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Comment History  (0 - 30 of 44)
Stewbs
Stewbs - - 44 comments @ Battlefront 2 Remaster Installer (May 2024)

Hey there! Great mod! Really enhances the Classic BF2 experience to a whole new level, seriously good job on this whole project <333

However, I really do not think lumping together additional mods like Temeura Morrison announcer and voicelines with the base mods is a good idea, it should be optional. I can understand why some may prefer his voice over the ones in 2005 but as someone who's accustomed to hearing the original voices, it just feels off and really takes away the experience. Now idk if all the iconic lines have been preserved or not but I really do think this should be considered.

Add it as optional instead of must download with everything. No one likes being forced to get used to something they may not like, hope you understand!
Take care and have a good day
Cheers

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ Personal Adjustable Waypoint 2.1.3

Thanks for the reply! But no need now, as I said what I thought was a bug turned out to be a feature so the "issue" is now fixed.

However, if anything comes up in the future... I'll be sure to remember these steps!

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ [MODDED EXES] Mugging Squads (UPDATE 1.4)

Hahaha yesssss, one of us!!!!

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Fair Fast Travel 2.8

alrighty, thanks for the reply!

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ Fair Fast Travel 2.8

Hey there! Just wanted to ask that the newest version of FFT has a script called 'zzzzz_monkey_paw_ui_mcm' that conflicts with PAW, do I let FFT overwrite PAW's version of the script or do I let PAW overwrite FFT's script? I know it may seem obvious, let FFT overwrite it but I just wanted to confirm from you, just to be safe yknow?

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ Milspec PDA 1.11.1 with Kill Tracker

Thanks for the patch! Keep up the good work Catspaw :D, always love your mods! <3

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Milspec PDA 1.11.1 with Kill Tracker

Hey I found a weird issue after updating to the latest version. Setting the kill tracker (and all subsequent options) to 'Player Squad' Makes it so that anytime I kill someone/something, the body marker icon does appear but anytime anyone from my squad aka my companions, kill someone or something, the icon never appears. It's really strange. Every other option works correctly but it seems that only the 'Player Squad' option isn't working.

Any idea why this is the case?

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

I'm glad to hear that! Congratulations on that discovery :D

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ Dynamic Faction Relations Customizer v2.2.4

hey there! Amazing mod, makes having DFR on actually worthwile and implements stuff that are just QoL and nice to have.

One slight issue though, in your recent updates to the mod (2.2.0), with the changes to the creature feature and additions to it, the new "Neutral" state really messes with how NPCs deal with mutants. Example: I was given the task to kill a chimera in the swamps, it's called the Night Terror task. I made the Chimera follow me all the way to the base somehow and guess what happened?? Everyone stood there like nothing is there, the Chimera only attacked me and after I died.... it just sat there.... I was like wtf???

Before this, I've had several encounters with dogs where my companions and literally everyone else refused to shoot dogs, the dogs wouldn't attack them either and only attack me. I thought this was being caused by another mod but when I set the Mutants to "Default" again for every faction except Sin, they started behaving normally once again. I know it's a new implementation and it's bound to have some issues so I just wanted to let you know. Please look into this as it's REALLY frustrating

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

Hey so I did a little digging myself, turns out the issue was caused by the new rules updates in DFRC mod (Dynamic Faction Relations Customizer), I was playing with it. I had a hunch that since I am the only one facing this issue, it must be emerging from something more than just this mod. I looked around, did some slider stuff in MCM and voila, issue fixed. I'm really sorry if I wasted your time with this. I'll let the author of DFRC, know about this. Thank you, once again, for all your help and efforts. Have a good day!

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

Alright I'll try those! Once again, thank you so much for the help and work you've put into this mod <333 I appreciate it quite a lot and I'm sure many others feel the same

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

Yeah I've bad news, it's still happening... no idea why. I forgot to mention this but the dogs also completely ignore my companions and go for me only. It's alright though, I'll still use this mod and just try to ignore this one specific issue.

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

I'll let you know! Thanks for your efforts and your work with these addons so far <3

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

Yes of course, it was day, around 4 pm... it was raining. Now the cordon one occurred near the bridge, the one with the gravitational anomalies. The Swamps one I can see happening as the Great Swamps is full of foilage but Cordon not as much.

It's a weird issue and at first I thought it was the lighting being a bit wonky (it can happen at times) but then I encountered it again and that's when I thought something was wrong

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ New Zone NPC's can't see through foliage 1.8.1 DLTX

Hey there! amazing mod, this one really really really improves gameplay and balances out some of the general unfairness anomaly tends to have. It's a must have mod!

I noticed an issue though, I was doing a new playthrough and I had to escort the ecologists in the swamps to study some area, some dogs attacked us. The problem? My companion won't shoot at all at the dogs, no matter what happens, he never gets into the "engaging enemy" state, I ignored it there and went on and then went to the Cordon to do the tasks given by Wolf. Same thing again, my companions refuse to shoot at dogs. Disabled this mod and they start shooting at them.

Any idea why this is happening? I have a hunch that it might be because of the new update stealth got and the compatibility patch provided here is outdated so it's causing issues.

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Personal Adjustable Waypoint 2.1.3

yeah that was the culprit, thanks a lot for your help. Appreciate it! Didn't realise what I thought was a bug, is actually a feature.. my bad for that!

