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Comment History
quambo
quambo - - 30 comments @ Mora's AI more covered (1.0) for 1.5.2

forgot to sign in. from me

Good karma+2 votes
quambo
quambo - - 30 comments @ [1.5.2] Anomaly Modded Exes Engine Mod (LINK IN DESCRIPTION)

Am I doing something wrong DLTXing? I can't get this to work.

mod_npc_loadouts_test.ltx (In gamedata\configs\items\settings\npc_loadouts. And it's the root file.)

![zombied_novice_primary]
wpn_knife2

Those changes work non-DLTX, but not with my DTLX version. But other DTLX addons work.

Good karma+1 vote
quambo
quambo - - 30 comments @ Increased Companion Distance

Hi, I have a question... Do you know of any way to make a creature like a zombie stalker walk closer when attacking? I'm trying to make zombie stalkers not use guns, so I got them to spawn with melee weapons. It works, except they swing their weapons from a long distance, which is fine, but they also stop walking just before they are close enough to hit you, like they are standing there to shoot.

I haven't been successful trying things like adding MinAttackDist,
MaxAttackDist, or as_min_dist in the m_stalker_zombied file. I don't know where the code for minimum distance would be... THANKS

Good karma+1 vote
quambo
quambo - - 30 comments @ Quick melee reworked v1.6a | Anomaly 1.5.1

You can use the old and new quick attack mods together if you rename the old addon's quickdraw.script.

Good karma+1 vote
quambo
quambo - - 30 comments @ Hit Direction Marker from Call of Pripyat

I will post if I find that short redness. I haven't found it yet. Do you know if you are talking about the 'bleeding effect' that has an option in visual->player settings? It gives you red all over the screen.

Good karma+1 vote
quambo
quambo - - 30 comments @ Quick Melee Attack for Anomaly 1.5.1 - OUTDATED

This mod is not obsolete. If you rename the script to quickdraw1.script, you can use it alongside the other Quick Melee addon, so you can have quick knife and weapon bash.

This quick-knife addon also lets you do a fast double stab if you time it right, as well as dual wield melee weapons or just use a knife very fast. It's a major knife gameplay addon.

Good karma+1 vote
quambo
quambo - - 30 comments @ NPC Close Combat Enhanced

Is there a way to reduce the distance an NPC stands when attacking with a gun? For zombie stalkers, I gave them knives and want them to attack me, but they act like they still have guns and stop a few feet away, swinging the knives.

Good karma+2 votes
quambo
quambo - - 30 comments @ S.T.A.L.K.E.R. Anomaly 1.5.1

I could not extract and got write error messages even after re-downloading from the site, but the torrent download fixed it.

Good karma+2 votes
quambo
quambo - - 30 comments @ DLTXify by right click [FOR MODDERS] [TOOL] (UPDATE 1)

I did everything in this comment section. The window still insta-closes after clicking it from the right click menu.

Good karma+1 vote
quambo
quambo - - 30 comments @ More Melee Features

It would be cool if a file could be used to sharpen a shovel. A realism addon called Misterkat's Realism Addon makes files useless for repairing parts, but it would be cool if items like that and duct tape had more practical uses and recipes.

Good karma+1 vote
quambo
quambo - - 30 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

I didn't have to do that.
I'm talking about something like how it is in the Oblivion Lost mod of SoC. That had dynamic anomalies and artifact spawning. You might find a place where they happen to collect because of the area.

A hillside or something that has a large area could have had artifacts spawn on it and roll to a low point, where you could look for artifacts. This addon does give that to some extent, which is really awesome.

Good karma0 votes
quambo
quambo - - 30 comments @ Routes Rework

I want to permanently hide one route. No need for NPC unlocking...

I'll attempt reverse engineering this.

Good karma+1 vote
quambo
quambo - - 30 comments @ Level Transition Travel Simulator

I have an idea for an adjustment, and maybe it's already in, but the path through deserted hospital... It would make some sense to not use the distances from the actual warp points, but pretend the deserted hospital is flipped. It's just a distance from the start point, so it doesn't really matter what direction it is. You could pretend it was taking the shorter routes, and the overall and partial and return trip lengths would add up, but it would be shorter time traveling.

Good karma+1 vote
quambo
quambo - - 30 comments @ Beef's Shader Based NVGs v1.1.1

I was having a similar problem. Mine would make noise but not come on. I had to delete the shader chache like the description says as part of installing.

Good karma+1 vote
quambo
quambo - - 30 comments @ Beef's Shader Based NVGs v1.1.1

Same here

Good karma+1 vote
quambo
quambo - - 30 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

Would it be possible to have artifacts spawn from the minor anomalies, like they did in SoC? I loved playing Oblivion Lost and looking for artifacts where anomalies had been. It gives you a reason to explore maps in places that aren't predetermined locations, but are the low elevation points of areas around where anomalies were where the artifacts can roll to. I wish some mod would bring this back, preferably this one that has so many other cool things.

