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Comment History  (0 - 30 of 41)
Midaychi
Midaychi - - 41 comments @ Anomaly Custom Modpack

gamedata\configs\localization.ltx is included and overwrites the user's default localization settings.

Good karma+3 votes
Midaychi
Midaychi - - 41 comments @ Bullet Time Enhanced

I know this isn't the intended use for this mod but if you use this mod with debug disabled then the slow time part doesn't work but you still get that little dodge move.

Made me think it'd be neat if you like, could hit a toggle in MCM so being in non-slowed bullet time boosted your walking move speed in exchange for that stamina drain. Sort of like a combat power walk that isn't quite a sprint? Idk.

Is it even possible to temp reduce inertia like that? Sort of like, reflexes or something. Smack it if you're about to round a corner and hear bullet fire so you can nope back.

Good karma+2 votes
Midaychi
Midaychi - - 41 comments @ Bullet Time Enhanced

Does it still require debug mode though?

Good karma+2 votes
Midaychi
Midaychi - - 41 comments @ Kompendium

neat.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Kompendium

I don't understand why people enjoy position and view mod so much it's like the purpose was to make your hands and the view-model as close and big on the camera as possible it's so stupid looking lmao.

This really is sort of the problem with all in one packs with no modularity is that people won't ever agree on stuff. But then making packs modular is also a gigantic pain in the *** so I can feel wanting to make a focused pack.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Kompendium

You can usually right click the mag and add it to your loadout but you can only hold so many mags so it kinda limits you if you want to use two mag using weapons at the same time.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Kompendium

Ye all anomaly mags means is that you have to prepare ahead of time and you can't just dive into situations with a pack full of ammo. Npcs don't have to worry about it though, and it can be a bit tedious, so I can see why people aren't huge fans.

That, and it can be a pita hunting down certain mags for spares and you can't just make them at a workbench or anything. Start with a glock 17 for instance and tell me you find a spare mag somewhere lol.

Discord links and one drive links are all expired though.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Kompendium

It also turns out that JSRS isn't actually file compatible. I was just installing it wrong whoops.

Good karma+2 votes
Midaychi
Midaychi - - 41 comments @ Kompendium

This was before I knew there was a 1.2b update so it's base 1.2, but I got [error]Description : Particle effect or group doesn't exist
[error]Arguments : ghost_particles\weapons\flame_eft_shotgun
on a new game
started as a freedomer and was just fiddling around with equipment and I guess someone popped a shotgun in the reality bubble or something.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Kompendium

Thank you for removing the bandit voice mod, though having your character shout, "AIE!!" every minute or so was amusing.

Edit: Some of the bandit mod sound files seem to be around still lol

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Kompendium

1. The Disguise as any faction was made by funkypunk and they deleted the addon for some reason. They made Bullet time as well

2. Yes

3. that's what I found. There's always a chance I missed something but In winmerge all I ended up doing was copying every conflict/difference over which is essentially the same as overwriting the file.

Edit: Also don't forget to tick the box for delete shader cache in the launcher any time you install or uninstall a mod that edits/adds shaders like beef's nvg.

4. In the stealth mod, delete xr_danger.ltx and xr_combat_ignore.script.
those two are carry-overs from the integrated amnesia mod in it, which is redundant with what comes with this addon pack

Good karma+2 votes
Midaychi
Midaychi - - 41 comments @ Kompendium

I've noticed you have actor_effects.script included but no changes from vanilla? (I was seeing if I could winmerge Beef's nvg and it was just a straight copy job no editing required)

Also Stealth 1.5 can be used with this as long as you delete the amnesia mod parts that come with stealth 1.5 and use this one's instead.

I'm using Generic mod enabler.

Using it, I've found the following list of mods don't seem to have file conflicts with this pack:
VoDis hud,
Warfare Alife Overhaul
More profitable Cooking
He is with me
Grok's Stash overhaul
Grok's reflections and droplets on masks/4k mask textures
European UNISG names
Disguise as any faction
Bullet Time
4k echo and bear detector textures
boxes loot redone
JSRS port 2.6 sound overhaul
and as previously mentioned with some minor edits, stealth 1.5 and beef's shader based NVG

Good karma+2 votes
Midaychi
Midaychi - - 41 comments

I added this to an ongoing save and then went to the garbage, and within a few minutes I was knee deep in a field of fleshes and tushkanos and zombies and fractures and boars and my guns were all out of condition and there were still more swarms coming at me

Good karma+2 votes
Midaychi
Midaychi - - 41 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

If you ever wish to, this mod has some minor file conflicts with artefact renovation, LTTZ DC, and weapon parts overhaul.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ S.T.A.L.K.E.R.: Last Day

lol chimeras and poltergeists and all sorts of mutants spawning inside of zaton Skadovsk if you start there.

