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Comment History
Not_Marked
Not_Marked - - 16 comments @ [2.0.2] Body Health System Redux

This HUD for some reason adds a circular gray dot to the right of my screen. I have no idea what it's use is or why it's there. Maybe it's a resolution thing or for a specific piece of gear.

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Sleep Anywhere V1

I understand these are valid criticisms, but the idea is to just have a sleeping bag. No tent. No annoying placements and fadeouts nonstop.
I was tired of not being able to catch rest in areas I otherwise wouldn't be "allowed" to.

The ambushes are just products of circumstance. That's what you get for sleeping right outside the Brain Scorcher.

Good karma+4 votes
Not_Marked
Not_Marked - - 16 comments @ Hungry Hungry Mutants 1.5.1

I took a look at the mod and made the necessary changes.
The download now contains two versions.
If any issues, let me know.
Hopefully, there shouldn't be any.

Good karma+3 votes
Not_Marked
Not_Marked - - 16 comments @ Hungry Hungry Mutants 1.5.1

Yes, sorry about that, I'll update the file as soon as I can with relevant folders.
Thank you for clarifying before hand it's

gamedata/configs/creatures/
A new updated file soon.

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ LivingZone NON STOPE 24/7/365

Do I need to start a new game?
I hope not.

And this works for singleplayer, correct?

Good karma+2 votes
Not_Marked
Not_Marked - - 16 comments @ Merc Relations Fixed

Wild attacking - dogs eating fleshes. ETC
Several times I've noticed that creatures like snorks and cats don't fight.
Or Bloodsuckers leaving everyone but humans alone.

Things like that. Just in general it seems like mutant and monster AI is on neutral terms too much.

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Merc Relations Fixed

Yeah, it brings down the loot table a bit. Dead City was a go to easy area for high end junk to sell, but I've found the experience to be slightly better immersion wise.
Shame I can't figure out how to get wild creatures to hurt each other though. That could definitely use some work...

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Merc Relations Fixed

Within the confines of that simple config file is a chart that looks very similar to the PDA chart, but more text lines and numbers. Easy to change.

The Mercs are already neutral to ecologists. Pretty sure neutral to Military, I'll have to double check. And what do you mean Country Faction?

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Merc Relations Fixed

Technically - ifyathinkaboutit - doing odd jobs like being a body guard, assassinations, and mutant cleaning makes you a Mercenary.
You just don't have a boss.

Good karma+3 votes
Not_Marked
Not_Marked - - 16 comments @ Merc Relations Fixed

Yes, if I understand how the config file works- the player is recognized differently even though he starts off as a loner.
This is set to have Mercenaries neutral to only the player, not the entire loner faction.
This also makes Mercenaries and Bandits hostile to each other.

Good karma+3 votes
Not_Marked
Not_Marked - - 16 comments @ Merc Relations Fixed

Mercenaries do things for money.
Within their reasoning.
For them to be neutral with bandits and outright attack people just walking down the street is counter intuitive to what being a mercenary is about. Who would a mercenary side with more? A loner looking for protection or willing to trade? Or a group of bandits that kill for pocket change and vodka?
But, thank you for immediately attacking my knowledge about the lore and thank you for "feedback".

Good karma+18 votes
Not_Marked
Not_Marked - - 16 comments @ [CoC 1.5] Original Weapon Renewal 3 v1.0

Can anyone explain why this is 1.5 only?
If I just use the textures it should work with 1.4.22 right?

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Artefact Expansion v1.32 [CoC 1.4.22]

**EDIT 2**
In order to prevent the fast travel blocking due to not having an artefact go into gamedata>scripts and REMOVE the entire fast travel file. I figured this out the hard way by trying to mess with the code, only to wing it and see what happens if removed entirely.
Fast travel works differently than other mods and doesn't need a script.

Have fun.

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Maximum Weapon Upgrade v1 [COC 1.4]

I'm getting crashes with this as well, is there just a few values to change in the ini script files?
I can find them and change them instead of struggling with the mod.
Thanks in advance.

Good karma+1 vote
Not_Marked
Not_Marked - - 16 comments @ Artefact Expansion v1.32 [CoC 1.4.22]

I have two major issues with this mod based on two smaller mods it broke.

1)It broke my ability to sell merchants broken guns and gear. This is a very big deal.

2)It broke my already in place fast travel mod.

From my understanding, it's possible to turn off the requirement for fast travel's artefact needs by changing an ini file. ~Please tell me what it is~
I would have to also assume this change can be done in an ini file for the merchants.

Someone, anyone, please respond with help.

**EDIT**
Good News for the Merchant Issue, I figured out how to fix that by myself. Go into gamedata>configs>misc>trade
Open every file with notepad individually and change a value at the top of the file called "buy_item_condition_factor" - the number by default is 0.7 (which means 70% or better). Change that to 0.0 which means he will buy it even at 0% condition. If the file doesn't have that line at the top, don't worry about it, move onto the next file.

Good karma+1 vote