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Comment History  (0 - 30 of 143)
matthewpro2011
matthewpro2011 - - 143 comments @ WW 2 STG 44 AR

could have sworn that JMERC uploaded an stg44 a little while ago.

Good karma+3 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Anomalous Creation Upd.1

Thanks for the update, so far I've actually run into both issues mentioned in the changelog, so I hope that they're fixed (especially since busy hands with a 400 mod modpack is a scary thing for me since I dunno for sure what may cause it even with the Busy Hands watch dog mod)

So far I'm rather enjoying the mod. I think I'll turn things down a bit because even the junk/perk based artifacts still bring in a couple bucks and a bag full of htem can easily get you tens of thousands of roubles (despite my Sell price setting being 0.5x)

Good karma+4 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Hideout Furniture Expansion

I wonder if it'd be possible to make the Alarm clock work as a clock radio since that is what it is.
It'd be nice to have it work as a radio and still tell the time.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ MrB's 10mm Auto Ecosystem [DLTX]

So for some reason this still has issues with WPO - Weapon parts overhaul, as WPO doesnt seem to be able to recognize the 10mm barrels used i this mod as a valid part (and crashes when you try to shoot because it thinks the gun is missing a part)

Simple fix for now is make the guns use 45 ACP pistol or SMG barrels.

For this mod (In MO2 open the mod folder in explorer), navigate to
("10mm Auto Ecosystem)\gamedata\configs\items\settings"
and open "mod_parts_10mm_auto.ltx" in a text editor like NotePad

and replace the these parts...

prt_w_p_barrel_tenshort -> prt_w_p_barrel_3 (the 45ACP Pistol barrel)

prt_w_barrel_tenlong -> prt_w_barrel_11 (the 45ACP SMG barrel)

save and then try loading up your game and field stripping your parts, the guns
should have a barrel now and WPO shouldn't crash your game now.



Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ iTheon's PDA Taskboard

textures just need to be in a file that is a power of 8, so for example, 1024x1024, 1024x512, 4096x2048px for them to work with all DX versions.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ Heckler & Koch G11

Thats just 9x21mm Gyrza which is already in BaS.

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ keep ammo highlighted

NICE!!! THANK YOU!!
I like having two primaries, a pistol and knife as I almost NEVER use binocs.
ALSO funny you set slot 5 to purple/violet as thats what I was goign to try and do when modding your mod but I couldn't get it working lol.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ keep ammo highlighted

For those of us with Pistol-Knife-Binoc that use the Binocular slot as the pistol slot could you make that slot (slot 5) also highlight compatible ammo?

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ Hideout Furniture (HF) v2.2.1

Could we get an option to allow "Unlimited light" where lights dont need batteries or fuel to keep them going.

I'd like to be able to place lights around settled areas like the lab or in bases where stuff is just too dark (mean while outside its bright AF like IRL)

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Re:done Cordon & Meadow OUTDATED VERSION

BTW, When you release the update, make sure you upload it as "Cordon" and not Condor. Not a big issue, I just found it an amusing typo.

Good karma+3 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Fillable Canteens 2.0

Previous versions of Fillable canteens let one use Akvatabs or Purification Tablets to purify dirty or boiled water...

BUT Akvatabs aren't working for me, even if I make my own combination recipe to allow dragging Akvatabs onto dirty_water or boiled_water it won't give me purfied water (flask)

EDIT: My own recipe was fucky, I accidentally put it as like akvatab:dirty_water:flask instead of it = flask.

Still, without my combo recipe, Fillable Canteens wont allow the use of Akvatabs to clean water :|

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

So only MCM, Enhanced Shaders, Beefs NVGs, SSS v18.1 and Atmospherics are installed (in that order) with the settings and order that was laid out in the instructions and my game keeps giving me Shader Compilation errors

I have the EXE's installed from this mod, and I even tried deleting my USER.LTX incase any of my previous settings where interfering.

