aydin's grass tweaks?

Good karma+2 votes
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

Will do, thanks!

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

So I've noticed the UI in my bottom left gets kinda darkened/harder to visualize with the mask overlay. Anything I can do about that? When I reloaded a save, the UI looked normal, but at some point it darkens like this:

Media.discordapp.net

Good karma+2 votes
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

Awesome, thank you for clarifying!

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

Cheers, I appreciate the replies!

Good karma+2 votes
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

I've never tried using that program before; might look into it if any issues pop up.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

Looks like the 2 conflicts are: items_headgear.ltx and headgear_item_use_whitelist.ltx.

However, I loaded into my game, and everything seems to be working fine as far as I can tell. I think maybe the UI where my stamina bar should be is a bit darker than it should be, but yeah.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

Gotcha. I'll probably keep Helmet Animations higher in priority just in case.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Drunk's Miserable Masks v7 fomod

Is this mod compatible with the Headgear Animations mod? I downloaded yours and noticed the two mods conflict in MO2.

Good karma+2 votes
Dexops
Dexops - - 79 comments @ BRN-180 Assault Rifle

Hi, for some reason this gun has no sounds for its reload animations. I'm running Gamma, and as far as I can tell there are no visible conflicts in my MO2.

Edit: when firing, the gun also has a strange muffled sound that doesn't seem right either.

Good karma+2 votes
Dexops
Dexops - - 79 comments @ [DLTX] SUNRISE RESHADE PRESET

Understood, thank you!

Good karma+2 votes
Dexops
Dexops - - 79 comments @ [DLTX] SUNRISE RESHADE PRESET

Why and/or how does changing dxgi.dll to d3d11.dll avoid crashes? Is this with reshades in general or specifically with your reshade? Would I also need to change the dxgi.log name?

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Colt 357

Delete the uni_anim_core script from this addon, and it should fix things. I make sure to delete that script from any additional gun mods I add to my Gamma modlist.

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Winchester 1886 and Marlin Dark Tracker Lever Action Rifles

Deleting the uni_anim_core.script file should fix the crashing. I play GAMMA, so I delete that script file from any gun mod I download outside of the default mod list.

Good karma+2 votes
Dexops
Dexops - - 79 comments @ BAR Assault Rifle

All three exclaimed: "ouch"

Good karma+2 votes
Dexops
Dexops - - 79 comments @ RE:DONE Collection v2.2.2

Awesome. Thank you so much!

Good karma+2 votes
Dexops
Dexops - - 79 comments @ RE:DONE Collection v2.2.2

Apologies if asking about this is like beating a dead horse, but have the issues surrounding Hip, Fanatic, and Wolf's AI been resolved (mainly how Hip or another important NPC would simply disappear from the game) if you add in the optional logic gamedata to the main file?

Good karma+1 vote
Dexops
Dexops - - 79 comments @ Re:done Cordon & Meadow OUTDATED VERSION

Ah, I see. I currently have all your Redone mods underneath GAMMA Additional Storylines, NPC Spawn, and AI Rework. Guess I can try putting your mods above them though; I'm also playing on a new game since my last message.

Good karma+3 votes
Dexops
Dexops - - 79 comments @ Re:done Darkvalley & Darkscape OUTDATED VERSION

Which factions will spawn at the sawmill now? In case I choose to keep the trader and mechanic there, I feel like it'll be strange if, say, bandits or some other hostile faction spawns or contests that area and is constantly in combat with the 2 loners; as far as I know the trader and mechanic are immortal, but I'm not certain on that.

Good karma+3 votes
Dexops
Dexops - - 79 comments @ Re:done Cordon & Meadow OUTDATED VERSION

I've probably been in that playthrough for about a week or 2; it's definitely rained on some of the days in-game, and I didn't fast travel at all.

As another note, I'm playing with GAMMA, so there could be some conflicts I'm unaware of.

Good karma+3 votes
Dexops
Dexops - - 79 comments @ Re:done Cordon & Meadow OUTDATED VERSION

Gotcha, thanks!

Edit: Yeah... I don't think I have a previous enough save to get Hip back from where ever she is. So to prevent this from happening again if I start a new save, I just need to not add the optional ESC files via the important characters, right?

Good karma+2 votes
Dexops
Dexops - - 79 comments @ Re:done Cordon & Meadow OUTDATED VERSION

Currently downloading the latest update; however, in my current playthrough, Hip seems to be stuck under the ground in the rookie village? I can see her icon on my minimap and PDA, and if I go to where she's supposed to be standing, I don't see her but I can hear the shuffling of feet. Very strange. Can this be fixed, or will I need to start a new playthrough?

Good karma+2 votes