Hey, first of all make sure you use old version of the game, for which this was made.
I didn't use any mod managers or anything, it's literally just a folder that you drop on your gamedata folder.
Hey, first of all make sure you use old version of the game, for which this was made.
I didn't use any mod managers or anything, it's literally just a folder that you drop on your gamedata folder.
omg it's 5.56 SCAR-L in image, liturally unplayable
What's with the "hate", lot's of people share things they made for their own taste. Don't like it - pass on it. Some will enjoy.
Preview is 5th stage of grief, I'm inspired
I think I know what you mean, It's default iron sight zoom.
However, this does not touch that. It's all the same as unmodded Anomaly.
(THIS ADDON TECHNICALLY IS OUTDATED, IT'S FOR VERSION AS IN DESCRIPTION(1.5.0 update4 hotfix8). I HAVE NO IDEA HOW THIS INTERACTS WITH 1.5.1 VERSION OR NEWER)
Note, this overwrites weapon configs, so any edits or other mods must be merged. Edits here are for weapons that accept ACOG scope, and by extension weapons that use those weapons as a "base", tough none specific comes to mind.
They all have
"scope_zoom_factor = 63.3"
and that is overwritten by any scope that chances zoom - like ACOG:
"scope_zoom_factor = 18"
I might have missed something tough, and I run all kinds of edits, so something could have leaked in here. Which weapon with which scope specifically has this behavior?
are you using this or you changed your own configs? It that hud_fov problem?
Note that this is for "1.5.0 update4 hotfix8" and default weapons, so if you use other weapon mods or game versions - no idea how this interacts
Prieview pics are the best for addons on moddb
Sorry for late response,
go into your mk14 ltx file, find:
[wpn_mk14_acog]:wpn_mk14
scope_status = 1
scope_texture = wpn_crosshair_acog
Section you posted controls weapon without any mounts on, you need to edit parts that comes after "scoped" weapon, example :
-----------------------------
[wpn_mk14_ac10632]:wpn_mk14
*zoom values and stuff here for AC x2 scope*
-----------------------------
[wpn_mk14_acog]:wpn_mk14
*zoom values and stuff here for ACOG*
-----------------------------
[wpn_mk14_c-more]:wpn_mk14
*zoom values and stuff here ...*
-----------------------------
[wpn_mk14_eot]:wpn_mk14
*zoom values and stuff here*
This is because system actually creates a "new" weapon when you mount a scope, which overwrites [mk14] default stats with whatever comes after [mk14_acog], if there are somethings changed.
What's the chance to spawn a cat?
We can assume that there is no choke or bore sized choke because we can shoot slugs out of them.
Imo would be great to increase overall accuracy of shotguns and increase spread with k_disp on buck. So slugs are still snipy at some 200m, but not with buckshot. But that's up to each person because x-ray units in game hardly resemble meters, at least that what it seems to me.
Happens on older save with lots of items in stashes and in traders. On new game or lighter save it's all right.
I load into game, few seconds and it crashes right as the load spike starts.
Havnt got any far in other saves yet, cant replicate reliably. No big deal to remove your script whenever i want to continue that save, and other saves run good so far.
My fix was simply removing this addon :(
Getting crash
FATAL ERROR
[error]Expression : !tpExistedEntity
[error]Function : xrServer::Process_spawn
[error]File : xrServer_process_spawn.cpp
[error]Line : 59
[error]Description : assertion failed
related or something else?
edit:
Yup, after removing scripts all good, no crash
idk what do you mean, but PSO are 2D in base game and ACOG are 3D. And, for me at least, it vibrates a bit, reticle is not that great and anything I'd call "long range" is out of the question. You can see difference in screenshots.
This addon only changes those scopes to use texture overlay(same as PSO, all the snipers, PU, etc etc.) instead of actual ingame weapon model(3D). All the zoom values are as in base game.
it's preference i guess.
While I appreciate 3D scopes, I personally can't snipe anything with ACOGs while PSO feels all right.
This is so great, makes the Zone feel even more alive.
Qustion, does mutant hides and all those carbon plates etc count as artefacts too and trigger restock?
could be some other mod interfering, this will not be compatible with any mod that overwrites any of weapon configs.
There is no wpn_l85a, there is wpn_l85, wpn_l85a2 etc.
instead of overwriting wtih this try just editing your .ltx with
scope_status = 1 (0 for 3d scope)
scope_texture = wpn_crosshair_l85
Yeah, it uses unused textures from database, if you replace them with hi res it will all work.
That's why there are multiple addons rebalancing this I guess.
I quite like the kW and muAdren stat display, my gripe was weight and every playtrough I ended up with a bunch of Camelbacks or whatever they are called. Artefacts were just a thing to sell, sometimes I even didn't pick them up.
Hey,
I added some stats so I can touch anomaly once and survive. You are not supposed to do squats inside burner.
I made this thing for myself, just shared because maybe someone out there will enjoy it and adjust it to fit their game if necessary. Since I uploaded it I havnt had time to play and fine-tune it.
As much as I'd like to snoop and understand whole structure of how it works - I simply dont have time.
About why stats are displayed like they are in some 2000% and 500kW stuff? Wrong address buddy, I have no idea.
Here is a hint that will get you what you want:
- Want to change those +5uAdren and +230m or whatever? Find out how it works and make it happen.
- Want to make artefacts stronger or weaker? Just go in gamedata folder and do it.
Not sure about other addons,
Attachments mostly don't give some random +kg and - rads. Changed kevlar to not give impact resistance, becasue kevlar is soft, instead steel plates give impact resistance.
General idea here is to create variations - you can build average bonuses with no dowsides or you can stack something specific with heavier downsides.
Everyone is looking for arefacts --- why are they so useless? Not anymore.
Also main point was to reduce weight, light artefacts <0.5kg, heavy ones 0.7-0.9, with container its <2kg for sure.
Gotta test it more, not sure what kind of setting I had.
I basically put on one of those scientific suits with most psy resist, put on 5 arties, smoke some weed and spawned a bunch of different controllers, every one of them oneshotted me. When I set my test artefact to some 9500% psy resist I spawned 30 controllers and could just chill.
Going to test and make it so - if you spend time and get 5 top artifacts of a kind you can almost ignore that type of damage, but sacrifice something else.
Hard to find that spot where you still have to use meds for rads/bleed/health, maybe take care of one of these with artefacts, but use sometihing else more.
P.S
These freaky muties in stalker are only thing in games that make my skin crawl sometimes
Thing is that even if you stack 5 with highest of those resistances and use the best max upgraded scientific suit - controller will oneshot you, so will chem and burn anomalies. I think it was never intended to be able to step into anomaly, it is just a resistance for "residual" damage inside anomaly, something like that.
Will see, if I get some moments, gona try to boost these too.
Nice bork-bork in a pic, is he yours?
You have older(?) version of Base.ltx file
I guess re-download file or go in base.ltx and remove that grenade launchers section because it is in different file now.
For now - unlikely. Never played 1.5. Was thinking to put together weapon damage, human and mutant hitbox tweaks(like cats taking 30 rnds to kill nonsense). Somehow solve problem when everything dies fast you start to accumulate thousands of spare ammo, and that removes "stalker-y" atmosphere. Also upgrades "break" weapons and make them too op, as I simply never upgrade weapons in game. Maybe allow only upgrades that make weapon comfortable(handling), wight, attachments. But I don't know when I will have time, if ever.
smarch
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