Good karma0 votes
quambo
quambo - - 30 comments @ Fluid Aim for Anomaly 1.5.1

You are literally Zeus. This is one among many fixes needed to potentially make the game feel good on a controller. The only thing is it wasn't showing up on any search on ModDB because the name doesn't have anything like "hold" "ADS" and it did not come up when I searched "aim". I only found it by searching google.

Good karma+1 vote
quambo
quambo - - 30 comments @ Crate Crafter (for Anomaly 1.5) (21-06-2020)

Hey, if you want something you can use for a barrier, you can spawn some objects from the debug menu that the player can jump over but NPCs cannot. In the object spawner, in Physic (Misc.) Try zat_b57_ph_gas or jup_b209_ph_scanner. To delete them, use the debug delete button.

Good karma+1 vote
quambo
quambo - - 30 comments @ quambo

My avater image is from the band Mortiis

Good karma+1 vote
quambo
quambo - - 30 comments @ Faction Names on New Game screen (Anomaly 1.5.1/1.5.2)

Haha, awesome. That's the purpose of the mod. I'm going to show my brother Anomaly, too.

Thanks!!

Oh, and there are so many other mods that improve QoL, companions, and everything, but one other interesting one that pertains to new games and factions is the Crossing The Border addon. Moddb.com I think that pairs well with this one. It gives you some more role-playing to do with factions.

Good karma+2 votes
quambo
quambo - - 30 comments @ Better Player Character (opt reactivate crosshair)

It happened to me, and I just used the other Dynamic Crosshair addon.

Good karma+1 vote
quambo
quambo - - 30 comments @ Headlamp and Handheld torch 50m

For flashlight angle, it's the spot_angle value in the file for this addon, night_light.ltx.

To unpack that "Modern Headlamp" addon, if you rename the file to 1.db0 and put it in the "db" folder next to the converter.exe and convert_unpack.bat file, double clicking those in some order should get you the file.

It shows that the file modified is the same one as your mod. It's the spot_angle value. The addon changed it from 60 to 90. It had a different color profile, too (and 50m distance).

Good karma+1 vote
quambo
quambo - - 30 comments @ Stealth 2.31

hi, see my comment

Good karma+1 vote
quambo
quambo - - 30 comments @ Stealth 2.31

Okay, I got mine working, unlike the previous poster Comend who deleted the stealth_nvg\nvg_dot folder, I deleted the stealth_nvg script in the scripts folder.

Is this the same effect as disabling night vision goggles?

Alternatively, I read about a similar error in another addon being fixed by going into the script and pointing to a different particle that it can find. That might allow night vision goggles to still work for people who have this error, but I don't know the names of any to try.

Good karma+1 vote
quambo
quambo - - 30 comments @ Stealth 2.31

I'm also getting a crash at the end of loading, with

Fatal Error

Expression : SG
Function : CRender::model_CreateParticles
File : r4.cpp
Line : 683
Description : Particle effect or group doesn't exist
Arguments : stealth_nvg\nvg_dot
stack trace :

(every time, with no other addons. Still getting it if I disable nvg in the menu)

Good karma+1 vote
quambo
quambo - - 30 comments @ Stealth amazing (Junk-for reference)

You can use the vanilla file in the download, and then change the transparency_threshold value to 0.75 in both the [stalker_vision_free] and [stalker_vision_danger] sections.

Good karma+3 votes
quambo
quambo - - 30 comments @ Stealth amazing (Junk-for reference)

Hey, thank you for your interest. I am probably not going to add it here at the current time, but you can do what you would like or post your file in the comments. I assume if you just added the values and it works for you, you haven't made any mistakes.

Good karma+2 votes
quambo
quambo - - 30 comments @ Stealth amazing (Junk-for reference)

This is not compatible with that addon. Both use different values in the m_stalker file. This one is more of a basic tweak of the formula values and only deals with stalker reaction time and seeing through bushes. The other aims to do more things.

Good karma+2 votes
quambo
quambo - - 30 comments @ 2 times reduction in time factor [3.0]

3 questions: Does it slow battery drain?

Will it lead to lower populations by halving the spawn rate while creatures are still killed at the same rate by A-life (and player)?

Can you please clear up if it actually requires new game, and what would happen if it's used without new game (In case someone tries it and it seems okay but they are missing something)?

THANKS

Good karma+1 vote
quambo
quambo - - 30 comments @ S.T.A.L.K.E.R. Anomaly 1.5.0 Hotfix 8

Hi, I thought this might be the place to post this, since the notes mention basic light settings.

The 'contrast' setting, for me, changes color saturation rather than contrast. I tested it with DX9, 10, and 11.

As a side note (just a tip for others) I was looking at contrast because everything had way too much glare, but changing it to DX9 fixed this.

Good karma+1 vote