This member has provided no bio about themself...

Comment History  (0 - 30 of 51)
Shovelled
Shovelled - - 51 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

10/10, DoctorX would be proud :')

Good karma+2 votes
Shovelled
Shovelled - - 51 comments @ DoctorX01

Thank you, wish you well.

Good karma+10 votes
Shovelled
Shovelled - - 51 comments @ Adjustable scope view v1.8

Is it possible to zoom out (further from the sight) more than vanilla fov with this mod?

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

Hey thanks for providing the combined .exes

I will try it!

- Works perfectly, full compatibility with the mods listed (FDDA, ARX, Shader Scopes), no new game needed.

Will provide more feedback on the anomalies once I play more in my current loner artifact hunter run.

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Persistent Weather

Same, works sometimes for me seems random

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Blindside's Weapon Reanimation and Rebalance - "Loner"

Great mod thanks! I'm here to report 2 glitches:

AK-74 (any variant): has a weird twist of the hand when aiming down sights (iron sights or KOBRA) and firing with grenade launcher attached.

"AK-74N (custom)" variant: only when KOBRA sight is attached, it has the magazine off-set a little bit outside of the model.

Aks-74N both variants: PSO sight seems to have something wrong, it looks much bigger in screen than others aks. And when aiming down sights it displays the wrong sprite, this conflicts with the 2D shader based scopes addon (this conflicts only in these models)

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Quiet Rats

I believe this also applies to suit 'health' (durability). Every suit has the same base durability, but the immunities to each type of damage makes the difference between one and another.

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Autumn Retexture

404 but thanks

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Tweakium Economy/Repair Tweaks V6

Hi Faeren, I've been looking for a 'split' script like yours for ammo stacks, I like the idea of using it as currency.

While you move the ui button to the inventory, do you think it's possible to apply the same behaviour to NPCs inventory? Splitting stacks of ammo belonging to NPC through Trade ui, so you can trade for some rounds instead of the whole stack.

And please release this as an Optional!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Quiet Rats

Thanks!

I suspected something when I noticed those extra zeroes in the immunities board. Since rats have such low health, I didn't imagine normal values would give them a chance anyway. But with those values they cook instantly when entering a burner field.

To 'bunch up' is an appealing way to say they slightly clip to eachother :P
The desired effect was to have more rats being able to bite your laces at the same time while getting rid of the space between them (bunch of rats).

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dhatri's "No more tame hamsters"

What is a 'changelog'? :P

I'm too lazy aswell, so I just compare files with diffchecker to read changes. And my first approach was the same, I threw your values of m_tushkano to rats but didn't succed. Behaviour stood the same, 1 out of 4 times (more or less) they would just come and 'sniff' my boots.

I didn't wanna mess with morale values neither, since I saw there are several values that affect it and I don't wanna screw it.

But since rats only add to the enviroment I doubt I'll keep going about it, I just 'fixed' it by lowering the mass so they don't push you to a whirlind when they come sniff. Life is good in the zone.

Thanks for your reply! and your last thought makes sense!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dhatri's NPC Rebalance

I always imagined AI conifg would be a nightmare, specially because of the testing part.. I haven't even opened the m_stalker.ltx file!

So I'm glad there is people willing to do it haha, so far I'm more than satisfied with your file. Thanks!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dhatri's NPC Rebalance

Thanks for your time, I'm having a good experience so far but haven't played that much to provide valid feedback for such complex behaviours.

My experience in AI modding is non-existant, however reading the milestones you want to achieve I recall the behaviour of the Complete (SHoC) mod AI being exactly what you are after. This is from the mod's summary:

·Early detection - Removed the ability for NPC's to notice you at unrealistically large distances.
·Stealth - Knife and other critical sounds such as falling dead bodies, grass, and footsteps have been properly commented to reduce their sound radius, making the gameplay much more realistic.
·Death panic - Reduced the sound distance of death cries (in the original game it caused the entire camp to alert once one member was hit, as it was set to be heard at a great distance).

Strangely, they do behave like the summary says in this case :P
In my opinion, the AI from that mod was the best I've experienced so far. My point is that you might be able to get some ideas from that code, even if it's from Shadow of Chernobyl.

Unfortunately I don't have those files on this PC, but mod is available here at Moddb.com

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dhatri's "No more tame hamsters"

I'm trying this file and it's working as intended. A pack of 5 or more raided the car park at Cordon, they all surrounded and attacked a bandit at the same time, cornering and succesfully killing him rather quick. Thanks for sharing your file!

On a different subject, I've seen the same behaviour on rats (nothing to do with your file ofc), they stand next to me on idle without attacking. It doesn't always occurs and I'm not sure what causes it, I have not been able to recreate this behaviour when desired, it just 'happends'. In your case, have you been able to pinpoint the string that corrected this behaviour in Tushkanos? Was it the DynamicObjectsCount?

