Cheers, no more guide crashes. Thanks for the awesome mod!
Cheers, no more guide crashes. Thanks for the awesome mod!
Great mod, it's especially fantastic for realistic time passage in the zone.
Just having problems with guide travel. This is installed from the latest 2.5.2 update uploaded, still getting nil value errors. Tested on the Clear Sky guide and the Bar guide:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\warfare.script(890) : distance_to_xz_sqr
LUA error: d:/anomaly 1.5.2\gamedata\scripts\warfare.script:890: attempt to index local 'b' (a nil value)
Check log for details
stack trace:
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\warfare.script(890) : distance_to_xz_sqr
! [LUA] 2 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\game_fast_travel.script(1100) : global_distance_between
! [LUA] 3 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\game_fast_travel.script(1141) : calc_distance_for
! [LUA] 4 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\game_fast_travel.script(1312) : get_trip_distance
! [LUA] 5 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\z_mlr_utils_fft.script(53) : change_lvl
! [LUA] 6 : [Lua] d:/anomaly 1.5.2\gamedata\scripts\dialogs_mlr.script(1262) :
Mutant food no longer seems to be distinguishable in the latest update as the icons for the versions doesn't seem to show anymore (base vs stewed vs purified)?
Great mod, absolutely awesome especially with the Progressive gameplay options.
Just one bug, as others pointed out, this will essentially remove the debug PDA spots (Debug Map HUD, all AI squad icons are no longer visible, only those in your map, and in accordance to the PDA you're using). Any way to restore that?
Thanks, was perplexed when I was going through the OGF viewer.
One of the Free Stalkers meshes seems to use bandit textures?
stalker_neutral_nauchni2.ogf
Texture path: act\act_stalker_bandiseva1
Is it safe to just spawn partial amounts of guards in the lab, by editing the bun_spawn_monolith_ambush file and removing some of the monolith spawns from on_info1?
"Also harmonics are disabled."
Does this mean all harmonicas at campfires are gone?
Fantastic Mod! Makes exploring the zone fresh even after several hundred playthroughs. Just have a couple questions on the mod:
1. Is there any way to enable the Anomaly Proximity Alert/Beeping and the Svarog to detect the new anomalies?
2. Since no files overlap, I assume running this with Artifact Renovation (https://www.moddb.com/mods/stalker-anomaly/addons/artefact-renovation) shouldn't do anything right?
Great job on the mod!
Great mod! Definitely looks very useful in the zone
Btw, is there any way to make the compass look like it is in Ray of Hope? I think a flat compass bar can work even better with Anomaly's UI:
Great mod, completely essential for the huge maps of the zone!
By the way, is there a way to make the script use a toggle instead of holding down the key to keep zoomed?
Nobody seems to sell the upgraded outfit attachments (body cooler, freon module, etc.) except the ecologists, is this intentional?
Nobody is also selling more than the first level of night vision goggles, couldn't find anyone in the files who sells it
Does Hellhound's Armor + Apocalypse helmet beat Exoskeletons in Ballistic Protection? Or at least equal it?
I've already done so. Started on new games and deleted old saves before the editing.
Anyone know how to edit the time passage?
Was trying to increase time_factor from 6 to 10 on the alife.ltx but nothing works.
I've edited it then started a new game but the time passage is still the same.
I know the alife.ltx works because I also edited the start date and it shows the right date, but time passage is still stuck as slowly as before.
Not quite what I was looking for but that's quite an impressive radio playlist. I downloaded from a similar mod that changes faction radios to more faction-centered music and announcements, but this seems much bigger.
Thanks! This was what I was looking for.
Just wasn't sure if re-creating the gamedata directory would work.
There's nothing wrong with the old tracks, they're quite good! Just adding more music helps prevent tracks from going stale, so I downloaded music from other radio mods and added it alongside the default Zone FM ones to make a more varied and immersive radio playlist.
I know what Zone FM is. I've used it in other mods before.
What I'm asking is how to add songs to the radio and playlist, since the mod is integrated into the database and not the gamedata folder.
How can one add music to the radio/playlists for Zone FM?
Do we just make a folder in the gamedata like we do for other mods?
Yeah, Bizon is listed as a pistol, I don't think I included it in this mod but I tweaked all weapons for my own game to have less degradation in general.
Removing the malfunction system entirely is possible, but it apparently causes weapons to never jam even at low condition.
Hmmm, you mean add scrap parts to Nimble's inventory instead of just cooking fuel?
This Addon doesn't touch anything with Scopes/attachments.
In general though, I've found that the Dead Air Inventory UI can be touchy and right click prompts don't always work
I could release something that does that. Just let me know if you want them.
I actually play with the stamina penalty from most outfits + helmets off. It's not like your character needs any less stamina...
Shouldn't need a new game, the stamina drain will still be present if you carry a lot of weight. But you should be able to run more freely around 10-20kgs if wearing a backpack and suit.
Problem with the new Dead Air version is that the weight limit displayed is the absolute weight limit (weight limit that dictates you are over-encumbered and cannot move).
What we're used to is the weight limit given by clothes and items, which is what fast travel takes into account.
If you really want to get around this, edit the fast_travel.script
Delete this section:
-- Prevent fast travel while overloaded
local suit = db.actor:item_in_slot(7)
local diff = db.actor:get_total_weight() - db.actor:get_actor_max_walk_weight() - (suit and suit:get_additional_max_weight() or 0)
if diff > 0 then
get_hud():HidePdaMenu()
SetHudMsg(game.translate_string("st_travel_overloaded"),4)
return
end
Hold the reload button, default R.
Call of Chernobyl 1.5 beta and Dead Air have bullet marks on bodies.
Since Anomaly and Last Day are based on CoC 1.4.22, it's going to take a bit of backporting to make that work.
Hmmm, since this mod is mostly just tweaks, you can try uninstalling the mod to see if it fixes your problem. If it persists, it might be a corrupted save.
Nothing in this add-on touches spawns or maps, especially not Army Warehouses. I've traveled through it before using my tweaks and several other addons.
Re-install/uninstall is the best I could recommend. Hope your game gets fixed
"A bit cheap" is a bit harsh, wasn't my mask texture set to begin with, just porting a mod that I liked.
Don't get me wrong, these new textures are much more immersive, but no need to call the original creator's work cheap.
TheLettersL
joined
This member has provided no bio about themself...