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Comment History
Neitronus
Neitronus - - 28 comments @ Craft From Stashes 1.3a

Any chance for GAMMA support? I mean, this mod breaks upgrade recipes due to GAMMA using Streamlined upgrades mod and also it breaks some UI due to absence of artifact melter etc.

At this point I'm thinking that it's easier to integrate your logic into GAMMA and not patch your mod for GAMMA, so it's hard for me on my own tbh.

Good karma0 votes
Neitronus
Neitronus - - 28 comments @ Українізатор Anomaly 1.5.2 (27.04.24)

В аномалию добавили нашивки вагнера?

Good karma+4 votes
Neitronus
Neitronus - - 28 comments @ Українізатор Anomaly 1.5.2 (27.04.24)

Fun fact: As a Russian native I want to play with voice-overs in Ukrainian because it serves aesthetics better. With russian subtitles though. My point being that your point is also supported by other natives and doesn't really rely soley on nationality basis. Too bad there's not much to pick up about Ukr voice localiations. I mean, don't we have mercs speaking eng on every localization already?

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Quick Melee Attack for RC+ Betas

How do I remove it from existing save without CTD on load because game trying to locate animation which is not there anymore?

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Where should I look fot TOZ Bizon for Hip now? Cannot see it at flea market at day, where it used to be.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

Cannot confirm anything above: I'm able to add any mags to any loadout AK included. (Tested on 27.07.21 build just a minute ago.) Sound is pretty distinctive even on 50% master volume etc.

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

IIRC you can do that with MCM.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

Messed up icons for PPSh mags in latest build: 27.07.21.

Item config doesn't need this line.
inv_grid_width = 2

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Weapon Parts Overhaul for 1.5.1

What are the changes in 1.7 version from 17 of July?

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

Backpack stash has the very same behavoiur so it's definitely a miss for me.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

Fastloading mags in stashes doesn't load them but removes the ammo.
Empty mags stays in loadout with tooltip saying that they have 0 bullets, but if you press "unload" on them, you get one bullet unloaded. Also you can reload weapons with such "empty" mags with one "phantom" bullet and shoot once.
Version from 23.07.21.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

My ammo counters in ammo-wheel show me twice the ammo I have for shotguns.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ Weapon Parts Overhaul for 1.5.1

What do you mean? I'm using your mags mod and yet I cannot really unjam the superjam without going into inventory screen and ejecting the mag trough context menu. Should I be able to?

P.S: Anyway, coded myself a little method to take care of that. But now I'm out of free "custom" keybinds, lol. (maybe I'll just move to "double-tap ammo-selector key to unload a mag" at some point) Can share if needed.

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Weapon Parts Overhaul for 1.5.1

Is there any way to add "Unload ammo" key for clearing that advanced jam? Also I was wondering if that would be compatible with mags mods? I mean, every weapon has this method I suppose, mags-related mods just highjack this method to eject mags rather than pure ammo, so really it should be no issue, should it?

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

I can confirm 1st bug. Not sure if it's a bug though: During the reload sequence firstly you get ejected mag which has no place in loadout so it gets removed and then one mag from a loadout gets loaded into gun making free space which will stay free as long as you don't re-equip ejected mag to loadout. Works with starting leather jacket and 4 PM mags in loadout + 1 in the gun itself.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

PM, MP5 for sure, but I'm pretty sure that it's true for every gun in starting loadout for me. Where do I look for this issue? what could possibly modify this part of a game?

P.S. Found the cause. Disregard this as it's from workbench ui script for some reason.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

After recent update no mags are given at the start of a game. Only other mods which have file conflicts is WPO and OPO and this mod has priority over them in Mod Organizer.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

What about OPO? MadMags had some sort of patch for it, not sure why, that's why asking.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ (Archived) Anomaly Magazines Redux

How the ammo wheel is different? I still see the very same ammoboxes in the wheel. Am I supposed to do something apart from moving gamedata folders?

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

What mods are you using? It happens to me every time i try to take "Eliminate Mutants" quest-type from Wolf at Rookie Village. Playing as Loner. Which quest triggers this error for you? I mean quest-type.