This is what I get at the end of the log

============================================================

! d:/games/s.t.a.l.k.e.r. - anomaly/bin/..\appdata\shaders_cache\r4\combine_1_nomsaa.ps\2048111100110001000000100000000000013010201000000
! error: common_functions.h(92,2): warning X3206: implicit truncation of vector type
common_functions.h(97,49): warning X3206: implicit truncation of vector type
common_functions.h(129,2): warning X3206: implicit truncation of vector type
hmodel.h(47,14): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(52,17): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(100,9): warning X3206: implicit truncation of vector type
hmodel.h(101,9): warning X3206: implicit truncation of vector type
screenspace_common.h(218,14): warning X3206: 'mul': implicit truncation of vector type
screenspace_common.h(226,3): warning X3206: 'hmodel': implicit truncation of vector type
screenspace_reflections.h(68,10): warning X3206: implicit truncation of vector type
screenspace_reflections.h(145,16): warning X3206: 'mul': implicit truncation of vector type
screenspace_reflections.h(146,20): warning X3206: 'mul': implicit truncation of vector type
screenspace_fog.h(14,24): warning X3206: 'dot': implicit truncation of vector type
screenspace_fog.h(17,8): warning X3206: 'lerp': implicit truncation of vector type
screenspace_fog.h(32,21): warning X3206: 'lerp': implicit truncation of vector type
combine_1.ps(83,21): warning X3206: 'gbuffer_load_data': implicit truncation of vector type [2]
combine_1.ps(91,27): warning X3206: 'Sample': implicit truncation of vector type
combine_1.ps(112,60): warning X3206: 'plight_infinity': implicit truncation of vector type
combine_1.ps(112,58): warning X3206: implicit truncation of vector type
combine_1.ps(112,4): warning X3206: implicit truncation of vector type
combine_1.ps(112,4): error X3017: cannot implicitly convert from 'const float3' to 'float4'

I did everything I was told and **** still crashes.

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ LEWD Howa Type64

FINALLY!
So nice to finally see this uploaded and ready to go! I look forward to playing with this in game :)
Thank you for your hardwork bringing this to life in Game seeing as I've basically never seen it in any other games (probably for various reasons)

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ LEWD Howa Type64

Simple fix is to make sure your texture/icon files have a resolution by powers of 8 like say 512x512, 1024x1024, 4096x4096, etc.
It does make things a little weird since the icons in STALKER use 50x50px squares but Dx8 and Dx9 dont like icon files that are the exact icon size :|

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Type89 [DLTX]

I did do that but not every one can.

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Type89 [DLTX]

Will there be a Mags-Redux patch in the future?

At least the Type 89 uses STANAG Mags which is already in mags redux.

Good karma+3 votes
matthewpro2011
matthewpro2011 - - 143 comments @ [1.5.2] Banjaji's patch - Chernobyl Relay Chat Rebirth and Mags Redux

What has been quite lively for the last couple months.
I've never seen it this busy since I started back in October 2022

Good karma+4 votes
matthewpro2011
matthewpro2011 - - 143 comments @ [1.5.1/1.5.2] Zone Customization Project (AZCP) 1.5e

So I finally found the mod that causes the "pet" psuedodogs not to spawn, such as the one in clear skys base, docs dog, and noahs dog (which if you try talking to him about it he locks up permanently since hte dogs not there)

Good karma+3 votes
matthewpro2011
matthewpro2011 - - 143 comments @ JMerc75

Hey Juan, I got a bunch of your projects, the Baikal revolver, SMLE Mk3 rifle and the Long Colt revolver dont work for me, has animatino issues.
I guess I'm missing animation files.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ Wuut's Anomaly Dynamic Economy

that would be nice if you can get the time and motivation to do it. A dynamic economy where traders have even more limited stock based on RNG and what stalkers trade with them would make things more interesting and challanging.

