This member has provided no bio about themself...

Comment History  (0 - 30 of 75)
Silberfuchs86
Silberfuchs86 - - 75 comments @ Inventory Highlighting Mods Lag Fix (1.5.1 & 1.5.2)

Works for me. Usually FPS when I open my main stash in bar: 10

FPS with this mod: 54

Maximum FPS I have due to my machine and settings: 60

So it's a big win!

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

I am already using the non PBR version because the PBR Version caused problems (and I honestly still have no clue what PBR is or does. Can you eat it?), and I don't even find a pbr_settings.h file in the main folder. (I still have the old PBR version folder and there I do have that file).

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Blood Pools (With Trails And Steps) (UPDATE 1)

Okay this mod seems to work with 1.5.1 overall, but the blood pools keep rotating back and forth real fast, unless you push the body away like half a meter. Then they stop moving. Everything else works.

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Is this the right place to discuss these glossy bushes I encountered while having rain in Red Forest?

Imgur.com

You see that shimmering bar which goes across the bush almost horizontally? Is this connected to your vegetation rework? If not, if this is a Vanilla problem, can you get rid of it?

And while we already are at that topic: while I love how everything looks wet during rain, on long range regular ground (grass, dirt etc.) being a huge, glossy surface somehow looks wrong:

Imgur.com

Is there a way for you to limit the distance on which the sky gets reflected by the ground? Like, let all dirt, grass, sand etc. materials only reflect up to a certain distance or something like that. Would that look more natural?

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Thank you this fixed it. I was already using the binaries but I forgot to update them when I updated your mod.

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

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: ...anomaly/anomaly game\gamedata\shaders\r3\details_blend.s:10: attempt to call method 'dx10cullmode' (a nil value)

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Sum of its parts

Just posting here because it bothers me every time I check the addon list here on MODDB and I see this mod:

It's "The sum of its parts", not "The sum of it's parts". "It's" is a short form of "it is", which doesn't make sense here. You want the "its" which is the possessive pronoun of everything which is not male or female (his, hers, its).

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Psy Stress v1.06.03 for 1.5.1/1.5.2

Holy **** do you have a rough ETA for that?

Good karma+2 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ New Visuals & Faces for NPCs

I see, thanks for the info!

So then the merging begins!

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ New Visuals & Faces for NPCs

I have conflicts with Storylines and Lost to the Zone - will this affect the quests?

Good karma+2 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ Pretty Pistols Pack

Thanks, that was the answer I was looking for.

Now I am a bit confused because I might have switched up weapons, although I don't know another gun with "45" in my head, but I was thinking of the FNX-45:

Moddb.com

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Pretty Pistols Pack

I am not sure you understand me.

Currently I have in my MO2:
Pretty Pistols Pack
Pretty Pistols Pack - Blinside + EFT
Pretty Pistols Pack - Patch Mags Redux
...

Because I use Blindside's, EFT, Mags Redux, etc.

Now your patch notes say

"UPDATE 7 HOTFIX 1, Date 22-11-2022
- Updated "EFT Reposition Patch" to affect the new 1911s. Thanks to "BasedProton" for the contribution.
- Some further minor fixes and changes to the specular map of the M45. Most significant would be on the Magazine."

I use a different mod for the M45 already which I let overwrite PPP, so that one doesn't bother me.

But that hotfix for the EFT Reposition patch lets me ask myself if I should only extract and replace the patch folder, or every single folder of your mod now.

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Pretty Pistols Pack

So for this newest update, if we use MO2 with separate entries for the patches, is it enough to just replace the EFT patch?

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Well, in total I have a pretty long list of mods which overwrite TO and TO OV, including Dante's Need More Artifacts (I added this one yesterday though), Exoseva, THAP Rework and Powered Exos.

At which file(s) am I looking in particular to identify the issue?

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Sprint Stumble (UPDATE 2.1)

Would there be a way to factor in movement maybe?

For example you have two values, your average height difference of the last 1-2 seconds, and your average turn angle within the last 1-2 seconds.

So if you run up or down slopes, jump from rocks etc. the Z-coordinate (?) of your character changes quite substantially, so maybe there could be a (capped!) factor for rapid and large changes which increases fall chance.