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Personal Adjustable Waypoint 2.1.3

I am really sorry to bother you with this again, I really hope you don't mind but the issue seems to be occurring again. This time specifically, it works fine if the waypoint is near me but as soon as I put the waypoint far away it just does not appear at all. If I try to remove/move it near me, it still doesn't appear no matter how many times I try. If I place it on me, the mission autocompletes (waypoint task) and it works fine again but if I once again put it far away, it disappears again.

I've re-installed PAW 2.1.3, 3 times now and I've made sure there are no conflicts, the save I'm playing on is new... any idea why this is happening?

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ Personal Adjustable Waypoint 2.1.3

You're welcome! Thanks for making such great addons <3 (seriously, FFT, Milspec PDA and PAW are such lifesaver addons, hard to imagine playing without them and their interoperability is so good!)

Yes I meant the waypoint marker on HUD, sorry if the way I described it was a bit confusing/vague, didn't know a better way to describe it. It seems you were right, it was a save game issue, launched a new game in debug mode and it worked just fine. Strange though cause the save I was playing on was a new one too.... I guess anomaly works in strange ways lol, wouldn't be the first time I've encountered strange issues like these.

Anyways, thanks a lot for the swift reply! Appreciate the help <3

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Personal Adjustable Waypoint 2.1.3

Hey Catspaw! love your mods so much, I use quite a lot of them and they really enhance the gameplay of Anomaly so much, keep up the good work!

I wanted to report a bug I noticed. Idk when this occurred but after updating to 2.1.3 (it could've also been in 2.1.2 but I didn't play enough with it to have noticed this) I've noticed that everytime I set a waypoint, the waypoint marker appears on my screen but after It's completed or removed manually, the next time when I set a waypoint the marker does not at all appear on my screen. I've tested this by reloading a save and it seems to work again but when I do the same steps as above, the issue occurrs again. I'll admit I rely on this quite a lot since it makes navigation easy (I play with minimap off most of the time) so this has been quite frustrating.

I've made sure to check for conflicts, any missing files or overwritten files and I've found nothing that could be the cause of this issue. PAW is not being not being overwritten by anything and it's only overwriting Milspec PDA to provide the BWHR set of icons for it. I'll fully admit that this might just be an issue on my end but I wanted to report this nonetheless. Any idea what could be causing this?

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New levels 0.53

Ah bummer but it's okay, you tried your best I'm sure and I appreciate the effort. It won't go to waste.

Considering what the X-Ray engine is like, held together by hopes and prayers, I was quite surprised to see this mod running as well it did without the engine having literal heart failure in a technical sense lol, so once again it's alright! Thank you for all the effort you've put into this mod.

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New levels 0.53

You're welcome! Also alrighty, no worries, take the time you need to fix these and best of luck with them. Keep up the good work!

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ New levels 0.53

Also bvcx if you're reading this, I very much appreciate all the efforts you've put into this mod trying to achieve maximum compatibility, it's an insane amount of work considering how much this mod adds/changes so props to you for that! Seriously good job <3 I can very much sympathize with you if you are not wanting/willing to make a million patches (I can only imagine how daunting that must be) but I'd implore you to look into this issue as it's pretty severe imo. I hope you have a great day ahead :)

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ New levels 0.53

I was just about to report this! Unfortunately, so far, no solutions afaik

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ [1.5.2 / DLTX] Gifts From Companions v0.6.1

That's amazing! That was so nice of him to do and I can't wait to see the next update haha, good luck with it all and take care :)

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ [1.5.2 / DLTX] Gifts From Companions v0.6.1

Hey there again! No worries haha, no bug report here... just a suggestion :) Chatty Companions recently changed it's companion text formatting in it's latest update (0.9.9.3) to be more akin to how radio chatter is in anomaly, vanilla-esque I mean and it looks really cool! Blends so well and looks quite nice, I was wondering if you'd do that too since it'd make this even better than it already is! Ofc this is just a suggestion so the rest depends on you.

Also because uh I am a huge visual consistency nerd and since this was inspired/based off of Chatty Companions, their text formatting not matching anymore is kinda weird haha, no worries though it's just a minor thing really. Would love to hear what you think about this suggestion!

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Tosox Mini Mods Repo v2024.05.28 (35 Mods)

Alrighty! thanks for the reply, much appreciated :) Keep up the good work!

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ Tosox Mini Mods Repo v2024.05.28 (35 Mods)

Thank you so much for making this! I cannot tell you how amazing this mini mods repo is! this goes so well with DLTX Minimod Repository that it's like a match made in heaven <3 always love to see some QoL stuff for Anomaly :)

One question however, please don't mind it if it sounds stupid but, if let's say I've got NPC Wounded Animation Fix installed and if the enemy surrenders do they still give me their weapon if I choose the first option? I ask this since it says they "drop their weapon on the ground" before triggering the animation. Just wanted to clear this up!

Good karma+2 votes
Stewbs
Stewbs - - 44 comments @ [1.5.2 / DLTX] Gifts From Companions v0.6.1

can confirm btw, the bug is indeed fixed <3

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ [1.5.2 / DLTX] Gifts From Companions v0.6.1

Okie tysm! keep up the good work man :D

Good karma+1 vote
Stewbs
Stewbs - - 44 comments @ [1.5.2 / DLTX] Gifts From Companions v0.6.1

That seems to have fixed it for now, thanks for the help! Best of luck working on the fix :)

Good karma+2 votes