ALSO while the code still works on 1.5.2 it still has the same issue I posted last year with lag spikes every time theres a cleaning job (and theres many of them).

While it doesnt break the game the microstuttering lag spikes are quite noticable and somewhat annoying and distracting

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ ZLM - ZCP Loot Module revised [4.1]

Dunno whats going on here since I have the latest (as of August 10th, 2023) version of Modified EXE's and thus I shoul dhave DLTX and DXML support

Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: ...nomaly/bin/..\gamedata\scripts\modxml_zml_presets.script:9: attempt to call method 'insertFromXMLFile' (a nil value)

stack trace:

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ MrB's 10mm Auto Ecosystem [DLTX]

Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: ...r. - anomaly/bin/..\gamedata\scripts\arti_jamming.script:154: attempt to compare nil with number

stack trace:

Playing with my own Modpack, using the Aero Survival rifle.
Was spawned in brand new, got a few shots off and than suddenly crashed when I tried to shoot again.

Arti_Jamming.script is a part of ARTI's Anomaly Weapon Parts overhaul/WPO.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ More Food from Denro - FULL REMASTER [DLTX]

So I too am getting this error with this installed

Expression : !NET.empty()
Function : CAI_Stalker::net_Export
File : Ai\Stalker\ai_stalker.cpp
Line : 837
Description : assertion failed

stack trace:

At the moment it happens when I go near the little bandit base in Truck Cemetery.

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ [1.5.2] Artefacts Variationizer 1.5.2 (UPDATE 3)

So with this mod and Perk based Artefacts, does this mod change the perk/junk artefacts in anyway like making them more powerful or more likely to activate, or does this mod just append a rarity to their name being an artefact.

Running around testing things out so far I've only found perk artefacts that are common or uncommon, but I don't see any difference in their quality/abilities.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ Beef's Shader Based NVGs v1.1.1

Nah it works fine, you have to HOLD the night vision button to toggle it, pressing the button just adjusts the brightness

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Skills Expansion 2.1

Would it be possible perhaps flesh out the perk system a little bit so taht there could maybe either be perk leveling (so you can either perhaps put a point into a new perk, or put a point into leveling up a perk you have)

Or perhaps the simplier thing to do would be provide several perks of varying "strength" to progress through.
Example
Rookie Loader : 5% magazine loading boost
Experienced Loader : Loading is now 10% faster
Master Loader : Magazine loading goes 20% faster
Legendary Loader : Loading magazines goes 30% faster.

Of course each "level" would require you to obtain the previous perk first.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ Beef's Shader Based NVGs v1.1.1

reminder to anyone coming by wondering why pressing the Night Vision Key doesnt work?

Try holding the key to toggle Beefs NVG's. I'm pretty sure it says so in the description.

Good karma+2 votes
matthewpro2011
matthewpro2011 - - 143 comments @ Beef's Shader Based NVGs v1.1.1

you have to HOLD the Night vision key to turn them on and off. pressing it once just changes the night v ision brightness.

Good karma+1 vote
matthewpro2011
matthewpro2011 - - 143 comments @ RPG29 Vampire

Hello Alex, I'm contacting you about this mod today to let you know I tweaked the mod to work with DTLX so it can seemlessly intergrate into modpacks.

If you'd like to get the file I made and perhaps update the file here, just get incontact with me through my profile.

I already have the DLTX modified version with Trader and N PC loadout stuff uploaded on mediafire (so i could share the tweaked mod with some friends).

Good karma+4 votes
matthewpro2011
matthewpro2011 - - 143 comments @ JSRS Sound Mod 5.0a Preview for 1.5.2

Yeah I'm having weird sound issues like owencraig08 with weird impact sounds on various weapons, though mostly seems to effect assault rifles.

It just popped up one day just recently and I didn't change anything with my modpack or load order in MO2 so I have no idea how this could have suddenly started happening.

Good karma+2 votes