Update: Turns out that every quest which is related to smart terrains throws this exception. Tested it on "Liberate Car park from bandits" from Sidorovich at Cordon, "Eliminate mutants" from Wolf at Cordon, and i'm pretty sure that every other quest which somehow involves smart terrains and/or squads will throw the same error. Even though "Fetch" quests do work for me: Tried with "Fetch SPAS-12" from Nimble at Cordon and "Fetch F2000" from random squad leader at Cordon.

Update: Seems like i have found a solution to this. All you need is to paste this file to your gamedata\scripts: Drive.google.com
Or, if you're curious, you can also read about this issue here:
Bitbucket.org
My quests are working fine so far after applying this fix.

Good karma+1 vote
Neitronus
Neitronus - - 28 comments @ Smurth’s Dynamic HUD 1.1 (unofficial) [Not updated]

Well i'll try it rather sooner than later (atleast to get some idea about the direction of balance changes), but i just don't feel like playing with only vanilla weapons right now: gunplay is everything for me.

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Smurth’s Dynamic HUD 1.1 (unofficial) [Not updated]

But they are not, and what players are supposed to do about that? Watch how 2 modding teams/creators cannot arrange simple patches? Stop playing for month or two until those issues are sorted out?

Anyway i found that XML issue, it came from that repo you listed in first comment: Said archive has nessesairy file with 1 extra line which solves the issue. (Which is strange btw, because i thought that files are replaced and not merged with the ones in database, and original file from this mod lacks said line which is required for any R6+ version.) So, atleast i hope that 2-line change made this version applicable for R6. I'll be posting in this thread since someone may come looking for solutions for any further problems.

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Smurth’s Dynamic HUD 1.1 (unofficial) [Not updated]

The point of sticking with R6 is that a lot of mods are not compatible with R7, e.g: Arsenal, STCoP, LTTZ, Warfare (haven't tested last two yet, but no positive reports so far) etc.

Good karma+3 votes
Neitronus
Neitronus - - 28 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is there any DB unpacked for 1.5 R6? And what about patchnotes? I really cannot figure how to fix exceptions which my mods throw at me. (But i do understand that those exceptions are quite trivial and easy to fix since they are config related.)

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ Smurth’s Dynamic HUD 1.1 (unofficial) [Not updated]

Well, since all the nessesairy scripts and configs are in place from 1.4, then a simple activation of old mod-native methods are sufficent to get this recoil mechanics running on R6. (Just switched to old method from wpn_effects and it let me trough.)

However now i have one more error to fix:

[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitScrollView
[error]File : ui\UIXmlInit.cpp
[error]Line : 1155
[error]Description : XML node not found
[error]Argument 0 : companion_wnd
[error]Argument 1 : ui\ui_slot_hud.xml

Any ideas on that? I'm comparing those two configs from 1.4 and 1.5 R7 versions but it would be much easier if you could just point me to related changes you've made.

BTW, it's not that enhanced recoil from R7 version of your mod is incompatible, it's about solid blocker: whenever you apply changes to options screen it casts this method which throws an exeption and crashes, making this mod unusable with R6. But since it relies on relatively small change (named above) i'd like to ask you to include modified file for R6.

Good karma+3 votes
Neitronus
Neitronus - - 28 comments @ Smurth’s Dynamic HUD 1.1 (unofficial) [Not updated]

I know how does it sound but i've tried using it in r6 and i got this strange error:

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...coc beta modded\gamedata\scripts\axr_main_options.script:273: attempt to index global 'dxr_enhanced_recoil' (a nil value)

I looked over said script and i fail to see where it supposed to find said method... What am i missing? I'f i'm not mistaken, this feature is not native, it's from this mod, so i supposed something is wrong with installation?

As far as i can see, previously this function called wpn_effects.activate() and wpn_effects.deactivate() respectively, where from this change came from? I'm asking because i cannot find any classes/functions/scripts with said name, but since noone else is mentioning it then i guess it has something to do with R6->R7 transition? It's just i haven't found any changelogs for this version.

Good karma+2 votes
Neitronus
Neitronus - - 28 comments @ TRX: A-Life Revamp (3.1)

Can i ask, why this mod is not compatible with warfare? And can i ask you to upload the parts of this mod which are compatible? Mostly i'm concerned about randomised mutant spawns, new mutants etc.

Good karma+2 votes