This mod is a mess, spawn-wise. More mutants than grass. Call of pokemon.

Good karma+2 votes
Midaychi
Midaychi - - 41 comments @ Jobs guide [Update4.2][1.4.22]

This isn't compatable with a number of addons, including DocX and immersive fast travel and outfit addon and stcop, unless you winmerge the changes from the files first.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Alkiroth's CoM Overhaul

I've been playing with 2.1 for a bit and have noticed that it's really diffcult to find a seva suit. Or any of the exosuits.

I checked the trader files and technically nimble and a few others should ALWAYS have them in stock, but I go there and there's none to be found. Is it possible that you can only have so many items in the trade window?

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Alkiroth's CoM Overhaul

Any chance of an optional expansive economy version? Something where things besides basic equipment and sundries are far more expensive, but artefacts and pristine equipment sell for a reasonable bit more?

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Nimble spawned just fine for me. He likes hanging around the rookie village tending to fires.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Alkiroth's CoM Overhaul

2.1 seems to work so far. It's nice being able to junk stuff to repairmen and carting around LLC are reasonable.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Yeah, after leaving the swamp I've been having a decent amount of mutants. Still not on par with vanilla CoC but I suspect that has something to do with all the warfare going on.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Alright. Maybe not. As soon as I went into Cordon I've only gotten two smart terrains so far and I've already had two pseudodog packs and a flesh invasion.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

After reinstalling from JSGME without desolation mod and setting mutants and stalkers to 1.0. I started as clear sky in the hidden base, on default settings, and took over the entire swamp near personally. Only saw 2 dogs.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Nevermind. Reinstalled using JSGME and left out the desolation mod, and cranked stalker and mutant up to 1.0, and "random starts" seems to work mostly as intended.

Zombified still doesn't seem to do what it's described as doing, tho.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

"Random starts" option starts you at a random location next to a single squad and with no captured territory at all on the map.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I started a new playthrough and tried it again. I found that if I never ordered it anywhere and just let it go out on its own, it'd just chase stuff around the zone for me. Also I was sometimes able to order more than one helicopter before it showed up, and if the helicopter died, I couldn't order a new one until I removed the previous.
Not sure what changed besides that I never ordered it anywhere specific.

Also you seem to be able to order helicopters to points on other maps, causing the helicopter to vanish.

Also there are points where you have a helicopter but it doesn't show up as a pip on the pda. You also can't seem to select it (may be intentional).

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Mutant spawns in 8eea4a67ab99 also seem to be almost non-existent. Besides a few that spawn on world creation, I've only seen stalkers and zombies.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

This happened to me too sorta. I'm using the dynamic factions mod with warfare installed over it, and the stand-in traders are sometimes marked as hostile. They don't have any weapons but sometimes your forces shoot at them (especially helicopters) while they're duck walking around.

I ended up where my faction traders would trade with me when I took over a base, but I'd have to save and load a game first. I however, am marked as enemy to the trader faction (though traders come up as neutral on IFF and they don't attack me, but my squads/helicopters attack them), and I can't get traders of other factions to trade even with save load. Example: My faction is allied with loners with over 2000 positive points, and their traders will talk to me, but the trade button doesn't show up.

Edit: Even when that all doesn't happen, it's really easy to shoot trader faction stand-ins that IFF as enemies and not realize they were part of the trader faction.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I noticed that if you run both options: Zombies act as faction and Zombified mode, the Zombies also only start with one or two areas and the entire zone is almost vacant.

EDIT: actually now that I've messed with it, Zombified mode just clears most nodes and doesn't spawn any zombies to take them over. All the smart terrains are empty of zombies, and the factions just kind of sit there idle without any squads. Running version 8eea4a67ab99 from BitBucket repository.

Good karma+1 vote
Midaychi
Midaychi - - 41 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I tried bringing freedom to the zone but managed to get through Jupiter to Zaton and take it half over..
However, I didn't notice till too late that the amount of objects per save had increased a large amount over my play time.
At that point the number of CID hit around 65535 and crashed.
Now whenever I load the save, the number of objects active starts around 61000 and goes up and then crashes about an hour later of playtime.

I guess that's one way of freeing the zone.

Good karma+1 vote