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renard162
renard162 - - 57 comments @ livvan

Hello Livvan, I loved your psy stress mod and in last 2 days I revised the mod hunting bugs, refactoring, implementing new features and optimizing the code (I don't have a powerful PC, then I need to make a deep revision in all addon's scripts before use and I have done this in your addon) to use in my personal addon pack.

To help you, I posted the scripts in paste bin if you want to use this:

arszi_psy.script - Pastebin.com
stress_mcm.script - Pastebin.com

Optional, in case you want to implement the musical instruments to heal psy health (but can cause conflict with addons that uses this script too, by default, this feature still commented in arszi_psy.script and the script below is not necessary)

itms_manager.script - Pastebin.com

I tested the addon in Anomaly 1.5.1, and I don't know if it's compatible with 1.5.2, but I think it's compatible because I don't change the logic or the calls of your script.

The changelog is in script comments section.

Good karma+4 votes
renard162
renard162 - - 57 comments @ Psy stress v0.0.5b, v0.8.3 and v1.00.01

Helly stalker!

I found a crash to desktop problem here. When you are attacked by a controller, in line 282 from arzi_psy.script, the power variable is not defined, resulting in a crash to desktop.

total_damage = math.min(math.max(total_damage, 0), power)

Here I fixed this issue changing this line to

total_damage = math.min(math.max(total_damage, 0), s_hit.power)

Good karma+3 votes
renard162
renard162 - - 57 comments @ Exo backpack 1.0

Hey stalker, incredible idea!

I got your addon, loved the base and I have some points:

1 - The script exo_backpack_equip_override.script is related with item section "exobackpack" that doesn't exist, i.e. this script is only occupying space without doing nothing!

2 - You can put the parameter "kind = i_attach" in "exobackpack_exo_outfit" to exobackpack to be included in attachment debug menu.

3 - I think you mounted the script exo_backpack_servo_sounds.script to not conflict with Exo Servo Sounds, but you can include a more complete script for people that don't want to use that addon too and include outfit check besides backpack check, including all exo to sound output.

4 - Ok, I understand your point using the trader injection script, but use DLTX to include items to trader list is not a better solution today ? Few mods still using trader injection script after increased popularity of DLTX.

P.S.: I have an modified version of exo_backpack_servo_sounds.script thats include all sounds to all exos and included some improvements based in Exo Servo Sounds here, if you want to include this script (as optional, maybe) it's here: Pastebin.com

Good karma+2 votes
renard162
renard162 - - 57 comments @ [Anomaly 1.5.1] Intimidate Enemies Into Surrendering [MCM] (v1 0)

Hello stalker!

Congratulations, this is a really great mod!

I found a bug into your mod (a crash to desktop) but I already fixed it in my game:

In line 581 or 583 (I don't remember, I'm sorry) if you rapidly press the action button, eventually the game tries to concatenate a nil value to the string, causing a CTD.

To solve this bug, I changed these lines from:

if surrendered then
sound_object("characters_voice\\human\\".. surrender_voice_lines[comm][math.random(1,#surrender_voice_lines[comm])]):play_no_feedback(npc, sound_object.s3d, 0, npc:position(), 1, 1)
else
sound_object("characters_voice\\human\\".. refusal_voice_lines[comm][math.random(1,#surrender_voice_lines[comm])]):play_no_feedback(npc, sound_object.s3d, 0, npc:position(), 1, 1)
end

to:

if surrendered then
local surrender_sound = surrender_voice_lines[comm][math.random(1,#surrender_voice_lines[comm])]
if not surrender_sound then return nil end
sound_object("characters_voice\\human\\".. surrender_sound):play_no_feedback(npc, sound_object.s3d, 0, npc:position(), 1, 1)
else
local refusal_sound = refusal_voice_lines[comm][math.random(1,#surrender_voice_lines[comm])]
if not refusal_sound then return nil end
sound_object("characters_voice\\human\\".. refusal_sound):play_no_feedback(npc, sound_object.s3d, 0, npc:position(), 1, 1)
end

This way, I'll check the variable value before concatenate it, preventing the bug.

Edit: I'm sorry, I tried to put the code here but the comment section do not help me out. I put the fix that I made in pastebin: Pastebin.com

Good karma+4 votes
renard162
renard162 - - 57 comments @ Arszi's Mutant Bleeding 2.0.1 for Anomaly 1.5.1

In file "arszi_mutant_bleeding.script" inside scripts folder, just replace the lines 142 to 145 from this:

local weapon = level.object_by_id(weapon_id)
local weapon_section = weapon:section()
local ammo_type_number = weapon:get_ammo_type()
trace_this("Weapon: "..weapon_section)

to this:

local weapon = level.object_by_id(weapon_id)
if (not weapon) then return nil end
local weapon_section = weapon:section()
if (not weapon_section) then return nil end
local ammo_type_number = weapon:get_ammo_type()
if (not ammo_type_number) then return nil end
trace_this("Weapon: "..weapon_section)

and the bug will be done.

