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Comment History
fishfingerrr
fishfingerrr - - 9 comments @ Merc Relations Fixed

From my understanding of the .ltx file it will only change things when you play as a Stalker. There are two things that control the relationship:
- the value that sets how one faction sees another; and
- the value that sets how a faction regards the 'actor' (i.e. YOU).

There are different 'actor' values that can be set, governing how each faction sees you, for each faction you might play as.

So it's possible to leave all Mercs as bitter enemies of all Stalkers except you by setting a different value for how Mercs see 'actor_stalker', which is what has been done here.

This will only affect your Stalker play-through because your Merc play-through uses a different score ('actor_killer') to set your rep with the different factions.

Good karma+1 vote
fishfingerrr
fishfingerrr - - 9 comments @ Merc Relations Fixed

I did some testing and I think this is also in game_relations.ltx

Towards the bottom is a list of the 30 animals plus 'actor' and 'human' so 32 in total. There are then 32 lists of comma-separated values, one for each of the entity types, again starting 'actor' then 'human' and then the 30 animal types. The values are different (1 is friend, 0 is neutral, -1 is enemy and -2 is hated enemy) but the concept looks to be the same as faction relations - set the number to set the 'starting gate position' relation which with animals (as there's no reputation score to adjust with) is permanent.

I've tweaked this to a system where:
- apex predators (e.g. Chimera, Bloodsucker, Lurker) target everything except zombies and each other;
- large prey animals (e.g. Boar, Flesh, Tark) target smaller animals that prey on them like dogs;
- smaller predators target prey animals and anything smaller than themselves;
- all mutants that are humanoid (e.g. Fracture) target humans, and humans target them;
- zombies only target humans and humanoid mutants, and are ignored by all animals;
- humans target everything (i.e. they hunt them for food / trophies / to make the Zone safe).

I was hoping that you could make Fleshes, Tarks, Boars and smaller predators such as dogs and cats not attack humans (because they've learned to fear guns) but this didn't work. It worked in that the relationship changed, but then you have Boars and Fleshes that no longer run at all, and just amble about aimlessly. Didn't see what it did to other animals.

Anyway, unless the creature relationships are being overridden somewhere else, then what you set here should work. I haven't seen it yet so I'm not 100%, but I think you can spawn mutants to test via the Debug menu.

I am curious about the difference between -1 (enemy) and -2 (hated enemy).

Good karma+2 votes
fishfingerrr
fishfingerrr - - 9 comments @ Anomaly Sky Bloom Fix

This makes SUCH a difference. I had 'sunny' turned off as a weather type because it was just ridiculously harsh and washed out. With the sky balanced everything else looks different too. Great stuff, thanks

Good karma+1 vote
fishfingerrr
fishfingerrr - - 9 comments @ Returning of white dots

Thanks for this, saves a lot of time

Good karma+1 vote
fishfingerrr
fishfingerrr - - 9 comments @ Returning of white dots

In the setup menus, go to 'Others' then turn 'Debug Map Spots'. Not perfect, often doesn't show individuals, but it levels the playing field a bit :)

Good karma+2 votes
fishfingerrr
fishfingerrr - - 9 comments @ Peach's Item Categorization v1.5 [Beta 3.0]

Just the ammo icons by themselves have already saved me HOURS of time. Enables quick decisions when looting in the field so helps immersion, and helps with crate / stash management back at base, giving more time to enjoy the game rather than waste it squinting at the screen. Should be part of the base mod. Thank you :)

Good karma+2 votes
fishfingerrr
fishfingerrr - - 9 comments @ No Toolkit for Parts Replacement

Fantastic idea.The idea of mechanics that don't have tools is ludicrous anyway. Spoils nothing in the core game (you can still give mechanics kits they request for missions) but makes crafting just that vital bit more accessible. Now it is possible to accept missions you get from people who want various bits and bobs,so it opens up the goodwill and rewards.You don't need to hoard the upgrade goodies or rare parts you get or find so much. You can even have a stab at meeting the silly 'bulk orders' you get for more common items. And you still need to pay mechanics to finish off things anyway sometimes!

More than any other single mod I think I've tried so far, this makes the game more playable and gives you a chance to appreciate all the work that went into the crafting system.By doing that it also then has a knock on effect on the game's economy and reduces the need to hack that to enjoy yourself. Thanks :)

Good karma+1 vote
fishfingerrr
fishfingerrr - - 9 comments @ Max Disassembly Chance for vanilla Anomaly 1.5.0

I honestly don't see the point of having the 'details' for an item show you a percentage when you inspect it, unless that is what you get when you scrap it. Thanks for this, fixes unnecessary grind :)

Good karma+1 vote
fishfingerrr
fishfingerrr - - 9 comments @ Soundscape Overhaul 3.0 for 1.5.1

Just like to say thanks for this, improves the experience greatly for me

Good karma+1 vote