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Comment History  (0 - 30 of 34)
Inamu
Inamu - - 34 comments @ Xenotech behavior 1.02

Guess you should rename this mod to Lazy *** NPC Behavior cause you're modifying every Lazy AF NPC in the game now.

Good karma+4 votes
Inamu
Inamu - - 34 comments @ Monster Unstucker (UPDATE 2)

You should rename yourself from TheMrDemonized to TheMrAngelized cause this mod is a godsend.

Good karma+15 votes
Inamu
Inamu - - 34 comments @ Counter-Strike: Source Offensive

Hey, do bots also use some of the weapons added in csgo such as mag7,sawed-off, cz75 etc.?

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Anomaly new routes (Update3.3)

I think this is incompatible with Anomaly Radio Extended: Moddb.com

Both have all.spawn

Good karma+2 votes
Inamu
Inamu - - 34 comments @ Duty Expansion

What will happen if I use this with Warfare Mode on?

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Extra Level Transitions (UPDATE 4)

Great mod! I want to suggest some transitions that I think will improve our stalker adventuring experience.
The first one is a transition from Radar to Outskirts:
Imgur.com
Make it so that there is an additional entrance to Outskirts that we can use instead of passing through Pripyat, passing through a tunnel, or hiring a guide. It is inside a location affected by psy- emission and guarded by a monolith outpost, but that can do than passing through Pripyat itself and having to fight a fuckton of mutants and rock lovers that you have wasted your bullets doing so.

The second one is a new transition marker location for Truck Cemetery to ArmyWarehouse:
Imgur.com
Just like how PossuM said, All three markers from the truck cemetery lead to one marker in the army warehouse, and that location is straight-up just worse. I propose a new location North East of Freedom base by that anomalous hut.

Finally, this probably is a stretch. A transition marker from Jupiter to Northern Limansk
Imgur.com
This is so we can finally traverse Northern Limansk cause the only reason I would have to go there is when a story mission tells me to. I also think killing some Rock Lovers in an urban environment is fun and better than crying in the middle of the red forest as I try to find one Monolicker shooting at me or preparing myself for an encounter with chimeras or some ****.

Good karma+2 votes
Inamu
Inamu - - 34 comments @ Dynamic NOCTURNAL Mutants v1.25

There is actually Nocturnal Mutants integrated within the Dynamic Mutants DLTX version right now.

Good karma+4 votes
Inamu
Inamu - - 34 comments @ Perk-Based Artefacts (UPDATE 25)

I made a new save as Merc and went up Limansk for some "Rip and Tear until is it done," but against Rock Lovers.

Dying will result in this crash 100% of the time:
FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly-1.5.1\gamedata\scripts\perk_based_artefacts.script:2559: attempt to index local 'af_lucifer' (a nil value)

stack trace:

Loading an older save before getting my soul tainted seems fine, no crash when dying. But if I do, it just turns my Respawn Mode into a Normal game but more hectic and inconvenient. I kind of agree that it's a fair price for becoming OP tho.

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Perk-Based Artefacts (UPDATE 25)

I just got a knot. I am playing in Respawn mode. If I die will I cause a god forbidden anomaly that straight up destroys my save?

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Women of the Zone (for 1.5.1)

At this point, I think an HD Female STALKERs in the zone mod is very in demand. Considering that half of the Anomaly Player base, whether you like it or not, seems to prefer playing with HD models addon on and that there are already three addons that provide female stalkers (Female Stalkers in the zone, Woman in the zone, and Dux character kit) none of which ever have models that can immersively fit in a game that uses the HD Models Addon.

Anyways here's me testing these COC models in Anomaly: Imgur.com
I primarily use HD models for Stalkers. I only have Needle implemented, but I believe it is easy to implement female stalkers into the character_desc XML files provided by the HD models addon. It's just that HD models for female stalkers, let alone a good one, are lacking. We do have Horvat's Hip Addon in which the 1.9 version has the different options for merc, mono, duty, other hair, and eye color but lacks a model where hip wears the damn mask or even the bandana making it un-immersive.

Good karma+3 votes
Inamu
Inamu - - 34 comments @ Women of the Zone (for 1.5.1)

Great addon! reminds me of this addon back in coc: Moddb.com

I think the models there might be compatible with anomaly

Good karma+2 votes
Inamu
Inamu - - 34 comments @ Trader Destockifier (UPDATE 8)

Compatible with glowsticks mod? it uses the same auto_injector script

Good karma+2 votes
Inamu
Inamu - - 34 comments @ Counter-Strike: Source Offensive

Does bots use new csgo weapons too?

