Can confirm, the music seems to be working for me now as well with this latest version!
Can confirm, the music seems to be working for me now as well with this latest version!
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.
Gotcha. No worries man, just glad to share some feedback and see what can be done. Thank you for your work!
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.
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.
I downloaded and shoved it into my MO2 list lol
Guessing this is fine to install over other texture replacers, such as ADEGA which makes use of Aydin's grass tweaks?
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:
Awesome, thank you for clarifying!
Cheers, I appreciate the replies!
I've never tried using that program before; might look into it if any issues pop up.
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.
Gotcha. I'll probably keep Helmet Animations higher in priority just in case.
Is this mod compatible with the Headgear Animations mod? I downloaded yours and noticed the two mods conflict in MO2.
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.
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?
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.
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.
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?
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.
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.
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.
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?
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?
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