Same with turning. If you turn a lot while sprinting, your character orientation changes, and if the average becomes a bit high your chance to stumble does so, too. I mean it's obvious that you are more likely to fall if you run a slalom and shift your center of mass constantly, than when running in a straight line.

Good karma+2 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Like this:
-BaS
- TO
- TO (Outfit Version)
- TO OV - BaS Patch
- TO OV - BaS Patch - Buy damaged Stuff

Edit: there is stuff between the second and third TO entry, I followed the EFT reposition instruction, but it is only replaced gun models and stuff, it doesn't even seem to be conflicting with the TO files.

Edit2: Oh wait. Artefact Renovation wins conflicts with TO. It does have a TO patch, but god knows how old that one is. Might this be the issue?

Edit 3: deactivated Artefact Renovation. It's not the issue, still no new suits.

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

Wait a second I have the outfit version installed but I can't find those special suits from the screenshots in my spawn menu, what gives?

Edit: There is a conflict with Exoseva, it seems to overwrite the trade_presets.ltx, is that the problem?

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Global Texture Rework [BETA]

I noticed shiny heaps of earth in X-16 and also in the house on Darkscape, turned out there is a file called grnd_dirt_dust_0.thm in textures/grnd, you need to remove it to get rid of the shining.

Good karma+4 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

This is more a general question: when you whip out an update, and that update reworks a certain part of your Addon like in this case Weapon DoF, do I need to update all parts of your mod because they might be referring to some new/deleted files in others parts of your mod, or am I perfectly safe to just update that one part and leave the others as is?

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Interactive PDA 1.64

I mentioned the other addons more as some kind of inspiration than to actually link it. The only exception being the skill system, but in the end all you have to do is to maybe set a fixed breaching/buff timer, but add a 1.0 modifier to it. So if someone feels motivated they can add a skill which affects this modifier. You only lay the groundwork with that variable.

How cheaty something feels depends on how you balance it. If you see enemy squads for like only a minute on the PDA it doesn't give you too much of a "wallhack". And if you make the money hack COST money and have a chance to fail, it turns into a gamble. Stuff like that. In any case, it was just meant as inspiration for you, it's in no way a call to action or proper request. Just something for you to keep in the back of the head and maybe it might lead you to an idea for another feature you like. :)

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Interactive PDA 1.64

This is probably too much, but what about adding "hacking" to the PDA?

There are three mods which could be related to this, in terms of what is technically possible:

Moddb.com

Moddb.com

and

Moddb.com

The first because it also offers an option to track specific stalkers, the second because you get access to certain factions being displayed on your PDA, and the third simply because a hacking skill could be introduced.

Now what could your addon contain?

Hack particular Stalkers which are nearby:
- get their position marked
- get info about their plan (you probably need to write a few lines of dialogue for each "task" an NPC might want to pursue, e.g. "We are moving to [spot] now" or "Guarding [place] really is boring" or whatever)
- steal some money
- send fake help/bait signal (has like a 75% chance that the NPC moves to your spot)

Hack the network of a certain faction:
- get that faction squads marked on your PDA
- get info about the plans of their squads
- send fake signals to lure them to some place
- send fake emission warning and let them all hide in cover (lol)

In order to balance things I would make it so that hacks need a certain time to go through (you need to crack the firewall, etc.) and that would simply be a timer which runs down until the hack is finished. After that you either get the benefit immediately (target gets lured, money transferred) or you get a temporary "buff" (PDA positions, etc.). Once the buff runs out you have been kicked out by the safety measures, either the firewall has detected your breech, the faction's hackers kicked you out of their network, etc., and you could make it that the hacking skill reduces the time it needs for a breach and increases the time for buffs.

That's it, pretty much. I am sure there are many more things you could think of in terms of hacking, but those are the ones I have thought of.

Good karma+3 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ Dialog Dynamic UI (UPDATE 3)

You have MCM options to disable the zoom.

Good karma+2 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ "Cinematic VFX" Particle Effects Addon (3.7)

I too wanted to ask if there is a way to pick between different versions of particle effects.

For example I like most of the new stuff, but I would like the old moving electra back (that little moving ball of light is just puny), the old effect for the Generators globes and the old Pulse effect would be nice.

