It should be possible with this addon to take 0 damage from a lot of weapons, since the minimum hit fraction you could achieve was 5% (Nosorog 20% - three 5% upgrades). Just something to keep in mind.
It should be possible with this addon to take 0 damage from a lot of weapons, since the minimum hit fraction you could achieve was 5% (Nosorog 20% - three 5% upgrades). Just something to keep in mind.
Yep. Interestingly the Poltergeist psy-aura from the DLTX mini-mod pack works just fine, and that claims to be based on Arzsi's code in this mod.
Have you considered having the weapon's "Handling" stat affect sway strength?
Does the new tube attack damage consider Psy resistance at all? It doesn't feel like it, but that could just be weak values on drugs.
Does the psy aura require line of sight? I've hidden quite close to a controller and never noticed damage.
I've had this happen to me a couple times as well, but I'd ascribe it to the awful means the game uses to determine if an object is "see through". Think about how often NPCs start shooting at you through walls, and I expect Controllers are possessing NPCs the same way.
Mobile Bunker happens quite a bit, I'm guessing he sees something through the "hinges" at the corners. Still, it makes Yantar pretty exciting.
Any idea why this would stop working mid-playthrough, or not apply to certain military stalkers?
It was working for some time, but after returning to the Cordon after a in-game days I was attacked by military guarding the railway embankment (from a great distance). If I return fire, this seems to signal the southern checkpoint to once again storm the rookie village.
Nice, I look forward to using your Stash Overhaul again now that the mysterious new-game items have been tracked down.
It's possible, as I haven't tested that interaction. However if it was, it would mean there was always a chance one of those stashes would be empty.
I will try to actually use the RF Receiver for once and see what's up.
Correct. Why 1% instead of 0%? Well, just to keep my changes to a minimum. And so that sometimes you can win the lottery.
Unless I've missed something, you need a second barrel that you can swap out via the base Anomaly "Part Replacement" screen at a workbench. Unlike base Anomaly though, you get the original barrel back so you can swap them back and forth as needed.
Scratch that, problem was unrelated to this reshade. Performance is actually solid.
I do run into a problem with the DoF though, that it doesn't seem to update quick enough. So if I go into inventory or PDA, the DoF will continue blurring a portion of the UI for several seconds.
You removed the database file? I wouldn't do that...
My path to effectors is gamedata/configs/misc/effectors.ltx. Make sure it's "configs" and not "config"
Difference between AA2.1 ENB vs no ENB was about 10 fps for me. With this it's about 30 - can you give me any tips on options I should tweak or disable to improve performance?
Looks good though.
I agree, though looking at the numbers it's hard to understand why, as both were buffed. I think it may have to do with Mutants getting more health and low level Stalkers having deceptively high armor, which Shotguns struggle with.
It works fine for me with the configs database. Which one are you trying to unpack?
That's probably because in 1.4 you were using addons that added those files. In vanilla CoC those "loose" files are packaged in database files, and you'll need to unpack them with AXR-Toolset.
Small issue: tooltip on the SG-550 lists a 3-round burst but no such firing mode exists on the gun
If you know how to extract db files with AXRToolest, look in gamedata/configs/creatures/m_stalker.ltx, vision sections.
The sounds in this pack are great overall, but the sound balance for some weapons seems off. You hear something as if it were over the next hill, but it's actually on the other side of the map.
And the pump action for some shotguns is extremely loud, louder than the firing sfx.
Thanks, removing d3d9_sweetfx.dll fixed it for me as well.
Is this a problem with using 1.0004? I have no issue with AA2.1's ENB.
Why does AO add hit probabilities to all weapons? Simply to balance out how strong they would be against the player? This is the only mod I've seen do that.
Alright, thanks for the heads up and all the good work
Any news on this front? Would really like this tweak before I jump into 1.8.2
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