This member has provided no bio about themself...

Comment History  (0 - 30 of 257)
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Only one magazine at a time. Which weapon slot it's for is random.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

I didn't fix it, this was never a bug in the first place. It always spawned magazines for all three slots. You also don't need to have any weapon drawn. The only explanation I have for the behavior you described is pure random chance. I've tested this and can not reproduce it.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

It already rolls for magazines from all three weapon slots. If you look at smr_loot.script, from line 280 to 285 there's the relevant code. It loops through slots 1 to 3. Maybe you had bad luck with spawns? I just tested it again and it spawns magazines for all three slots.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Warfare is not supported as of yet.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Hey, sorry for the late reply, I simply didn't see it -- moddb comments are kinda a mess. If you use Mod Organizer 2, then that file might be in the "overwrite" directory. It for sure exists, since the game auto-generates it to hold a lot of configuration settings.

EDIT: If you have an account, feel free to shoot me a DM. Or ping me on the official Anomaly discord server (same nickname). I'll definitely see that sooner, rather than having to check multiple pages of comments manually (though I'll check this thread regularly now that I noticed your reply of course).

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Feel free to ping me Diphenhydramine-HCl if you want, that's probably the most helpful!

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

You aren't at all, I'm happy to help! If you need further help with the base population preset and don't want to go on Discord, you can also just DM me. It's nice to see other people so interested that they edit the files (and that's why I designed ZCP this way -- so users could edit presets for themselves).

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

No problem, glad you got it sorted out!

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

The loot settings are all percentage options. I recommend enabling the PDA messages when you get extra loot so you get a good feeling of what was placed by ZCP, and what was there before.

The base population presets are under "ZCP\gamedata\configs\misc\". You can see headings like "[bar_zastava]" which are the smart terrain, and under those are lists of the squads that spawn there (in this case "bar_duty_security_squad_leader_squad").

Now when you go in-game enable "debug map hud" in the debug menu, then you can see all smarts on your PDA map. So if you want to remove all spawns from a base, look at the smart names in this base, note them down, and remove all squad names under the heading of that smart name in your base population preset.

The default Anomaly preset needs to be extracted, look under <Your Anomaly Install>\tools for the unpacker. After extracting you can find it in gamedata\configs\misc\simulation.ltx.

Try the official Anomaly Discord if you have any questions regarding this, it's way simpler than explaining via moddb comments.

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

That's very weird. Have you tried with all other addons disabled?

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Hey, you're running the latest version, right? This was a bug in a previous version. Can you start a new game with debug logging enabled and send me your log? What are your spawn template options?

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Do you have the latest version installed? Can you start a new game, enable logging, and send me your logfile? As well as gamedata\configs\axr_options.ltx (might be in your overwrite folder if you use MO2).

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

- Most important for that IMO is enabling random stalker/mutant spawn chance, that'll lead to many moments where you find mutants and factions where you won't expect them. I typically play with a value of 20-30%. If you want really random (but potentially unfair) encounters, then I'd leave spawn templates off. For a bit more balance you could use the "all" spawn template and adjust the tiered spawns to your liking.
- Additionally, enabling the mutant variations is also a fun way to get surprised (and killed) by Electro-Burers.
- You can reduce the spawn timer, so you'll find more mutants/stalkers in zones where you recently went through.
- I'd set squad size variance to at least 0.5. If you want to potentially be chased by huge packs of dogs, it can also be fun to set squad size to something like 1.5, and squad variance to 1, leading to squads with 0.5-2.5 times the vanilla size.

Those are the most important settings in terms of a more random experience. The rest of it is more about tailoring the game to the zone you want to have -- for example decreasing stalker population and setting base population to "none" is an interesting survival experience without any traders where you really have to count your bullets.

In the future I'm also looking towards adding an option for dynamic spawns of mutants and stalkers, but that'll take quite a while to implement correctly (unlike dynamic mutants does it).

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Increasing squad size will just lead to more stalkers per squad (for example, a novice squad that had 2 people would now have 4), and a higher squad size variance means a higher randomization of squad size -- so a squad of 3 people might be 1 or 5 people or anything between. Do keep in mind that these options also (like everything in ZCP dealing with spawns) only affects new spawns, the already spawned stalkers won't be affected.

