This member has provided no bio about themself...

Comment History
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Psysucker Re

Well, now Psysuckers make me wear my brown pant's 60% more than they already did. Thanks buddy. 10/10, would **** myself again.

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Anomaly Tacticool Scopes 1.5.4

I'm not actually using the mod directly may be how it is working, It's now included with Anomaly 1.5.2 + Modded exe's it seems, so may be rendered via engine instead.

either way, it's working, and looks fantastic with your mod.

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Anomaly Tacticool Scopes 1.5.4

As in 2D Shader Based Scopes?

What's incompatible? because it's working for me minus 1 weird issue with using scopes + NVG's which I "think" is unrelated.

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Campfires placeable 0.22

I'm currently doing some "housekeeping" on this mod, I've been attempting to combine it with my cooking mod I'm working on, and my friend, it's been like a descent into madness.

I've got it working, but even I'm not sure how. I've added a new item to "items_cooking.ltx" that functions like a lower tier charcoal, and redirected all of your scripts to use that instead, but if I delete "items_campfire.ltx" I immediately get a crash.

I've been through every file in the mod except the .ogf's and the .ppe file, and can't find a single thing pointing to it still, and I've even deleted it's contents with no crashes or repercussions. Did the "bread" items actually have a function or were they leftovers off something?

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Anomaly Tacticool Scopes 1.5.4

Glad to see you've got the itch again, we've missed your work stalker ;)

look forward to finding what is different.

Good karma+3 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Body Health System Realistic Overhaul (0.87 EFT BHS Update)

Yeah it was just taking a little while to update, all showing now.

As for the radiation bar, maybe compare to HUD mods that have it working, I know the "Stalker 2" HUD definitely does. In the meantime, maybe just remove the bars. Happy to help with this if you know which .dds files they're from.

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Body Health System Realistic Overhaul (0.87 EFT BHS Update)

Pretty cool so far, much better than the original BHS, especially with the level of customization you've allowed.

I'm struggling to find the new med items, maybe a side effect of applying to an existing playthrough.

Also, as a suggestion on what to do for the Body and Head penalties, I think for head taking full damage you could perhaps cause a constant but slow sleepiness and drunkenness increase to simulate a severe concussion. It should result in horrible screen shake and intermittently passing out.

As for body damage, I think a penalty to toughness modifiers, and perhaps also stamina would simulate broken ribs/being winded pretty well.

Lastly, and I'm not sure if it's because of a conflict, but the radiation bar is seemingly not functioning. I'm running Arszi's Rad Overhaul and Arrival anomalies which both affect radiation, but not the UI elements directly as far as I'm aware. (nothing is overwriting this mod in my load order, using Enhanced GUI 0.5 loaded before this, and with your patch)

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ New levels 0.53

Quick question, is a fix for the LTTZ and Storylines conflicts possible? I'm sure you're sick of hearing if you can patch it, but if you know where to start, I'd like to take a look and help if I can.

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ A.b.n.o.r.m.a.L. w.e.a.t.h.e.R.[1.0] (обновление 2)

Hi there, excellent work with this pack, it's come a long way over the years and is probably the most striking weather mod available for Anomaly now.

I do have a question though, is there a recommended load order to follow if you are using the latest updates of the following mods?

- Enhanced shaders
- SSS
- Beef's NVGs
- Dynamic Tonemap

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Companion carryweight and looting rework 1.1

I've found a truly bewildering bug that is seemingly related to your mod. Whenever I load a save, or transfer area with your mod installed, I start getting the following error with other mods:
_____________________________________________________________________________
! [SCRIPT ERROR]: ... nomad/nomad - game/bin/..\gamedata\scripts\xmark.script:42: attempt to perform arithmetic on upvalue 'increment' (a string value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ... nomad/nomad - game/bin/..\gamedata\scripts\xmark.script(42) : func_or_userdata

LUA error: ... nomad/nomad - game/bin/..\gamedata\scripts\xmark.script:42: attempt to perform arithmetic on upvalue 'increment' (a string value)
________________________________________________________________________

What is really weird about this though, once I've had this error generated, I need to fully revert my Mod Organiser 2 instance to a previous version manually. Simply disabling your mod and loading a previous save, or even starting a new game will not fix the issue, immediate CTD on game load.

At first I thought it was a coincidence, but I've replicated it twice now after first fixing the issue with the script error above (from Inarkin's Hitmark) and starting a fresh game. After re-enabling your mod, Anomaly immediately then began generating the same error for another 2 mods that had also been problem free and stable before. All of these mods are stable otherwise, and don't have any conflicts with yours.

