Different addons that utilize the same files typically do not work. You'd need to keep track of what files are being overwritten when you install the second addon and then compare those files with a txt file comparison tool like the Notepad++ addon.
Different addons that utilize the same files typically do not work. You'd need to keep track of what files are being overwritten when you install the second addon and then compare those files with a txt file comparison tool like the Notepad++ addon.
It's not so simple. The changes are in weapon_ammo.ltx. The reason I say it's not so simple is because this is the only way I found of changing the weapon degradation - by modifying the AMMO's impair function - to what I wanted it to be. I believe it's also possible to change the global impair number to between 0.5 to 2 or something to that extent, but that range was not enough for me, so I had to mess around with every ammo item. Otherwise you'd likely need to dig around in the C++, but that requires recompiling the game and I have no experience compiling this particular game.
So I suspect for you it will be: be content with changing the degradation rate between 0.5 and 2 or whatever the range is, or change every ammo item to what you want, which is more time consuming but you can really tweak it to whatever you want.
It's been a while since I looked at the code and it's possible a change in one of the updates broke something (though I doubt it), but I think the way I set it up is that components can only be repaired if somewhat damaged. The stuff with the highest damage cannot be fixed, so no, you cannot. In other words, you can't make an intact, perfect condition armor piece because you have a box full of tattered shreds of material and you cannot restore a barrel that's been lying on the bottom of the pacific ocean for a couple of decades by running a ramrod through it for thirty seconds. As in real life, old, severely damaged junk is good for little more than being thrown out.
Only thing I can think of is it has to do with save/load feature of the game rounding off condition of the tool. Not really anything that my addon would mess with. This would likely need to be modded at the C++ level.
Does this only happen with this addon? What if you delete the addons folder entirely and load a game with vanilla? Does it still happen?
You're asking how to sharpen a leatherman?
Just extract both addons and see if it asks you to overwrite any files. If it asks you to overwrite, then no, it's not compatible, but depending on the file, it may be an easy fix of merging the two sets of changes.
Gun condition going down very slowly is intended since fouling and wear from firing using modern ammunition is mostly a non-issue in modern times. You can test if it's going down at all by spawning a couple hundred ammo for an assault rifle and firing them full auto. Then check the condition. It should go down.
Probably, but it would likely have to be done per item. Why would canned food be rare nowadays? Poor people in many developed countries are obese and food manufacturers would likely be falling over each other to fill any gaps in supply.
Can you upload your save? Also does it still happen if you delete the addon?
OK it's revised. Apparently only one file was changed - some bad ammos were omitted from 1.5.1.
Revised. Let me know if it crashes.
Haven't tested it with the latest version. I'm waiting for them to release the next beta. In the past there have been no changes in the RCs relating to files that are changed with this addon, so I would say: probably.
Possibly. I think it would require script modifications since right now you have to click on a usable vice to get the parts replacement menu to show up. However, if this is done, it will affect all vice functions, including things like suit component replacement. I think the vice usage requirement is a good abstraction of the fact that many (not all) parts replacement procedures require at least a decent workspace to avoid losing the parts.
You have to go to File Folder Options -> View -> uncheck Hide extensions for known file types. Then you can edit the entire file name (including extension) and rename it to .ltx instead of .txt.
You can always use something like this:
Kdiff3.sourceforge.net
It lets you compare up to three files. You can load up the two files from the two mods you want to merge and for the third you load up the original Anomaly file. Then you merge as needed.
What RC? Can you attach a save at the point of the error?
Also, does the error still occur without the addon?
I compared RC17 to RC18 original unpacked files and while there were some changes, they only affected a few files and not the files that are used by this mod. So if there are bugs, please try to delete my addon folder first and see if it's still there. If it goes away, report it here with details and perhaps a save file.
Yeah, I was going to see if they would keep releasing updates regularly, but if they're going to be stuck on RC18 for a while, I guess I may as well update it for that. Probably be done this week.
RC19 supposed to come out soon. If it does, I'll update against that. If not, I guess I'll do 18 this weekend.
Is it still crashing if you delete the addon?
This was only updated through RC17. Is it crashing without the addon?
I put them both in the main link above. Now there should be two folders for the two versions.
I guess I see it as being totally tattered at that point.
There doesn't seem to be any simple way to change ammo drops based on the type of gun, just the type of ammo. So MP5 or PM, drop would be the same.
The old version is here: Filebin.net
What version? This was made for RC17.
misterkat
joined
This member has provided no bio about themself...