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Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Yes there is only so much compatibly one can try to bake in and I don't think DLTX would help here since my mod and EFT are changing the exact same thing.
But I tried making the mod in a way, so end users would only have to add a few lines to their own configs.

Good karma+3 votes
Karlack
Karlack - - 55 comments @ Anomaly UI masks for Reshades

Ya reshade is a complicated thing there are lots of options and it can be fickle, Sounds like you have inverted some setting in resahde. Which is causing the opposite of what you want to happen lol. Off the top of my head i dont know what. Its been a bit since i played.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Yep my bad. I fixed it. Not really that active here right now, and I must have just used the slightly older version to reintroduced that error when I updated for the last BAS update. I have a idea to make it so I don't need so many options its easy to miss something in one set of options.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (update 1.2) Vicious PSI-STORMS

Load my mod after. You only lose the horn sound for psi storms that's used in that mod.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (update 1.2) Vicious PSI-STORMS

It's not case sensitive.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (update 1.2) Vicious PSI-STORMS

I have them back to back before and the psi-management script kind of piggy backs on the surge-management script so i guess its possible. as long as nothing broke I guess we are good.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (update 1.2) Vicious PSI-STORMS

that's esoteric way to tell me I had a typo. the electric is no longer eclectic.
Some how I knew when I saw it that, I knew that I spelled electric wrong some where.
You pointed out a major bug now a typo.
and tested so propss

Good karma+2 votes
Karlack
Karlack - - 55 comments @ Anomaly UI masks for Reshades

it prevents UI elements getting blurred by reshade plugins.

Some plugins will blur the UI so much that the UI is almost unusable.
You can disable or enable different parts of the UI mask with hotkeys.
So I assigned the blue layer to the letter "I" so when I open up my inventory half the screen is masked, so no longer blurry the mask will turn off when I push "I" to close my inventory.
The red layer is enabled by default and that's the mask for your health indicators and mini map.
Full screen masking is used for menus and the like which is mapped to 9 on the num pad, so I can turn it on if adjusting settings and have to look at blurry menus.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

yes some weirdness is a foot i posted over in discord to see if the code folks over there can parse out a issue.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

I only changed 2 numbers in the script that define the min and max frequency of the vortexs.
The code that controls the actual vortexs starting and stopping is further down in the script, it is all based on event timers.

There is a greater then and less then line. Which gives fthe range of times vortexs will spawn. and I think a math rnd in their as well as well.
I did not touch any of that.

Hard to catch if they only occur every 8-16 seconds or so as is default behaviour.
Or it may be a feature.

But it's is coding and upping the frequency may break the script in some way.

I have never seen a storm that does not stop.
With out the vortexs spawning in it may feel like it goes on for ever. But eventually they do end. I have sat through so many now fine tuning stuff for the next update.
You saying it did not end?


Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

At night the default settings for psi-storm has really red. emission like lighting schemes, I have re-done the lighting. For both day adn night. now the lighting, will be a little blue (hard to see at night) but also much darker. for both day and night storms. So that will come with next update.

With my own testing and what little i know of scripting looking through the psi_storm scripts.
While the length of the storm never changes. It seems there is a bit of variation in how long Vortex's get spawned. Which can either end early, hardly spawn any at all, or spawn for the entire duration of the storm. which becomes more noticeable with how much they spawn in my addon.

PSi storms are normally such a boar and those vortex's spawned so infrequent that i don't think it was easy to noticed the randomness to their duration.

I don't think mochiko's touches emissions just regular weather

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

did you try a different save form that same character? Also keep some older saves around incase something goes wrong and you only lose a few days of play vs months.
There was really nothing new added with this addon only some parameter tweaks. So I can't see at all how it would Bork a save.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

My addon does not touch any thing to do with quests.
or even frequency of emissions.
Did the psi storm kill all the NPCs in the area or is the quest just not progressing ? feasibly a blow out would cause the same issue if the needed npcs died.

I have had the defend the pump quest line break for no apparent reason at all. So i had to load my save from just before i took the quest.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

quick melee reworked?.
Nothing in my addon touches anything that addon touches unless you linked the wrong addon.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

Some one in discord highlighted your comment.
I made some changes for the better actually thx.
I was concerned that if i made them spawn in a largeer area that they would be less a threat to the player. But i upped the radius damage and frequency a little and the spawn distance was doubled. Now they are more deadly and you see them spawning a good ways away. Thx tweaking some other things as well and I want wait for some more feed back will probably update in a week.

