Thanks, I should have looked at that to begin with.
Thanks, I should have looked at that to begin with.
EDIT: Just reread the changelog concerning the playability of fan maps in most of the modes. Gonna move around the custom maps I have around and see if it works from there.
Is the "Custom" gamemode for player-made maps disabled outright this version? I already have a Custom folder with maps in my Maps directory, but it doesn't show up on the game mode selection.
Just noticed, but did you guys also upgrade the FX on the IHMGs? I never saw the subtle tracers being shot from the guns before. Does this apply to the Knightframes and Buzzards as well?
Not just Aks, but also the M16 and AR variants as well.
Has anyone run into this error I've been getting on 1.5.1 with TAZ, TAZ fixes, HD Models 1.1, Apocalyptic BLowout, Faster Respawns, Improved Ranks, Mutant Autoaim Edits, and Tough Important NPCs and Companions? Here the fatal error:
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...op/anomaly\gamedata\scripts\release_npc_inventory.script:96: attempt to call field 'remove_extra_ammo' (a nil value)
! [SCRIPT ERROR]: ...op/anomaly\gamedata\scripts\release_npc_inventory.script:96: attempt to call field 'remove_extra_ammo' (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: ...op/anomaly\gamedata\scripts\release_npc_inventory.script:96: attempt to call field 'remove_extra_ammo' (a nil value)
stack trace:
Sexy firearms and attachments as always. How are things with the mod so far from your POV?
They look awesome, though I am more impartial towards the MP153 for the pump action. Correct me if I'm wrong, a previous version of this mod had the Winchester 1897 in it. If so, have you had the thought of implementing the "trenchgun" version of it? Just asking.
Attenpeter you mad lad, it's bloody amazing. Will we be seeing any other maps that have this visual mind melt in mind?
Change the render settings. DDraw Compact should work.
It worked, thanks. On another note, is it possible to reassign ingame models to to other units? I'm interested in swapping the Amphibious APC's model and the Mutant APC's model together, though I don't have any knowledge on how to do so. All just for personal preference.
Just saw this mod recently and tried it out. The graphics are amazing. The INI files are also easy to go through to customize how I would want the game to go as well, so thank you for that. I do have a problem with trying to get the map editor working from both in the client and from the folder. Same error occurs where Tiberian Sun is not installed correctly, specifically something about the TIBSUN.MIX that I wont let the editor run. Using Windows 10. Other than that, keep up the good work man.
Thanks for getting this mod to work in the current patch. Had so much fun blasting everything with flechettes and dragonsbreath rounds.
If only the ingame models look more like your icons. Pretty good work on your end.
No worries man. Happens to the best of us.
I kid you not I read it as "Hoovercoon" the first time I saw it.
Just tried it out. Getting a fatal error on startup.
Expression :<no expression>
Function :CInifile::Load
File :Xr_ini.cpp
Line :291
Description :fatal error
Arguments :Duplicate section 'delayed_action_fuse' found.
stack trace:
Press OK to abort execution
And one last tidbit. Do you happen to know which file assigns player armor and NPC models. Been trying a hand in changing up what the armor looks like on the player, but to no avail. Them NPC Clear Sky medium suits with backpacks look dope.
Quick question. Since the drop of the new update, does the current iteration of your mod still work? I'm in the process of cleaning out my installed mods since the game crashes on start.
What exactly did you edit in the base.ltx file? I'm running Shotgun Variety, and the only file that this mode would overwrite is the base.ltx file for SV. If there is changes, is it possible to provide a compatibility patch?
Is it possible to make a patched version that is compatible with Vyticoz's Shotgun Variety mod?
Thanks for the fix. Hopefully you can finally sit back and play the game.
There was no default xml, and everything from your mod never overrode anything the first time I installed it. Already tried reinstalling it and starting a new game, still using the default texts. Guess I'm just gonna have to live with it for now.
In due honesty, the mod does not change any files to begin with. Just look up the folders that the mod drop files in and delete the files. Refer to the zip file contents to find the file locations. Also the mod author has stated that mod being "as is" without any compatibility patches built in. There might be some conflicts if you do have others mods that affect weapons, but that is as far as I know.
Sorry to bother again. The ammo's isn't using the text in the mod's st_items_ammo file. Tried moving the xml out of the "eng" folder and back, still didn't change anything. Just an FYI, the modded ammo works as intended.
Is it safe to say that if the game gets another big update that literally makes the current iteration of this mod incompatible, you're not going to update it (game version wise, not content)?
Is it possible to get the HD models back as an optional download?
Drooling at the thought of this being brought over to CoP: Last Day or STALKER: Anomaly, some day.
12 gauge? The size of those barrels on that thing look like it can hold 10 gauge.
Lyot
Alvin joined
I am a 17 year old highschooler who enjoys playing videogames.