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Comment History
snaekkysnaek
snaekkysnaek - - 16 comments @ Warfare ALife Overhaul 1.4.2

Ok this seemingly didn't have anything to do with quicksaving... there's just a squad of Renegades who are hostile to me that I lose rep for firing back at. Is this some kind of civil war thing?

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Warfare ALife Overhaul 1.4.2

Quicksaving in the Cordon causes Renegade allies to be hostile to me? They are shooting at me + I lose reputation when I kill them. My reputation is neutral to begin with so I don't think that this has anything to do with my current rep. I also haven't accidentally shot any squads or anything. They were completely pacifist until I reloaded my quicksave in the cordon. As soon as I loaded the game, combat music plays and doesn't stop ever.

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Warfare ALife Overhaul 1.4.2

You can check both to play Story mode along with Faction War.

Otherwise, turn off Zone Story and you will just play Faction War. It's up to you.

Good karma+3 votes
snaekkysnaek
snaekkysnaek - - 16 comments @ RC18+ - AmmoCheck 2.3

I love this mod, but the only issue is that you can't tell what fire mode your weapon is on :(

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Warfare ALife Overhaul 1.4.2

I was just trying to be funny, but my previous comments seemed a bit rude, so I've decided to just delete them and start over again. I'll just restate what I said with less profanity.

1.) I really like the mod, and it's nice to see that it's still updated, unlike illinaru's mod. I just wish that there was a version of this mod that balanced the novice, advanced, and veteran squads to be similar in power across factions. For a more balanced "All-out War" experience. Obviously some factions have an advantage just in the gear that they spawn with when you're doing random spawns.

2.) Why are Renegades so absolutely boned at game start? You're barely one hour into Warfare mode and you've already got a size 6 invasion on the Destroyed Church. Not only that, but even if you survive through the onslaught, you're rewarded with another invasion. And Clear Sky has exosuits for some reason? Despite the fact that they have maybe like two more resources than Renegades do in the swamp?

This wouldn't be such a big deal if Clear Sky lost squads from conducting these assaults, but they don't seem to lose them from these assaults. I checked my PDA before an assault with 10 men in it, and after I beat that assault, Clear Sky still had 10 squads..

I wouldn't be complaining about this if there was some mechanic for the player to launch assaults on other bases with squads conjured from thin air, so that they can take territory without sustaining any losses, but there is no ability for the player to do that, as far as I can see.

I don't understand if this is because Renegades respawn half as fast as the other factions (because they only get random patrol respawns). Or if Clear Sky is just balanced to massacre Renegades so that you can play Clear Sky in Story + Warfare mode without having any difficulties taking their territory.

It's just confusing to me. As this a learn to play issue?

Good karma+2 votes
snaekkysnaek
snaekkysnaek - - 16 comments @ illinaru Warfare Balance 1.5.1

Actually, I take that back. The only time I don't CTD is when I spawn in the Great Swamp as Renegades. So turning off random spawn made it work for me, even with FOW. Very odd.

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ illinaru Warfare Balance 1.5.1

Actually it seems that turning on fog of war is the source of the crashing? Odd.

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ illinaru Warfare Balance 1.5.1

Same as the gentleman above for me. I get a CTD whenever I use the illinaru preset, but random spawns works perfectly fine when I'm not using the illinaru preset but instead just the default ones...

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Anomaly Magazines for 1.5.1

Getting crashes when mousing over a CZ magazine for some reason. Here's the crash log:

on_item_focus
WeaponGetMagData: (mag_wpn_cz75_9x19_fmj) ID: 5805
WeaponGetMagData: (N:no_mag:0:)
corrupted_weapon: mag_wpn_cz75_9x19_fmj
D1
D2
UpdateMagazineUI:isMagazine
ValidateMag
ValidateMag old data: N:no_mag:0: -
WeaponGetMagData: (mag_wpn_cz75_9x19_fmj) ID: 5805
WeaponGetMagData: (N:no_mag:0:)
WeaponGetMagData: (mag_wpn_cz75_9x19_fmj) ID: 5805
WeaponGetMagData: (N:no_mag:0:)
D3
WeaponGetMagData: (mag_wpn_cz75_9x19_fmj) ID: 5805
WeaponGetMagData: (N:no_mag:0:)
! [SCRIPT ERROR]: c:/games/anomaly 1.5.1\gamedata\scripts\wuut_mags.script:970: attempt to compare number with nil

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: c:/games/anomaly 1.5.1\gamedata\scripts\wuut_mags.script:970: attempt to compare number with nil

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Boomsticks and Sharpsticks

Somehow between the 1.5.0 version and this one, the HUD FOV option got bugged. In normal gameplay, you can use this option to see more of the playermodel arms.