Good karma+5 votes
renard162
renard162 - - 57 comments @ Suppressor Hotkey 1.01 [1.5]

In the line 48 of this script, just change:

weapon:weapon_addon_detach(info.section)

to

weapon:weapon_addon_detach(info.section, true)

and this addon will work fine on Anomaly.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul v1.19.2 [CoC 1.4.22]

Hey stalker, sorry for my late, I'm stuck into a teleportation anomaly field!

Unfortunately, the DRX questlines is incompatible with this modpack, DRX questlines will change the xr_conditions.script which will crash the game.

DRX Dynamic faction relations will work fine, with the only "loss" the gradual color change in PDA relation tab.

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Reinforced Cordon v1.1

Both lines are correct. The initial issue is the logic of an experienced stalker with a poor weapon, but the extra firepower is a point too.

How a stalker with Hip's background do not use a weapon capable of fight medium armored enemies ? That's make no sense.

In the end of the day, it's a more Hip firepower increase than a rookie village increase. And, if player remove Hip from rookie village, in fact the village defense are reduced but, it's occur more belatedly, and it's give time to increase village population, what compensate the NPCs removal.

Good karma+2 votes
renard162
renard162 - - 57 comments @ [1.5.1] Reinforced Cordon v1.1

Great idea!

Initially I gave the AKS-74UNB to Hip because AKS-74 is one of the simplest AK in the game and this version is highly customized (with useless customization to NPCs, then, in Hip's hands, these weapons is basically an AKS-74U with extended magazine) and it's sold by Nimble, a known stalker smuggler.

But you have a very good point, she is apparently had more relations with Freedom and, in this situation, make's sense to give to her a NATO weapon.

I don't think a MP5 is a good idea because, in rookie village there are few characters with sufficient firepower to fight class III armors (medium armor), for this reason I gave her an assault rifle and not an SMG. In this case I think to give her a M4A1, maintaining the capacity to fight class III body armors but with more Freedom oriented equipment.

What did you think ?

Good karma+2 votes
renard162
renard162 - - 57 comments @ [1.5.1] Reinforced Cordon v1.1

Not necessarily more weapons, but more specialized equipment.

Good karma+3 votes
renard162
renard162 - - 57 comments @ [1.5.1] Display quick access belt v1.1

I never used MCM before, but I'll try.

Good karma+2 votes
renard162
renard162 - - 57 comments @ [1.5.1] Reinforced Cordon v1.1

If Hip died after the installation of this add-on, then warfare mode is enabled, or you become her enemy, shooting a loner in her line of sight or becoming a loner's enemy.

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Reinforced Cordon v1.1

The point is not the firepower, but the equipment. "Special characters uses special weapons" that's what I think!

If a special character still using the most common gear in the zone, what's the point of this person? What is its history? An experienced character usually adapt not only his strategy, but their tools too!

Good karma+5 votes
renard162
renard162 - - 57 comments @ [1.5.1] Balanced automatic target acquisition v1.2

Ok, I understand your frustration with AI, but this add-on does nothing with AI. It's just an option for people that are in the middle of "complete disable auto target acquisition" and "original stalker automatic target acquisition".

If you want to re-enable the original's stalker auto target, there are one mod totally compatible with Anomaly without BaS that just do that: Automatic Optical Target Acquisition ( Moddb.com )

BaS don't need any mod because this upgrade already works like original stalker version.

But remember, few weapons have this upgrade in their tree. In Vanilla Anomaly, only Lynx has this upgrade (not even binoculars have it) and in BaS, if I remember (I don't have it installed here), just Lynx and Gauss Rifle have this upgrade in their tree.

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Restricted fast travel

Unfortunately, is not possible to do what you want without great changes in game script and binary. The save command in console is used by game script to save in all forms, including pressing "esc" and using the save menu!

The best that you can do is unbind the console key and play without access to the console!

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Balanced automatic target acquisition v1.2

I think it's overpowered. Know where your enemy are complete bypass any camouflage element.

And it's not my opinion alone, the original anomaly not even has this upgrade enabled (you can do the upgrade, but it's does nothing) and many other moders complete remove this feature.

I think it's overpower as originaly implemented and simply nerfed rather than the complete removal.

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Balanced automatic target acquisition v1.2

I never used DLTX before. I'm new moding Anomaly.

I'll get dltx and see what I can do!

Thanks

Good karma+3 votes
renard162
renard162 - - 57 comments @ [1.5.1] Balanced automatic target acquisition v1.2

Add-ons that changes the file weapon_scopes.ltx will conflict.

Another user asked about BaS, I'll verify if there a conflict and include a BaS version if thre any conflict with.

Edit: Now this add-on is compatible with BaS.

