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Comment History
sardoz
sardoz - - 11 comments @ Weapon Damage Adjustment

The ammo_damage.ltx is a simple merge for JSRS and BaS... also the damage and rpm as numbers mod is great to have in and of itself! Will use only those for time being.

Thanks for the mods! And for organizing the folders the way you did. A much needed balance. If you do all those patches you're the best! Tons of ltx's.

Good karma+1 vote
sardoz
sardoz - - 11 comments @ Knife and Pistol in Binoculars slot (Anomaly 1.5.1/1.5.2)

Excellent, no reason a stalker would ever go without a sidearm.

Good karma+1 vote
sardoz
sardoz - - 11 comments @ ascendantcrosshairs (Anomaly 1.5.1)

ahhh thanks so much for a colourblind friendly mod!! exactly what I need

Good karma+3 votes
sardoz
sardoz - - 11 comments @ Eden's Weather Revamp (3.0)

try the messing around with gamma and brightness in the settings menu provided by this mod. Settings > visual > basic > basic light settings. I haven't noticed this either.

Good karma+1 vote
sardoz
sardoz - - 11 comments @ Eden's Weather Revamp (3.0)

Ahahhh OK, tyty! Didn't realise how simple it is to unpack the anomaly db, thanks for the kick to go figure that out!

Spent some time auto-translating old Russian forum posts, I completely misinterpreted wind velocity, it affects rain angle (maybe also multiplies with tree_amplitude_intensity?), not sound.
Makes more sense given the only sound files referenced in w_storm1&2 are thunder sounds from thunderbolt_collections.ltx... ofc no layered, modular wind sounds nor raindrops sounds for rain_density lol, whoops.

It is quite a surprise to see some of the values changed by solarint, I think you're right they must be artifacts, old forgotten visual experiments maybe? I can't find anything in his documentation about it, and don't have old files anymore.

I'm going to try for a while now like you said with all of Michiko's values except thunder stuff, I'm gonna guess dissonance between sounds and visuals will be minimal. Rain looks nice with heavier angle anyway.

Thanks very much for the help! I'd gotten a whole heap wrong.

And Michiko, I'm really enjoying the changes you've made, thanks loads for the great mod!

Good karma+1 vote
sardoz
sardoz - - 11 comments @ Helmet Parts BaS

thanks much, mod works great

Good karma+1 vote
sardoz
sardoz - - 11 comments @ Eden's Weather Revamp (3.0)

Thanks for this, I just opened to compare in n++ and was having trouble figuring out what to merge, you saved me a headache figuring stuff out.

One thing, I think wind velocity and tree_amplitude_intensity (tree sway in wind) should be from SCOP, to visual match the wind sounds.

Edit: also, rain_density values are different in some places, will run with michiko's values for now, if there's any obvious difference between rain and sound then SCOP values may also be needed there.

Good karma+1 vote
sardoz
sardoz - - 11 comments @ Arszi's Thirst Overhaul

Same, client crashes on launch with same log, in v1.5.1

! [SCRIPT ERROR]: ...le/pc/stalker anomaly\gamedata\scripts\txr_thirst.script:111: attempt to index global 'utils' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...le/pc/stalker anomaly\gamedata\scripts\txr_thirst.script:111: attempt to index global 'utils' (a nil value)

Good karma+1 vote
sardoz
sardoz - - 11 comments @ No Stupid Pseudodogs

Thanks for the mod! Those dogs are very annoying vanilla. Small conflict with Soundscape Overhaul, easy to patch, just slightly different sound values:

sound_distant_idle = ambient\soundscape\mutants\wolf\distant_
distant_idle_sound_delay = 50000
distant_idle_sound_range = 50.0

Good karma+3 votes
sardoz
sardoz - - 11 comments @ New Game Loadouts+ by SilkySmooth

thanks for the lovely mod moomintroll

Good karma+2 votes
sardoz
sardoz - - 11 comments @ Mora's AI more covered (1.0) for 1.5.2

I was using this for a while, but I encountered an issue that was causing fatal error crashes on every new game, I don't have the logs anymore, but mod was looking for a file that wasn't in the scripts folder, this part of your xr_conditions.script ::

function down_to_earth_functor(actor,npc,p)
return dxr_achievements.has_achievement("down_to_earth")
end

function heavy_pockets_functor(actor,npc,p)
return dxr_achievements.has_achievement("heavy_pockets")
end

Deleting that code works to stop crashes, so does pulling a dxr_achievements script from another mod, and another file that it uses, dxr_statistics. This issue may have also caused a crash during regular gameplay, but I didn't check logs for that crash.

Just now though I encountered an issue I can't figure out, that I've isolated to this mod. For some reason I can't press F on beds anymore (yes the correct bed with icon on minimap, none work, haven't tried sleeping bag item). Very unfortunately I can't use the mod for now.

Hope you continue to work on this because honestly it's made the game so much more enjoyable for me. Idk how it works, but I get the illusion that they're actually behaving tactically, like when they're in buildings some stay inside firing out of windows, some stay back, some approach, the mid range peeking they do works excellently, then the default ai within 10 m is perfect, and all of a sudden I'm clearing out a building the way works in most other shooters, but with the stalker intensity. Ofc this does need to be used with other ai/npc reworks I use, but this mod in particular is really great.

Good karma+2 votes