Good karma+2 votes
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

I don't know how I missed that addon. THx it looks even better with it :)
No problems
My addon just tweaks some configs does not touch any assets.

Good karma+3 votes
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

I thought about adding rain but i deiced to keep it dry it is a psi storm after all.

Good karma+3 votes
Karlack
Karlack - - 55 comments @ Vicious PSI-STORMS

With top tier armor you can still survive. Upping the damage per strike may be next. But now its at least more harrowing.

Good karma+3 votes
Karlack
Karlack - - 55 comments @ [1.2.2] Crook's Faction Identification UI

By by crosshair,
Broomsticks laser are useful now.
Also not used to identifying with patches.
Saw some dudes was like is that a sin patch.
Looked in my inventory yep that's a sin patch
BOOM, BOOM, BOOM, BOOM,
SIn no more.

Good karma+3 votes
Karlack
Karlack - - 55 comments @ BaS JSRS Sound Merge [1.5.1]

Saurus77 is to busy to work on this mod.
I have messaged them and with their blessing I am re-working mod so that it works with recent version of BAS.
Keep a eye out for the new release in the next week or 2.
I know BAS may be updating soon again. So I may hold off a little longer until after release.

Good karma+4 votes
Karlack
Karlack - - 55 comments @ Anomaly UI masks for Reshades

I dont use that mod but If I had a full screen, screen shot with those UI elements @ 1920X1080. I could make another PNG and add it as an option for those that use Groks.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ Beef's Shader Based NVGs v1.1.1

Nice i like, but as of now I use Boomsticks and SharpSticks and the included NVG scopes does not like your new version.
editing shader files is beyond me at this point.
I tried.
Hopefully that gets updated soon. i like the brightness adjustments and auto on off for a pda.

Good karma+2 votes
Karlack
Karlack - - 55 comments @ Boomsticks and Sharpsticks

Beef just updated his NVG shader, your included NV scopes that uses Beefs NVG no longer will work.
It causes a fail to compile shaders error when starting anomaly.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Thx I think this will solve you problem load it after my addon
Drive.google.com

Good karma+2 votes
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Yes I forgot to add wpn_SG_Silencer_sounds to option 2C your problem should be solved now. Re download the addon and it should say version 1.2.3 on the zip and your good to go.
2D was not missing the file so you may have installed 2C by mistake just download the addon again and let me know if you have further problems.
There a couple compatibility patch's for other mods that may not paly nice like BAS JSRS merge.

Good karma+2 votes
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Yes I forgot to add wpn_SG_Silencer_sounds to option 2C your problem should be solved now. Re download the addon and it should say version 1.2.3 on the zip and your good to go.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

one more thing try once more with my addon download the latest version i just uploaded ifthe game fails to start go into your anomaly folder look in appdata, logs, then sort by most recent modified. open up that file.
scroll down to the bottom of that log and paste the last couple lines.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

I am at work will have to take a deep dive latter
I think the 2 compatibility patches above my addon, in you load order may be the issue and why I did not see it on my end.
I don't have those in my load order.

We are trying to get like 4 diffrent mods here to play nice. all which modify the same couple configs.

My previous release you would have used the 2c option wich was for my addon to work with Blindsides and jsrs it did not touch boom stick and sharp sticks stuff.
And I did not touch the weapons_sounds. ltx. So no issues occurred.

Also I could not get the current version of BAS jsrs sound merge to work with the most recent version of BAS on my end.
I had to patch it to load.
Then make another patch to pa have it work with my addon
This fix I have not released publicly.
I messaged that mod Arthur about the issue l offered my patched configs had not heard back yet.

I might make my own version of that mod.

Any ways I guess just use the older version of my addon it's still available look here for updates as I figure out the best way to get all this to work together.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Is your Load order.
Blindsid's reanimation
Boomsticks and sharp sticks.
Jsrs
Blindsides jsrs patch.
Jsrs addon better silenced shot guns.

My addon has to load last.

Double check that you only selected one option.

Good karma+1 vote
Karlack
Karlack - - 55 comments @ (UPDATE 1.2.6) JSRS addon - Better silenced shotguns

Is Load order
Blindsid's reanimation
Boomsticks and sharp sticks.
Jsrs
Blindsides jsrs patch.
Jsrs addon better shot guns.

My addon has to load last.

Good karma+1 vote