Any ideas?

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Atmospherics | ANOMALY - GAMMA - EFP

Hey Hippo, quick question regarding the later versions of this mod and it's compatibility/dependency on Cinematic VFX.

Is VFX 3.7 now a hard requirement specifically? I'm looking to roll it back to 3.5, as the electro anomaly (and to a lesser extent the burners) in the more recent versions of CVFX are a bit of an eyesore, myself and a lot of others prefer the more subtle effects.

Ive tried a few different ways of loading the mods, and just seem to get a missing particle effect crash unless I'm using 3.7, including by adding 3.5 later in the load order to replace only what isn't touched by Atmospherics.

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Dark signal stand alone weapon audio

Hey Shrike, personally I adored your audio packs, they are a VAST improvement over the original JSRS sounds especially, my only issue has been the OGG errors that seem to give micro freezes when they pop up (mainly in the UI and Ambient packs)

I had a look in the packs with SAVandT, and honestly, I get it man. that is a wall to look through. If you can show me how to get started cleaning up the references though I'd be happy to help.

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Anomaly Popup Messages (APM) (UPDATE 2)

Loving the mod, really useful and informative, but is there any way to disable the "Kaching" sound effect every time you gain XP when combined with the skill system?

Or is this added by the skill mod? (I've looked through the scripts in both, but I'm no coder and may be missing something)

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Absolutely fantastic mod, it's bordering on witchcraft what you're achieving with this engine.

I do often have 1 issue I hope you can help me with though, the gloss factor settings.

I've tried out multiple weather mods now, and have a similar issue with all of them, if I turn my flashlight on, the gloss almost completely bleaches grass and trees bright white. It's most noticeable in wet weathers specifically, but nearly all of them recommend using your mod with nearly your default settings or a little less.

I've found the only way to prevent this currently is to nuke the gloss factor settings to be nearly none-existent (0.01 Gloss Factor and 0.001 Min) which makes everything else look worse.

Any help would be greatly appreciated!

Good karma+1 vote
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Atmospherics | ANOMALY - GAMMA - EFP

Looks amazing apart from one thing, as soon as I turn on my flashlight it completely bleaches all trees and grass luminous white. Any idea what is causing this?

Have tested on a completely vanilla install of Anomaly 1.5.1 (with the modified engine upgrades) using both reshade and without, and the only setting I can find that will remotely tone down the effect is if I drop Gloss Factor and Gloss Min to around 0.001 and 0.01 respectively.

Good karma+2 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Dismemberment 0.81 [for 1.5.2]

Getting instant CTD's with this mod upon shooting enemies, following error log:

/////////// Stalker Hit registered: GBO v1.7.0 //////////////////
sim_default_csky_119670 about to be hit by actor in bone 15
NPC visual model: actors\stalker_nebo\stalker_nebo_1_backpack_helm_battle
ammo_12x70_buck shot with wpn_toz34_obrez, Weapon power= 0.5, AP power= 0.03, Hit multiplier= 0.4, Air res= 2.2, Distance= 2.5511946678162 m, Barrel condition: 0.84
Bone hit= bip01_head, Bone damage mult= 4, Bone AP scale= 0.75, Bone hit fraction= 0.5, Bone armor= 0.2
Real AP power= 0.022790717788488, Bone armor after hit= 0.18632556932691, Damages inflicted= 0.0083565963432193, Remaining health= 0.99164340365678
! [SCRIPT ERROR]: ...y-1.5.1.2 - nomad/bin/..\gamedata\scripts\dismemb.script:1507: attempt to call method 'bone_name' (a nil value)

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: ...y-1.5.1.2 - nomad/bin/..\gamedata\scripts\dismemb.script:1507: attempt to call method 'bone_name' (a nil value)

stack trace:

Good karma0 votes
Kommisar_Kyn
Kommisar_Kyn - - 17 comments @ Machine Pistols and Sawed-offs in Sidearm Slot

Is it possible to replace the icons in this pack with some from a different icon pack?

I've tried the simplest and laziest way of simply renaming an Icon DDS file and copying it to your mod's directory, but alas it just shows up blank icons in game. How are the individual icons referenced by the configs? All I see is the below, but I don't understand how it links to the actual images being referenced...

============================================================================
icons_texture = ui\ui_icon_folded_guns
slot = 1
single_handed = 1
inv_grid_height = 1
inv_grid_width = 2
inv_grid_x = 0
inv_grid_y = 0
============================================================================

If anyone can help me with this it would be greatly appreciated, and will happily share the edited DDS icon files afterwards once it's done.

Good karma+1 vote