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Comment History
domikoni
domikoni - - 15 comments @ (Alpha v.04.2.1) 2D Scope Overhaul - DLTX - DX8/9/10/11

Very cool. Would use if it had a 32:9 version.

Good karma+3 votes
domikoni
domikoni - - 15 comments @ OPP - tooltip extension v0.2(Update)

Thank you! Even if you don't use that mouse over transfer items mod, You can fix the detectors mouse over crash with by deleting lines 3559 through 3563 in the regular file. However, it only displays "low/moderate/high electric power consumption" now for electronic devices instead of the number of power units it draws like it did before.

Good karma+1 vote
domikoni
domikoni - - 15 comments @ OPP - tooltip extension v0.2(Update)

Works for me. Good work.

Equipped guns no longer light up when you hover over them. Not really an issue but indicative something was changed that shouldn't be.

I would change the condition readout from % lost per 100 shots to instead be number of shots per 1% condition lost. That would be more granular. 1% lost per 100 shots could be anywhere from 100 shots to infinity ya know?

The expanded stats even update after applying upgrades which is very cool for debugging. You need to save and reload to get the stats to update though.

Edit: I also get a crash when trying to hover over any detectors. On a fresh vanilla testing install.

Edit2 (9/17/23): I forgot to come back to this to add how I fixed this. I changed something in the detectors file but don't remember what. But I've been playing with this addon for months without issue and has been of great help debugging things. Now if only I could find this same thing but for ammo...

However I will also add 2 other things that have changed that I noticed.

1) The icons on the Svarog that display the type of anomaly no longer appear. The circle indicating an anomaly still appears, you just can't tell what type it is. Not really a problem to me.

2) Double clicking an item to move it to a container works the same, but after the first double click you only need a single click to move another stack. Meaning you can much more quickly transfer large stacks of items that you don't necessarily want to move the whole stack with a ctrl+click. Honestly, I like this change even if it wasn't intentional.

Good karma+1 vote
domikoni
domikoni - - 15 comments @ [1.5.1 & 1.5.2] Throw Indicator

Thank you. Retarded that this was ever removed. It's not more realistic not knowing how hard you're going to throw something.

Good karma+2 votes
domikoni
domikoni - - 15 comments @ Soundscape Overhaul 3.0 for 1.5.1

After a little research, .ogg files contain comments and attributes that the game uses to determine internal volume. It's obvious that these footstep sounds are not balanced to vanilla levels making them much louder to NPC's.

Good karma+5 votes
domikoni
domikoni - - 15 comments @ Soundscape Overhaul 3.0 for 1.5.1

I changed my mind. This drastically increases the distance NPC's can hear you. More realistic perhaps but I don't see that outlined anywhere, and I just want vanilla+ gameplay.

E: Well now I'm really confused. It seems to be the "New Footsteps" portion of this that increases the detection distance, but that portion of the mod just has sound files... no changes to config files. P.1 Real Mutant Sounds on its own doesn't change anything, which, according to my diffing of the two config files, just seems to delete the ambient mutant sounds.

So I've got no clue how just changing the .ogg files for footsteps is increasing the detection distance of the AI. I must be missing something.

E2: Did more testing. Just adding the new footsteps sound files alone changes the detection distance. Tested by running up behind an army squad. With no sounds folder (and also the vanilla footstep sounds in the same file path, just to make sure) I can sprint to about 2 or 3 meters away from them before they detect me. With the new footsteps, they turn around at close to 30 meters away.

I have no idea how this is even happening. Does the game automatically compute detection distance based on how loud a sound file is? But even that doesn't make sense when the footsteps are quieter if anything.

Good karma+5 votes
domikoni
domikoni - - 15 comments @ Soundscape Overhaul 3.0 for 1.5.1

Thanks for this. This is a sound improvement over vanilla.

Good karma+2 votes
domikoni
domikoni - - 15 comments @ [1.2.0] Craft and Repair Overhaul for 1.5.1

I figured it out. Added:

use1_functor = workshop_tool.tool_workshop
use1_action_functor = workshop_tool.start_workshop_basic

to the swiss knife in items_tools.ltx

added:

if (obj:section(swiss_knife)) then
return game.translate_string("st_tool_workshop")
end

To the bottom of workshop_tool.script

Makes it function like the basic repair kit within the mod, but fine for my purposes. Added it to the swiss knife to not conflict with the multitool's own abilities.