Good karma+2 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ 75 round drum magazine for ARMR Mags redux

Yes, indeed you did. Thank you very much!

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ 75 round drum magazine for ARMR Mags redux

Adding the mod to my game (preexisting save, using BaS and Mags Redux) leads to the following crash:

Time continual is:118029
Spawned item [mag_akm_7.62x39_drum] (28977) inside invetory

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\wpn\mags\mag_75_762x39.ogf'.

stack trace:

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ [Anomaly 1.5.1] Track Stalkers Using Their Names [MCM] (v1.2)

Okay it is getting weird. I will give you a step by step guide what happened:

- I play with 1.0
- I download 1.1, I see a lot of changes, I am not sure if I like them. So I go into my "Track Stalkers" directory in MO2, rename gamedata to gamedataOLD, and unpack the 1.1 gamedata
- I start the game, and because I read in your description that I have to make changes before I load my save I check MCM. I decide I am fine with when I unlock the feature, because I am already above the rank. However I want the messages to last 20 seconds, so I change that.
- I load my save, I get the PDA messages for unlocking, I quicksave, get jumped by a Lurker, quick load, crash
- I rename "gamedata" to "gamedataNEW" and "gamedataOLD" to "gamedata" (= I roll back) and load the last save before I updated the mod. Everything works fine.
- I report the bug and get your reply
- I again switch out the gamedata folders (new one is active again). I start the game, I check the MCM options for what I typed, it says "false". Okay... I delete the word, type 20, line turns orange, I save.
- I load the last save I have (I progressed a bit since, so it's not the same save file). I get the messages again. I save. I load. I crash.
- I start the game again, check MCM, it says "false" again. I type in 20, I save, I load the quicksave - it works!
- I enter main menu again, go into MCM, I click on the Track Stalker tab - I crash!

MCM init
* Register UI: UIMCM
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] .../stalker anomaly/anomaly game\gamedata\scripts\_g.script:786: attempt to compare string with number
! [SCRIPT ERROR]: .../stalker anomaly/anomaly game\gamedata\scripts\_g.script:786: attempt to compare string with number

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: .../stalker anomaly/anomaly game\gamedata\scripts\_g.script:786: attempt to compare string with number

stack trace:

Something seems to keep overwriting the value with something invalid. I don't know if it's the anonymous messages or every time I quicksave or whatever, but something messes with the value it appears. And I have no clue what that second crash was.

Just tested after typing the above:
- I start the game up, I can enter MCM menu again, value again says "false".
- I change the value to something different: 19
- I load, it works!
- I go into MCM again, the moment I click on the Track Stalkers tab I crash.

Edit: mod has no conflicts.

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ [Anomaly 1.5.1] Track Stalkers Using Their Names [MCM] (v1.2)

I crashed to desktop upon quickloading:

! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...omaly/anomaly game\gamedata\scripts\stalkersearch.script:67: attempt to perform arithmetic on a string value
! [SCRIPT ERROR]: ...omaly/anomaly game\gamedata\scripts\stalkersearch.script:67: attempt to perform arithmetic on a string 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: ...omaly/anomaly game\gamedata\scripts\stalkersearch.script:67: attempt to perform arithmetic on a string value

stack trace:

Edit:

I have virtually no experience with any kind of coding, but checking Stalkersearch.script in line 67 I see it's about the message decay. I did increase the display time to 20, so it fits with my regular message display times. Maybe this helps.

Good karma+1 vote
Silberfuchs86
Silberfuchs86 - - 75 comments @ Yantar Sewer System Entrance

Wouldn't that be something the hideout mod could easily accomplish?

Good karma0 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ HUD Ubisoft Friendly

I love the limp **** icon! 11/10!

Good karma+28 votes
Silberfuchs86
Silberfuchs86 - - 75 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Fresh reinstall didn't help, so here goes my modlist. I make custom names and don't use the default folders the gamedata folder comes in, so it may look a bit unusual, but that way I try to keep some order. For example all my mods for a particular gun are called "Replaced XXX", even though it's not the original name.

Comments can't stomach my mod list, so here is a link:

Pastebin.com

Edit: if it doesn't show a conflict in MO2, meaning there might be a hidden one, can it have to do with the modified exes? I am using the version with all engine mods.

Good karma+1 vote