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SebTheSamMarten
SebTheSamMarten - - 31 comments @ Haruka's Skills + bvcx's Looting Takes Time Patch

Glad to be able to help! bvcx themselves did the script itself, but I did bring the request to them, and they told me to upload it here myself since they didn't care to have a separate file in their own mod's download.

As for the low rating, yeah it's probably because I just used the first thing in my recent photos which is a picture of my OC. Oh well. :P

Good karma+3 votes
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Haruka's Skills + bvcx's Looting Takes Time Patch

Partly yes, partly no? It was an unfinished lineart that I inked and colored with GIMP.
*Edit: Since I've changed the preview since this comment, the image in question is now my PFP, so it's still visible to those curious.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Haruka's Skills + bvcx's Looting Takes Time Patch

Heh, I know. Didn't have the brain power to make anything specific for it sadly (It kinda was made on a spur of the moment) so I just uploaded a picture I had drawn of my OC a few years back.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Lootboxes Diamond Edition V2.2.2 (made for GAMMA)

Not sure if the patch from 6 hours ago would do anything for this, but I got a backpack lootbox that wouldn't open when I lockpicked it. It still consumed lockpicks, gave lockpick experience (Using Skills Expanded 2.1), and caused a really odd interaction with my auto-loot function that stopped it from allowing me to actually use Alt to loot corpses/boxes and Shift stopped moving items. I had to double click everything until I reloaded a save.

Ended up just selling the backpack to a Technician for like 6.5k because I couldn't open it. Don't have any logs or errors to share with you to fix it I'm afraid, though I could potentially try to by debugging one in and trying to open it before I update the mod.

Good karma+2 votes
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Seb's Stuff - UMP357 v1.04

Heh, hey I appreciate the concern. Juan's actually been a good friend during my stay in the GAMMA server, and I know all the drama going down with his guns finding their way here. :c

I can promise, I'm the one who made and uploaded these here. Same name on Discord, and I go by "Seb (I.N.V.E.R.N.O. Master Race) in the GAMMA discord. :D

Good karma+2 votes
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Looting takes time 0.51

The Anomaly Modding Discord itself? Not currently a member but I can look for it to contact you. That, or you can directly message me on Discord if you like. Name's the same on there as it is here. c:

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Looting takes time 0.51

Hey! Out of pure dumb curiosity, would there be a way to add an option that piggybacks on Haruka's Skills system and makes the looting go faster the higher your Scavenging skill is? Not sure if that's something that can be done through your mod itself, or if that's a patch that would have to be made for the Skills mod instead.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ The Collector

I've found that the way the mod handles entire categories vs individual items is a tad backwards. If the category (say, pistols) is an accepted category, everything in that category will ALWAYS be tagged, even if you try to blacklist it. Instead, you need to remove the category from the accepted pool and then instead *whitelist* every gun you DO want to appear in the collection.

A few comments below, I have posted a link to my personal the_collector_settings.ltx which has already done just that for the entirety of the artifacts, melee, pistols, shotguns, snipers, and misc. (attachments), so that I could ensure any broken/missing/quest items are NOT tagged for the collection. Feel free to grab it and edit it to your own whim by removing any of the 'duplicate' guns you would rather not show up in the collection in your game. c:
(It also helps if you edit your Trader/NPC/Stash loadouts to also not include any vanilla/duplicate guns.)

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ The Collector

Okay so after a few days of tinkering with this mod, I have found that adding an entire section and then blacklisting specific items does NOT work. You have to remove the *entire* section from the 'accepted' section at the top, then go to where you whitelist specific items, and add *every individual item* from that section that you want to be marked for collection.

This was not difficult, it was just tedious.

I was still unable to get the game to accept the Anomalous Stash as a proper stash for housing your collection, and have given up on that. However, I have made a pretty tidy list that encapsulates a few mods, as well as manages to exclude *all* quest items (including quest artifacts) even the quest gauss rifle, which the mod attempts to do out of the box but fails to since mentioned above, you can't blacklist an item if its category is already accepted.

I will post a link to a Google Drive download of my the_collector_settings.ltx for anyone who is interested to grab for themselves, and I will happily allow the author to incorporate it into their mod if they so wish! c:
It goes into the mod's folder in MO2 following these steps;
- Install the base mod.
- Right click the mod in MO2.
- Click 'Open in Explorer'
- Navigate to gamedata\config\plugins\the_collector
- Make a backup of the default the_collector_settings.ltx, in case you want to revert the change at any time.
- Paste the_collector_settings.ltx which you downloaded from my Google Drive link.
- Overwrite.

Drive.google.com

The .ltx at this link will continue to be updated by me as I fiddle about with honing off any of the sharp edges that remain (like missing items) as well as if I manage to get the Anomalous Stash to work as an accepted player stash! I have a feeling it might be that the stash itself is located in the same place as the backpacks, while being coded like a static stash? Dunno, we'll see!

