cheers
cheers
Does the new radiation treatment work with Arszis Radiation Overhaul?
Moddb.com
Using that instead of GAMMAs so want to check before updating
txs
hmmm ... well Headgear Anims hud icon checks whether a gas mask is worn (or not depending on your FOMOD pref) ... maybe just swap the check to be "gas mask & filter" ... so a gas mask on its own wouldn't show an icon. Not sure how it would treat a filter at 0% condition however
i guess the slavic self flagellation shall continue until a patch appears ;)
pass me the birch branch and the vodka
nice to see a Toxic-Air update ... cheers
any chance of a patch for HeadGear Animations? ie for the hud icon to show filter condition?
quick question ... Headgear Animations had a patch in the FOMOD for the old EFT Modular Helmets ... does that still work with the helmets in this mod?
running "Lower Weapon Sprint Optimised" causes an anim glitch where the gun jumps out of your hand and then catches before lowering ... not game breaking but worth noting
smooth as butter otherwise ;)
2 quick questions
1) is this fine with the GitHub verion of WPO (ie the latest version)
2) same Revised Ammo Maker ... esp per old ammo spawns and the way they get treated in inventory
txs
cool mod ... but all the suits should have gloves IMO ... esp as the starter sweater has them
no dramas mate ... that's just my edit from the combat backpack & ammo pouches ... kudos to those mod authors
add a mags folder to the config folder
...configs/magazines/outfitloadouts
add an LTX called "l_combat_backpack.ltx"
add mags to your backpack models therein ... eg
[equ_military_pack]
mag_limit_small = 3
mag_limit_medium = 3
mag_limit_large = 1
[itm_backpack]
mag_limit_small = 1
mag_limit_medium = 1
mag_limit_large = 0
[equ_small_pack]
mag_limit_small = 2
mag_limit_medium = 2
mag_limit_large = 0
[equ_small_military_pack]
mag_limit_small = 3
mag_limit_medium = 2
mag_limit_large = 0
[equ_tourist_pack]
mag_limit_small = 3
mag_limit_medium = 3
mag_limit_large = 1
[kit_hunt]
mag_limit_small = 2
mag_limit_medium = 2
mag_limit_large = 1
awesome ... no longer need to run loot relays LOL cheers mate
will there be any other models than just the backpack ... had a flash of the suitcase from Pulp Fiction when I first ran this ;)
awesome mod ... cleans up gameplay so much not having to jump into the inventory for everything
cheers mate 10/10
i was wondering that too ... until I realised I need the Ammo Toolkit
reduced anomaly damage, better detector range, artifact bonus buffs?
yeah sign me up ... the zone is supposed to be about anomalies and artifacts (aka space picnic junk ;)
FOMOD would be cool ... choose which outfits to install .
Will have a look at the OGF editor ... but yeah, if you can do a FOMOD for this would be awesome
keen to try this ... but pls post a 1.52 updated version here ... grabbing it from the Anomaly Discord doesn't make sense esp as they need a mobile# verification
txs ... nice work
wish the eco SSPs got this type of treatment ;)
maybe not cash ... but for keeping the mutant population under control you could have an NPC pay you for hides / mutant parts in ammo & equip ... Butcher and the Hunter's Guild would be perfect for this.
you could use the script like Spirit (the food trader) uses in Yantar to trade ammo for vodka.
yeah was guessing you used a screen-displace / refract effect to make it 'windy' ... animating that many objects at every instance would have been a mission
with the v19 update I think I'm up some 15-20fps so must be some pretty efficient code going on
respect mate ;)
hmmmm ... what dark arts are these ... I seem to have gained some fps after optimising my shaders
btw ... the wind effects ... can that algorithm be used to make dynamic skies during emissions?
ahhhh ... crackling campfire, nice bottle of scotch ;) ok ok ... potato juice it is
only immersion break now is the inability to sit down next to the fire
nice new mechanic for anomaly
is there any more classes coming? such as artifact hunter? ;)
handy mod ... thanks ;)
have been running this for a couple days now ... hat's off gents ... super solid work ... level of detail, models, anims
the other devices just got left for dead
what's next? ;) PDA rework?
just started using ColdSystem as my current play-through is with Invervo ... adds some awesome survival to the game for sure ... cheers
are there any updates planned? would be cool to be able to craft things to keep you warmer using artifacts and skins etc
just need to tune my weather settings or find some winter weather mods to complete the chill
awesome work
quick question ... how would I go about patching this to tag some of the stoves etc as camp fire to get the passive heat effect in Cold System?
the Long Dark ... in the Zone ;)
cool
does your weather module have any blizzards per chance?
do the spawns change after the quest completes?
always felt it 'un-immersive' that after clearing a dungeon it was just left idle ...
hope there's an Ecologist filled Brain Scorcher after you clear it out ... can't honestly believe all those scientists in Yantar wouldn't flock inside there once its switched off
this i have to try
cheers mate
ResidentJungle
joined
This member has provided no bio about themself...