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Rats are not enemies

So I tried to do it manually by following instructions, rats do not run from the player or NPCs anymore but the NPCs still tend to waste their bullets on it. NGL This for me is kind of immersion breaking

Then I realized changing the values aren't two-way, NPCs relation towards rat is still -1 so
for a complete fix: at line 282 nd 283, horizontally scroll to the rat column and change both values from -1 to 0. This time NPCs would stop wasting their bullets on rats, now both can live happily ever after.

For more immersion you can revert line 300 rat value back to -1, and now you'll see the rat running away from you and other NPCs, without being shot at.

Good karma+3 votes
Inamu
Inamu - - 34 comments @ [2.0.2] Body Health System Redux

Hey I'm confused, can this work with Respawn Mod curse of immortality or the original respawn mode addon?

Good karma+1 vote
Inamu
Inamu - - 34 comments

After finally dying in my dynamic mutants with respawn mode playthrough the game crashed on me:

- Water deprivation | Enabled
- Sleep deprivation | Enabled
! [LUA] function bind_dynamic_light.init=bind_physic_object.init is not loaded!
stack trace:

at address 0x0000000140153C3C

Attempting to reload any save from the same playthrough crashes anomaly as if it were corrupted.
Did some testing and found out even dying in ironman mode crashes and corrupts any related saves from that playthrough.
Starting a new game without dynamic mutants fixes these issues. Any answers why is it acting like this or possible fix?

For the mean time while respawn mode and iron man mode is broken for me, I'll play some normal story mode with a goal to hunt down the new mutants.

Good karma+3 votes
Inamu
Inamu - - 34 comments

Can't play this addon it keeps crashing

FATAL ERROR

[error]Expression : table_ini.Data.size() == table_size
[error]Function : CIni_Table<int,class MONSTER_COMMUNITY,0>::table
[error]File : g:\projects\stalker\anomaly2-engine\src\xrgame\ini_table_loader.h
[error]Line : 116
[error]Description : wrong size for table in section
[error]Arguments : monster_relations

stack trace:

This is in a new game

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Boomsticks and Sharpsticks

that's weird, in the anomaly launcher DX9 is also labeled as R2
and in the r2 folder of BaS April 23 there is models_scope_nv_1 in there.

Never encountered any issues with your addon so far for the last year this is the first time

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Boomsticks and Sharpsticks

1.FATAL ERROR

[error]Expression : <no expression>
[error]Function : CResourceManager::_GetBlender
[error]File : ..\xrRender\ResourceManager.cpp
[error]Line : 68
[error]Description : fatal error
[error]Arguments : Shader 'models_scope_nv_1' not found in library.

stack trace:

2. Anomaly 1.5.1

3.Using dx8, when going into Rostok, my game crashes. Later found out it is because models_scope_nv1 cannot be found in the r1 folder. Switching to dx9 fixes the issue but it is laggy af and I dislike the glass screen cause it hurts my eyes. I would prefer not restarting my game every time I enter Rostok.

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Good Job! can't wait to hear those new NPC suffering and anim sounds

Btw Hip sounds out of context sounds nsfw

Good karma+2 votes
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Good Job! Finally Controller Overhaul is updated. Good to know that the script used in Mora or Stealth is out of the question now lol.

That probably leaves Dynamic mutants addon, which base on that new description I might not expect you to make a compatibility patch. I did some testing though and conclude it would probably work, just install your mod after Dynamic Mutants. The only broken thing that I found is that the Stalkers would start cold-heartedly shooting at the tamed dogs from Dynamic Mutants, which I was able to fix by manual merging.

Aside from that I could say the two addons works well but it would depend on the player's preference whether to consider this compatible or not. If they prefer the zone having a food chain of is own with mutants culling their numbers, slightly easier underground levels despite having Dynamic Mutants installed and Controller being the main providers of hordes for you to shoot at then then they should install Controller Overhaul Addon after Dynamic Mutants. If they prefer to shoot hordes of different kinds of mutants every time then they should install Controller Overhaul first before Dynamic mutants.

Good karma+3 votes
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

I downloaded Mora's Amnesia, no separate folder for patch is found but I compared the xr_combat_ignore.script with Stealth and Controller Overhaul.