It used to work with this mod too, but now it doesn't. It's a shame because otherwise I'd be downloading this mod again for 1.5.1. but the default viewmodels are way too claustrophobic for me.

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Ammo Check - Anomaly Magazines Plugin

Here's the pastebin that I promised:

NOTE: This only removes the ammo counter from the HUD. I have absolutely no idea how to fix the ammo check script. Think of this as a realism bandaid to hold in your blood until the mod author bails us out.

Instructions:

1.) Go to the folder where you've downloaded STALKER Anomaly.
2.) Follow this path: \(YOUR ANOMALY FOLDER)\gamedata\configs\ui
3.) Search for the "maingame_16.xml" file. Copy it and paste it into a backup folder, so you can disable it if need be.
4.) Go back to the original file. Open it in your text editor program of choice. Go to Pastebin.com and copy all of the text.
5.) Delete all the text in the original file and paste the new text into it.

and there you go! Now you don't have to look at the round indicator any more.

Good karma+3 votes
snaekkysnaek
snaekkysnaek - - 16 comments @ Ammo Check - Anomaly Magazines Plugin

I went into the logs after pressing the ammo check button and this was the error that came up:

! [SCRIPT ERROR]: c:/games/anomaly 1.5.1\gamedata\scripts\ammo_check.script:83: attempt to call global 'SetHudMsg_2' (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: c:/games/anomaly 1.5.1\gamedata\scripts\ammo_check.script:83: attempt to call global 'SetHudMsg_2' (a nil value)

Good karma+2 votes
snaekkysnaek
snaekkysnaek - - 16 comments @ Ammo Check - Anomaly Magazines Plugin

The new game version added a few lines of code to maingame_16.xml and that's what's causing the crash when loading in. However, after adding those lines of code and attempting to press the ammo check button, the game crashed again. So sadly somehow the script got broken by the new update.

I used Notepad++ to compare versions and I made a version cf the mod that's compatible with 1.5.1. However, due to my lack of knowledge of scripting I wasn't able to figure out what was causing issues with the mod author's script. Maybe the names of some variables were changed?

EDIT: I take back what I said about "just adding a few lines of code", the xml file says: "Indicators and boosters elements are controlled by actor_status.script now. Engine version is diabled (y values have negative numbers to throw the element outside of view"

Anyways, I'll upload a pastebin of the modified file in a few minutes after seeing if there's any way I can troubleshoot the script.

Good karma+4 votes
snaekkysnaek
snaekkysnaek - - 16 comments @ Ammo Check - Anomaly Magazines Plugin

Sadly not compatible with version 1.5.1. Be warned!

Good karma+2 votes
snaekkysnaek
snaekkysnaek - - 16 comments @ Less animations

Thank you. The animation for disassembling weapons and ammunition was cute at first but when you're trying to grind out parts and ammo parts it becomes a real drag. I like that you still get taken out of the fight when you put on bandages and first aid kits. Cool mod!

EDIT: I haven't actually tried it in 1.5.1 yet. Hope it works!

Good karma+1 vote
snaekkysnaek
snaekkysnaek - - 16 comments @ Trader Overhaul Complete 1.33 (1.51 & 1.52 Version)

I have to disagree with the choice to remove damaged rounds from trader inventories. The whole point is that you buy the damaged rounds cheap and then use a Gunsmithing Kit + Workbench + Ammo Parts (that you'll get from disassembling old rounds or ones you don't use) to convert the damaged rounds to normal ones. Otherwise it's a pretty cool mod.

Good karma+1 vote