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Comment History
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Update 4

You need to at least have it equipped. Why would you not do that anyways? Knives are their own totally separate category.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Update 4

Ammo is a bit more tricky since I've relocated all of the buff icons to occupy the space that ammo used to be in. By modifying the X and Y coordinates for each of those elements though, you could get them positioned how you want.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Update 4

So long as it doesn't affect "Maingame_16.xml", "txr_sleep.script", or "txr_thrist.script" you should be fine. Of course, HUD elements can try and occupy the same screen space and you'd have to manually adjust to account for that.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Update 4

In Maingame_16.xml, go to line 189 and change the 'y' value to "728"
Go to line 195 and change the 'y' value to "744"

Basically what I did with the hidden elements is just prepend a 2 to their "y" coordinate which causes them to be drawn off screen.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Tweaks (Update 3)

I turn off the Belt Artefacts HUD in the options. If you want to keep this on and not have it intersect with the PDA messages, you'll either need to bump the PDA messages up, or lower the belt artefacts element.

To bump up the messages, open "messages_window.xml" and alter the 'y' value on the sp_log_list and sp_log_list2 elements. I'm not sure which value is responsible for the positioning of the Belt items.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Tweaks (Update 3)

Are you running the latest update?
It sounds like your ini_sys is corrupted. My changes never touched any of the code that references ini_sys so this crash would have occurred regardless.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Tweaks (Update 3)

What do you mean by still can't use them?

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 QOL Tweaks (Update 3)

This seems to be working fine for me. Just to clarify, you do not qualify for free vice usage with all mechanics after giving a mechanic all 3 toolkits. Only the mechanic that you've provided with toolkits lets you use their vice for free.

Good karma+2 votes
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

Can you message me the stack trace?

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

I'm honestly not sure what's going on with this. Immersive Campfire Saves doesn't affect the bind_monster.script file. Something is causing the entire knife_manager script to fail to load but I don't know what.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

Have you made any changes to the Bind_Monster.Script file?

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

I'm honestly not sure. I've skinned multiple mutants, watched other Stalkers skin mutants and moved around Great Swamp a bunch and can't get the error you're seeing.

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

That's very odd, the stack trace is indicating that the Knife_Manager script flat out failed to load and therefore when the bind_monster script attempted to reference it, there was nothing there.

Do you know what you were doing when it crashed? Which monster were you skinning? Were you able to skin other monsters successfully before it crashed? Can you reproduce the crash?

Good karma+1 vote
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

The code doesn't lie.

Good karma+3 votes
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

It does. My thinking is you have enough visual/audio cues to determine this stuff without an actual HUD element. If you want to add them back though, open configs/ui/maingame_16.xml

Edit these two lines near the bottom:

<progress_bar_health x="12" y="2728"
Change to
<progress_bar_health x="12" y="728"
and
<progress_bar_stamina x="12" y="2744"
Change to
<progress_bar_stamina x="12" y="744"

Those will probably intersect with PDA messages though as I moved those down into that space.

Good karma+2 votes
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

Have at it.

Good karma+3 votes
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

None of these require a new game.

Good karma+2 votes
Gergination
Gergination - - 19 comments @ Anomaly 1.5 b3 QOL Tweaks

I double checked this just to make sure and you are incorrect. The best way to tell if the bonus is being applied or not is by whether or not you skin them quickly or not. When the bonus is applied, skinning is MUCH faster.

The description is wrong, that's why I changed it.

If you want more proof, here's the relevant code in the script:

if backpack and backpack:section() == "kit_hunt" then

This was changed to

if (backpack and backpack:section() == "kit_hunt" or db.actor:object("kit_hunt")) then

Good karma+5 votes
Gergination
Gergination - - 19 comments @ DoctorX Desolation 1.2 [CoC 1.4.22]

I really like the idea behind this mod but I wish it hadn't removed the idle Stalkers that hang out at various camps/villages.

I've poked around in the files a bit to see if I can restore just those NPC's but it would be awesome if I could get a bit more direction. I'm assuming that each camp will need to be edited individually but what exactly should be changed?

Good karma+1 vote