Good karma+2 votes
domikoni
domikoni - - 15 comments @ [1.2.0] Craft and Repair Overhaul for 1.5.1

How hard would it be to make the swiff knife or multitool operate like a vice like the toolkits do with this mod? I feel that'd be a decent surrogate to being able to field strip guns from the beginning of the game.

Like I have the starting PM in good condition, and just found a PMM with 8% condition. I can disassemble the PM of course, but then to put the good parts in the PMM, I need a 10k RU repair kit and a vice... Doesn't make any sense. If the multitool can take apart a gun, then it's totally capable of putting those parts in another gun.

That's completely disregarding the fact you should be able to do all of this WITHOUT any tools even (also ignoring that the Makarov's have fixed barrels and aren't removable), but that's another story.

Good karma+1 vote
domikoni
domikoni - - 15 comments @ Jabbers Ironman Roguelite

wtf seeing your name as I was scrolling down the addons page made me double take. Your videos were my first lesson on BVR combat years ago lol

Cool seeing you making mods (for ironman of all things). It's the only mode I play anymore.

Good karma+1 vote
domikoni
domikoni - - 15 comments @ Free_Zoom

Is there a way to bind this to right click? From playing around with this, I found that this mod correctly scales the view model when the camera zooms, opposed to the in game ironsights zoom which doesn't. I'd like to just set the in game zoom to 1, and use this for the zoom when looking down irons.

Good karma+1 vote
domikoni
domikoni - - 15 comments @ Weapon Sway 1.0

I have a few suggestions if I may.

1) I think this would be better without the twisting of the camera. Just the up/down and left/right movement. I already have the headbob turned off since I'm really sensitive to motion sickness and the twisting gives me that same feeling.

2) Maybe have a separate animation that's slower. Same amount of movement, just playing the animation slower.

**When I first was playing with the mod, I initially thought number 2, but then I thought to pick up my hunting rifle to compare, and now that I've been reminded the speed of the animation is actually pretty accurate. But, a slower sway animation would be more like other shooters.**

3) If the view didn't snap back to center when you activated hold breathe, but I understand what's going on here and that might not be possible.

4) It'd be neat if there was a modifier for sway getting worse with lower stamina.

5) Separate sway modifiers for pistols vs rifles, since even the lightest pistol would have more sway than a much heavier rifle, since you have a buttstock. However, implemented along with the previous suggestion, I could definitely see the sway of a heavy rifle (or especially an LMG) being worse than a light pistol when low on stamina, regardless of a buttstock.

6) Adding to that, stamina drain when you hold your breath, hell, stamina drain when you are looking down your sights while standing (depending on how heavy it is). It's tough keeping a rifle shouldered for a long time while standing.

Regardless though, awesome work. I have all of the guns in my game edited to be much closer to their real life accuracies (massive accuracy increases across the board), so this balances things nicely, and makes things much more realistic.

Good karma+2 votes
domikoni
domikoni - - 15 comments @ Smoother Progression - rebalance of upgrade prices and toolkit mechanics [1.5.2]

Actually, I think I just found it. Configs > misc > upgrade_infos > and then there's a config for what looks to be each technician with a way to set each individual modification.

Good karma+1 vote
domikoni
domikoni - - 15 comments @ Smoother Progression - rebalance of upgrade prices and toolkit mechanics [1.5.2]

Hey there. This is fantastic. Huge improvement over the "no more tools for upgrades" mod I've been using.

May I ask what edits you had to make to give certain technicians exclusive access to certain upgrades? For instance: "Spleen can no longer do tier 3 upgrades, can’t upgrade exos to sprint, charges a lot"

I would like to take this a step further and perhaps make it so that certain factions have exclusive access to their faction's armors tier 3 upgrades. Or a certain technician specializing in doing a certain modification (like how Cardan is the only one who can do the exosuit sprint in vanilla CoP). Not sure exactly what direction I'd like to take, but I'd love to know what ltx's configure that stuff.

Thanks for the mod.

Good karma+2 votes
domikoni
domikoni - - 15 comments @ Max & Min Option Sliders Expanded

Any chance you could add repair cost modifier to this? Or do you by any chance know if there's a way to change that myself? Thanks for the mod.

Good karma+1 vote