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Restricted fast travel

Let me see if I understood your problem. You play with Campfire save and Timed Save, what means you can only save in campfire and with minimum time period between saves.

But eventually you save the game with console command and doing this the save timer reset, forcing you to wait the full time to save again.

That's the problem ?

Good karma+1 vote
renard162
renard162 - - 57 comments @ [1.5.1] Restricted fast travel

The problem is not reaching the location. In fact, there no waypoint TO underground areas. The problem here is the teleport FROM underground to external areas.

An exploit example is, in vanilla, you can disable brain scorcher and simply use fast travel to get out lab without fighting any monolith. Just use the 6 minutes limit to get all objectives.

This addon doesn't remove any "major functionality" from vanilla fast travel, just adds an option (default blocking, but can be changed during gameplay in fast travel options menu) to prevent the player to use fast travel when he's inside X-8, X-16, X-18, X-19, Jupiter Underground, Sarcophagus, Monolith control center, Monolith war lab and Agropron underground.

Good karma+3 votes
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

Just execute the script RESTORE_32_BIT. It will remove the graphic improvement and will restore the 32-bit engine.

Your video driver probably is not compatible with 64-bit game engine (that uses many nvidia and ATI driver resources).

If your PC have less than 8Gb of RAM, add the parameter -noprefetch in game shortcut. It will prevent many game crashes in 32-bit engine.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

Like I said, unfortunately I don't know Russian language. Google translate is not an option, it just make a very poor translation and will degrade the mod quality.

Again, if someone, fluent in Russian, want to help me to translate the game to Russian, I'll be very happy to include this person in mod contributors and include the translation in pack.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

Unfortunately I don't know Russian then I don't translated to this language.

If I find someone interested in help me to translate the mod to other languages, I'll be very happy to add this feature to this mod.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

If you are using more than 2 shots to kill a dog, you are missing his head. Mutants are relatively tanky if you don't use the right strategy to kill him.

With hollow point pistol ammo, even 9x19 or 9x18 you can take down a dog with only 1 shot.

Each mutant have one specific strategy to hunt.

Boars, Fleshs and Dogs/Pseudogs: Take distance and lure the pack as they form an line with you (use energy drinks to maintain your stamina if necessary) align the mutant with you, aim for the head and you will take down dogs with 2 9x18 or 9x19 FMJ (the weakest ammo in the game). Psudogs will be take down with 3 shots this way. Fleshs will need 2 shots and boars around 4 shots. (Again, with the weakest ammo in the game).

If you are using buckshot shotguns, you don't need to align the mutant with you to do that. The buck effect will cover this even if you shot diagonally with the mutant.

Other mutants need other strategies to be killed. All mutants will be killed with no more than 4 shots of right weapon (don't try to kill a bloodsucker with 2 9x18 FMJ shots, higher tier mutants will need stronger weapons to be killed easily) if you are using the correct strategy.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

Then I have success in my objective.

My objective in this mod is increase the game difficulty in combat, give to factions unique characteristics, give to player many choices for strategies but never give up the feeling of vanilla stalker.

No excessive items like misery or anomaly (batteries, artifact containers, lighters, dozen of useless or confusing ammunitions, etc); No surprises with dynamical faction relations (where a safe area can become hostile by nothing, just because RNG god want it); Etc...

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

The mechanic quests permit you to upgrade your equipments and is one of the most rewarding quest to get friendly with a faction.

Make these quests drastically reduces both repair and upgrade cost, increasing your money income.

For this reason that tools are too expensive, but you can get some in secret stashes if you're lucky.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

The great problem here is the scripts. CoC uses a different engine with many different functions.

If you port the gamedata/configs/weapons and gamedata/configs/misc, the items and weapons from CoC Zone Overhaul will probably be ported but you'll need to check file by file if the syntax is correct, particularly analyzing the crash logs in appdata folder.

But this process will port only items and weapons and will be a very long work.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul Repack [CoC 1.4.22]

Thanks for the report!

Unfortunately it's a known engine bug, particularly 1.4.22 (I don't know if this bug persists in 1.5) and I can't solve that. If a weapon is loaded with 2 ammo simultaneously and you save, the game can save only the ammo in active weapon mode. It's an intermittent bug.

I.e.: If you save the game with full loaded gun and grenade launcher with "gun mode" active, you can lose the grenade. If you save with grenade launcher active, you can lose the ammo in magazine.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul v1.19.2 [CoC 1.4.22]

Thanks for the advise. I not included this addon on pack because it's conflict with Warfare addon, and some people use warfare with Zone Overhaul, but I included your suggestion in compatible addons.

Good karma+1 vote
renard162
renard162 - - 57 comments @ CoC Zone Overhaul v1.19.2 [CoC 1.4.22]

Great idea. I can try it. More quests without removing original quests is always welcome! I'll have some work to do because Lost to The zone is an archived addon and the development is discontinued. But I'll try to incorporate LttZ.

Good karma+2 votes