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ N0ps' Deaf Stalkers Fix

So much good info in this comment section, thank you both for your time making awesome addons!

Good karma+2 votes
Shovelled
Shovelled - - 51 comments @ Dead Air: Rerum english machine translation

Thanks for your suggestion, I'll leave Rerum for my 2nd playthrough.

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ The Hand/Arms Project

Hey Ichicrow, nice work. I happend to stumble upon your mod on a comment when scavenging addons for DA. Have you tought about releasing it as a separate addon for it? That way more people would see it.

Thank you!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dead Air Solo Self Found 1.0.4 (2019.05.11)

My respects. There are many addons aimed to lower the difficulty of the mod, we need more addons like this one!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dead Air Magazines 1.1.7.3 [EN/RU]

Nice work wuut, I noticed a small thing.

At the Important information/known issues section reads:
"Magazines can only be found on guns atm, there is no trader/loot table integration, yet."

And at the 1.1.7.1 changelog you add:
"added optional file for Sidorovich who sells all the magazines now."

Yesterday I came to check the mod and I didn't took it into consideration because of the first line. It made me think that it was not fully implemented yet. I came to check it again today because I really want this feature, then I found the second line. Might be a good idea to update the first line with the Sido part.

I'm gonna give it a go now! Thanks!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Dead Air: Rerum english machine translation

Thank you! Much appreciated.

I just started Dead Air, would you recommend Rerum for a first playthrough?

Good karma+2 votes
Shovelled
Shovelled - - 51 comments @ Vanilla OST by MoozE and Omelchuk

I'm glad to share it but please, I did absolutely nothing. I should thank you for your work on NPC rebalance!

Enjoy!

Good karma+2 votes
Shovelled
Shovelled - - 51 comments @ Original SoC Menu Theme By Mooze

Afaik the music used in CoC is the OST from SoC, CS and CoP. Made by MoozE and Omelchuk.

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Original SoC Menu Theme By Mooze

It should be compatible with any version!

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ SWAT 4: Graphical Enrichment Mod

Nice job with some of the guns, but overall this mods takes away that creepy feeling this game has. The humidity stains and dark corners are replaced with clean unpolluted high resolution textures.

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Oblivion Imperial Guard Voice Mod V1.2

You should have paid the fine stalker!

Good karma+7 votes
Shovelled
Shovelled - - 51 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I googled it, found it is the most common error in this mod.

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Life of Boris Time to Load Death Sound

I'll give you a 9 because it lacks more mayonnaise

Good karma+5 votes
Shovelled
Shovelled - - 51 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

I got a constant error of "Not enough IDs" after an epic battle of huge magnitude (more than 50 mutants spawned in between two factions), decided to post it because I've never read that error before... maybe too many objects spawned?? Because my FPS dropped to 10 for a moment

FATAL ERROR

[error]Expression : m_available_count
[error]Function : CID_Generator<unsigned int,unsigned char,unsigned short,unsigned char,unsigned short,0,65534,256,65535,0>::tfGetID
[error]File : e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\id_generator.h
[error]Line : 92
[error]Description : Not enough IDs

stack trace:

0023:005637E1 xrCore.dll, xrDebug::fail()
0023:05267C54 xrGame.dll, CDialogHolder::IgnorePause()
0023:0527A20C xrGame.dll, CDialogHolder::IgnorePause()
0023:005674BB xrCore.dll, CInifile::r_section()
0023:7120DE29 MSVCR120.dll, type_info::operator==()
0023:04C7C2EE luabind.beta7-devel.rc4.dll, luabind::detail::implicit_cast()
0023:04C7C2EE luabind.beta7-devel.rc4.dll, luabind::detail::implicit_cast()

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ Merge addon v1.0 [ CoC v1.5r4 ]

This is the most common crash in any stalker, not only CoC.

This happens because the .exe is x86, making it obsolete with todays RAM ammounts. So if you start adding mods, specially the heavy ones like HD textures or A-life simulator, you are going to eventually exceed the x86 RAM limit, and CTD because it run "Out of memory"

It doesn't matter how much RAM you have in reserve, it is the x86 architechture limit. This is very sad because I haven't found any real solution, but i came up with 2 options.

One as you did, lower your settings, but you can also try to implement "-noprefetch" parameter in the command line options for your shortcut to Stalker-CoC.exe (it maybe stutter some times and loading takes longer), it should look like this:

"D:\xxx\S.T.A.L.K.E.R. - Call of Chernobyl\Stalker-CoC.exe" -noprefetch

Good karma+1 vote
Shovelled
Shovelled - - 51 comments @ DoctorX Dynamic Anomalies 2.1 [CoC 1.5 / 1.4.22]

Newo_oweN said:

"For the record, the current version SEEMS stable in 1.5 but it may also be related to a number of random crashes I have experienced. Time and experimentation will tell."

Good karma+2 votes