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Exoseva CBSE outfits [1.5.2] EN/RU

That's odd because I was not using a looted version of a suit during my testing that had the restriction with sprinting.
Also, I've coupled this mod with another that rebalances the stats a bit, and it includes a version that accounts for wearing a helmet with it, and they tried their best to stay with the same philosophy for stats you have with your main mod here so it's still all done around the idea of wearing a screen helm with the suit.
I did try to get another one that adds a few more suits that are missing from your mod, like Clear Sky for instance, but that one doesn't play well with GAMMA's version of Powered Exos, it seems.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Exoseva CBSE outfits [1.5.2] EN/RU

Ah, okay. With some help from some folks in the GAMMA discord server I figured out a solution.

Firstly, the helmet and backpack was as simple as changing "outfit_restrictions_1" or "outfit_restrictions_2" to "outfit_restrictions_3" in o_exoseva.ltx, and removing the helmet from the parts .ltx files for repairs and disassembly fixed the issue with the recipes.

Secondly, fixing the issue with the lack of sprinting, I just had to change "up_gr_fifthab_exoseva_1" with "up_gr_fifthab_nosorog_1" in o_exoseva.ltx, which replaces the fifth row of upgrades with those from the Nosorog exo, with the 3rd column being the servoboosters upgrade.
Not sure why it was necessary, I did look through the files a bunch and I saw references to 'can_sprint' and one of the upgrades in the second column being sprint-related, but for whatever reason in-game that one was a +12 stamina regen, and not the ability to sprint. Unsure if that's just the mod interacting oddly with GAMMA or if it was intentional.

Regardless, those are the changes one would need to make in order to reach the same solution as myself. Hope this helps! (Maybe can make an official 'GAMMA Patch' using these changes.)

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Exoseva CBSE outfits [1.5.2] EN/RU

Doesn't seem to be an upgrade option to allow sprinting like other exos have.
Is there an easy way to change that? Using GAMMA, which comes with powered exos, and I assumed that included the altered power drain from sprinting and whatnot, but the Exoseva suits don't have the ability to sprint at all. I could just wear a Volat Emerald in a Nosorog for roughly the same resistances with the downside of -1 container slot for said Emerald, but be able to sprint. xP
Fairly certain I installed the proper patches and such, but there is a possibility that I did something in the wrong order, considering I also had to manually change the .ltx files and patches to allow helmets and backpacks to be worn with the Exoseva suits as well (another thing normally available with Nosorog in GAMMA), as well as removing the hemlet from the Exoseva's repair and dismantle tables.

Woulda poked ya about it in the GAMMA discord server but I don't see you there. I could just be missing you, due to a different username. Mine's the same on there.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Duke Nukem: Alien Armageddon

Some more things I think could be interesting additions in future updates are the possibility of weapon skin packs? As in, like, make them look like their 3D versions, N64 versions, maybe even some custom sprite work to make weapons from other Duke games as sprites as well like the Blaster from Duke Nukem: Zero Hour for the pistol, that kind of thing! (Maybe even a whole 3P camera to emulate that game if that's something that would be possible. I know there's a 3P Camera cheat so I dunno how that could be used to help.)
Also maybe the Total Meltdown maps and enemies, since that did have some of its own exclusive stuff as well!

Sorry if all of these ideas are way too much work, or just not capable of being done with the way the mod is handled.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Duke Nukem: Alien Armageddon

I don't have the patience to read through all of the comments, so I'm gonna ask it myself and hope it gets a direct answer!

Any chance for an addition of the 20th Anniversary episode maps, Alien World Tour, to be added to Alien Armageddon? And/or potentially the N64 variations of levels, weapons, etc?

I do know that Bombshell's launcher is based off of the N64 launcher, but I am noting a lack of the grenade launcher! And I think that the version of Red Light District (I seem to remember the N64 version being called 'Gun Crazy' ) that has the Duke Burger built into it gave the level a good bit more personality! I assume as well that the upgrades for the shotgun are simulating the Explosive Shells, though I'm not sure how the AP Rounds upgrade for the pistol would equate to the Dumdum Rounds. Just food for thought!

Now that I think about it, wasn't there a secret teleporter in Hollywood Holocaust near the level exit in the N64 version that took you to a sort of convenience store or some such that isn't in the PC version? It's been a long time since I've played Duke 64, but I remember there were a good number of changes in the maps, the Ripper being turned into dual SMGs, and the Freezethrower becoming the Plasma Cannon.

Oh! One more request, and maybe it's a little silly, but... Maybe make a perk (or make it so Steroids allow it or something) that lets you use Quick Kick at the same time as the equipped Mighty Boot? It's very, very silly, I know... but doing the Cancan on Pig Cops is such a delightfully hilarious bit of nostalgia from classic Duke 3D. :'D

Good karma+2 votes
SebTheSamMarten
SebTheSamMarten - - 31 comments @ No Upgrades Mutual Exclusivity - Engine Patch

Shame this seems to have died completely. I arrived on the scene too late to make use of it. :c

Good karma+2 votes
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Anomaly Lootboxes

*Edit*
Ignore this, it's an issue with GAMMA and has a solution already.

Uh... opened a locked case and just got "Found" from the PDA but... there was nothing in it. Is this an issue with 1.5.2?