This line has a difference between Mora's and Stealth
but can't be seen in the Controller Overhaul:

math.randomseed(os.time())
local rnd = math.random(180000,480000) //480000 = 300000 on Mora's
local rnd2 = rnd - 10000
local dist_rnd = math.random(18000,33000)

I don't see this code breaking the controller behavior but this other line from Mora's and Stealth are the same but different in Controller Overhaul:

if (ene_id == 0 and time_in_memory < rnd*(-1) or time_in_memory < rnd2*(-1)) then
return false
end
end
if (ene_id == AC_ID and time_in_memory>rnd or time_in_memory>rnd2) or (enemy:position():distance_to_sqr(obj:position())>dist_rnd and not enemy:see(obj)) then

I fear tampering with this may break something

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Hey man, I decided to come back to Anomaly after a couple of months. Had some new addons to make the zone immersive and plan to add controller overhaul but it had some conflicts with the Stealth addon and Dynamic Mutants. I decided to look into the files to see if I can manually merge them.

Stealth addons technically uses Mora Amnesia's xr_combat_ignore.script but I do not know how to merge such a thing as I might make something broken, so I decide to wait for a compatability patch instead.

For Dynamic Mutants, It would be the game_relations.ltx. specifically the monster_relations at the bottom. There is this "tamed dog" lines there too but its an easy copy-paste merge. The problem here is that if I use the values from Dynamic Mutants would this break your controller behavior? You specifically stated above how you "altered the relations of every mutants towards each other to make the controller behave properly" and I compared the game_relations.ltx and see that your version of the controller hates more mutants (and dogs even more lol). I just wanted to know what will happen if I use the dynamic mutants values instead.

BTW I read some other guy's comment of controllers spawning more, but I think that's not correct as controller spawns is actually excluded in the dynamic mutants addons as stated by the author of that addon in the description.

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Glad to know of your future plans. Karliks becoming cannon fodder for the Burer maybe is a good idea, as long as they don't run away like tushkanos do, which are very hilarious to look at but makes the creature less intimidating lol.

I was reading some old stalker reddit post about people's first encounter with Karliks and I was beginning to think they were for the shock factor that disappears once you get familiar. The Psysucker on otherhand, did everything better, from the shock factor (Even when I first encounter it fighting Dutiers and getting killed, the way its corpse looked sent shivers down my spine, I did not know this mofos existed) and better phantom spawning usage compared to Karlik's predictable Phantom Spawning.The Psysucker clearly took the Karliks niche and now our dwarf friend needs a new one to make it different.

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Interesting, the fact that the Karlik code is found inside m_tushkano.ltx finally make sense. Now that you said it's an oversized tushkano, I made it a goal in my playthrough, to find a Karlik and try kicking it to death lmao.

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

Thanks man, I was able to make the yellow tint appear again. Combine with that Controller High Pitch sound replacer addon, the controller is now the scariest mutant I can encounter in the zone. Your addon is now 10/10, Sultan is now telling me to go to x-16 so wish me luck

Anyways, do you have any plans for another mutant overhaul? The Karlik seems to need an overhaul. I remember being shocked the first time I've seen it in COC, thinking how I do not want to be near that thing. Many playthroughs in Anomaly later, I realize how weak the Karlik that every time I see one I just try to stab it with a knife, there was this Deadly Mutant addon that says it makes the Karlik bulletproof but it doesn't seem to work. I just want our psychic dwarf to be hard and scary to fight against to make up for its rarity.

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Arszi's Controller Overhaul 1.1 for Anomaly 1.5.1

I really love your overhauled Controller, especially with its new abilities. In my recent playthrough as a bandit, one spawned in Garbage very early on. I kept avoiding it most of the time until days later where I see it roaming around in a different part of the map with a goddamn zombie horde following behind it. I was very impressed by just how good and scary that looked from faraway but it was somewhat killing alot of stalkers so I decided to put an end to this menace by getting Sultan to give me 3 cheeki breekis with an additional hired escort, forming a five man squad.

The battle tha ensued was challenging but fun. I like every bit of the fight I had with the overhauled controller except for the fact that it psy aura is not yellow tinted anymore. I actually prefer the yellow tinted psy aura because it makes the controller more horrifying to fight against, so are there any ways that I can do to manually get the yellow tinted psyaura back?

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Thanks answering and for letting me know and that's a very helpful hint right there at the end lol

Good karma+1 vote
Inamu
Inamu - - 34 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Hello there, Very neat addon, I've been playing with the vanilla version of this mod for quite a while and it was only now that want to try the outfit version, but I noticed that it uses the same files from Raito's Anomaly HD models specifically in the config>items>outfit folder. Would the outfit version be compatible? Is it ok if I put your files on top of the existing ones?

Good karma+1 vote
Inamu
Inamu - - 34 comments @ F.E.A.R+S.T.A.L.K.E.R English Voices for Merc & UNISG

Thanks for creating F.E.A.R Voice addon mate!

Good karma+2 votes