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

If it overwrites the same files as ZCP then no. Otherwise, very very likely.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

1) if I just want to change the number of stalkers and mutants and the number of squads, do I need to start a new game?


No. However, all options will only affect new spawns. So if you set the population to 1.5 and then set it to 0.5, then you'll still have a population of 1.5 that slowly decreases to 0.5.

2) if I have magazines redux and lootbox installed do I need to check them in the "integration" settings?


Definitely not. The integration menu only adds optional functionality, it's not needed for compatibility.

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [MCM] Configurable Loot Condition 1.2

Yea, this does work with helmets -- they're using the outfit drop condition. Best regards to you too!!

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Compatible with EFP alone?

Yes.

Do i need mcm?

Absolutely.

And if i have to get both are they both compatible with EFP?

I'm pretty sure EFP already includes MCM, and it's definitely compatible with EFP either way.

Also i like overdosing on Benadryl myself😎 in my spaghetti noodles before i go to bed

based

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Both addons overwrite a lot of the same files, so no.

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Это не ошибка в ZCP. В аддоне нет кода, который может удалить предметы из инвентаря. Особенно после сохранения и перезагрузки игры. И вы единственный человек, сообщающий об этом. Смогли ли вы воспроизвести ошибку только с включенным ZCP? В том, как работает ZCP, просто нет функциональности, которая могла бы убрать предметы из инвентаря после того, как вы взяли его, сохранили и затем загрузили игру. Поэтому я настроен очень скептически.

Извините, если не все понятно, мне пришлось воспользоваться переводчиком.

Переведено с помощью www.DeepL.com/Translator (бесплатная версия)

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.2] Weapon Cover Tilt (WCT) (UPDATE 14)

I won't ever again play without it. Works perfectly, does what it says on the tin.

Good karma+17 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

You'll need to start a new game without any addons enabled except MCM and ZCP to check if this error comes from ZCP -- but I highly doubt it. Nothing in its code even touches relations in a way where this could happen.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Unless you enable "civil war" ZCP doesn't touch relations at all. And even with it enabled, it only affects relations between stalkers (and only to set them hostile, not improve them). Can you try to recreate this with only ZCP enabled? This sounds like a problem of another addon.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Thank you for your bug report. This has nothing to do with spawn templates. It's because I added all mutant squad variations defined in the game, to make random spawns more varied -- including the controller/tushkano mixed ones. I've replicated this problem, I didn't pick up on it because for some ungodly reason removing disabled mutants works *perfectly*, except for these controller/tushkano ones. In all other squads, mixed ones too, there is absolutely no problem. There must be something special about it, maybe XRay loves torturing me with controllers. I'll look into a fix for this bug.

You can already disable the templates by just not enabling them for random/replaced mutants. But as I said, that won't do anything because the problem isn't the spawn templates. They work fine. This bug is only related to me adding this specific squad, which for whatever reason refuses to work by normal rules.

P.S: If you want to disable them in the meantime, remove them from configs\plugins\zcp\squads_by_type.ltx.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Thanks, I forgot about this. I'll fix it next release!

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Look in the MCM menu under "ZCP > Zombies". You might have enabled them by accident, otherwise I'm not sure what the problem would be. I've never heard of this occurring as a bug.

Good karma+1 vote
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

That's a good idea, I'm not sure. I'll put checking it out on my to-do list.

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

Thanks for your feedback, I'm glad you like the mod! As for the military squad at the south checkpoint: There are a few story squads to which replacements don't apply as to not break anything, the south checkpoint has one of those. Initial spawns are already almost completely randomized -- it's just that I was maybe a bit too careful with limiting spawn replacement. I'll look into whether I can improve that for the next release!

Good karma+2 votes
Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments @ Focus Zoom v0.41

**** yea. Just like "Fluid Aim" this is one of those improvements that may not seem like much, but it fundamentally improves the gameplay to a degree where you'll miss every second of not having it. Gonna stay enabled in my mod list 24/7, thanks for your fine work!

Good karma+2 votes