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Exoseva CBSE outfits [1.5.2] EN/RU

Any way you could make a compatibility patch for Get All Upgrades?
Moddb.com

*Edit*
Also an option that doesn't screw with trader inventory would be fantastic, for people who play with GAMMA like myself, where guns and armors not being in the trader inventory is a part of the gameplay loop.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Weapon Parts Overhaul for 1.5.1

I make sure to remove previous versions of mods when I update them, and the guns mentioned are ones that I have replaced parts and cleaned to 90-100% and I am not firing them during rain either. Each shot will bring up the 'internal components have received damage' notice regardless of weapons being in better condition than the mod's set condition cutoff for them to even have the chance for it. s:

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ Weapon Parts Overhaul for 1.5.1

Sorry if this has been asked before but, do you know a fix for this issue I've been having?

Whenever I loot a body, skin a mutant, disassemble an item, etc with a weapon drawn, sometimes once it pulls back up it fires as if I was holding down M1. I play on Hard/Survivalist so every shot matters and most weapons I find are poor condition so they jam constantly when I'm TRYING to fire them let alone when they shoot themselves. It is kinda funny how often I hear the Bob Marley clip though.

*Edit; This may be an issue with "Fluid Aim"?

Also, my guns seem to take internal component damage every time I fire, no matter what condition they're in??

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten

In case you are looking for my modpack, I have deleted it due to expanding necessities for changes and permissions. I wrongly assumed that since mods were in packs already, they could be used. (Especially since I did not edit any of them.)

For the time being, it will remain deleted. If you already have it, I hope you enjoy what I was able to manage and make compatible. For the future, I will reach out to many creators and attempt another pack with full rights of usage and possibly even more options of mods.
But for now, I will just keep testing different mixes and themes of mods to get a 'just right' feel. Not that 'just right' isn't anything but objective. :P

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

Google Drive takes a hot minute to upload stuff but I am re-uploading all versions of the pack to remove your included mods, and have edited the description to instead highly recommend them while preserving links to them. Sorry for not reaching out ahead of time. I'll spare you the excuses because honestly they'll just come out as 'I was lazy'.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

Unfortunately it seems trying to integrate Blindside's animations with my pack makes a few guns break. Like the brown pump Remington(?) when you pull it out it just sits like at the very bottom left of the screen and doesn't center when you ADS. If you can find a way to make it work, I'll put it into the pack and credit you for solving the issue. :P

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

If you install it, and then install YAWM (Yet Another Winter Mod), it piggybacks on it for the snow effects and that works. You just need Particles Remade as a base for YAWM to work off of.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

Be sure to link every mod that your pack includes and if it's too big you'll have to upload it to an external site and upload just an image or something to fill the place and put the external link in your description. If any mod author contacts you to remove a mod from your pack, you better do it ASAP. xP

Good karma+2 votes
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

I'm sure. With Faster Tooltips installed my Tooltips open with about half the usual delay. I don't know about Instant in-game because when it didn't work in character generation I swapped it out.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

Ah, hmm, so Instant only works in-game, but Faster works for both? I wonder if they work together... Probably not through since they do the same thing haha. Guess you can use Instant if you prefer. Doesn't offend me. :3

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

I also fully intend to try and get B&S to work with this pack at some point in the future, though that will likely end up being a separate file upload for those who want to play without it. I can't guarantee it will work with the entirety of this pack, though, and personally there are mods in this pack I wouldn't want to get rid of to make B&S work with it, so even once I do upload the B&S compatible version I likely won't use it so I will rely on user input for updates on it.

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

I'm only uploading what I already have, guaranteed working, after having spent a ton of time removing incompatible mods and whatnot. I'll try out updated versions of mods and update my pack as I go. Just had a really long week and got burnt out making sure the base files worked, so I put off trying the updated files until I recovered. Sorry if it's an inconvenience. :c

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

I've tried that one a few times and it never seems to actually work for me, for some reason. I dunno if it's incompatible with any of the mods I have (despite not showing any conflicts in MO2) or if it just doesn't work with 1.5.1 but the Faster Tooltips does work so I just go with that. :P

Good karma+1 vote
SebTheSamMarten
SebTheSamMarten - - 31 comments @ SebTheSamMarten's ModPack

**UPDATE 2**
I want to mention that Anomaly Magazines will not be added to my pack unless it gets a new compatibility patch because when it is with my pack, no matter where I put it in the load order, multiple weapons lose their ability to be reloaded, have no magazines, cannot be ejected, etc.

**UPDATE**
Unfortunately "Mutant Autoaim Edits" seems to be incompatible with either Dynamic Mutants, or SCO3/JSRS, so it will not be included with the updated modpack. However, the other three are all working on load and should be entirely compatible because there are no mod conflicts.

------------------------------------------------------------------

Going to be testing out adding foour more mods to this pack in the near future;
"Anomaly Skyboxes"
"More Drops From Drugs"
"Mutant Autoaim Edits"
"Lifegranter Counter"
-
Will update the file once they are guaranteed working!

Good karma+1 vote