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Comment History  (0 - 30 of 77)
TheTrueJester
TheTrueJester - - 77 comments @ Perk Based Artefacts 2.1 (PBA) (UPDATE 4.1)

Hey there! This may be an odd question, but I'm looking to alter/disable the degradation values for "active" perks on some artefacts (i.e. Chakram for Medallion, teleport for Lighthouse, etc.), and I was wondering if there were some specific script file(s) where I could find those controls and tweak to my personal liking. I know how to go about safely editing scripts, I'm just having trouble finding degrade controls for specifically "throw" related perk use.

Thanks for any pointers you can give, and for PBA as a whole, this mod is really fantastic.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Reputation Editor (Anomaly 1.5.1/1.5.2)

Incidentally, this is exactly something I tested before posting, I just neglected to clarify. Yes, after selecting apply changes and without leaving the pause menu, if I check the MCM again, the values show 0. No matter how many times I keep retrying to apply changes, with however small increments, the changes do not save properly.

Heh, of course, it's been small values. Started within normal parameters, 4,000 at highest (I've seen goodwill and rep go to 5,000), and when that didn't work, I tried 500, then just 5. Nothing, every time.

One curious note, however, I checked the relations tab a little closer, apparently *all* neutral factions became set to 0. When I went to tweaking values, I only altered the goodwill with duty and military relations with clear sky. When I checked the PDA, every faction that was originally in the neutral status got set to 0 with each other. Stranger still, all enemy factions stayed at -2,000 reputation with each other.

It's possible this could be a certain incompatibility with Warfare mode, because when I started a new Warfare save without the mod installed, all faction neutral with one another started at 0. What's odd is I know for a fact that's not how my previous Warfare save started.

Frankly, I'm at a loss. Unless 0 relations is how Warfare was intended, I'm stumped to know the root cause of the issue.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Reputation Editor (Anomaly 1.5.1/1.5.2)

Hello, I'm having the same issue as Colovorat with the mod: reputation value changes do not apply, despite following your instructions with MCM limitations. I click off the text window (or press Enter key, interchangeably), and MCM acknowledges that a change is made, complete with orange text. I press Apply, "Changes are saved" display on-screen, but observing the relations tab in the PDA shows 0 for the altered faction relations. I go back to the MCM, and it also displays values of 0. I had turned off dynamic faction relations, as instructed, and yet I still run into the "reset to 0" bug.

Is it possible that this mod somehow conflicts with Warfare, or Warfare-related overhauls? That's what I'm playing right now, so maybe the editor is incompatible? I'm also running an A-life performance tweak. The problem is that, looking at Mod Organizer 2, it registers no conflicts at all between any of the three mods. Only other possibility is somehow hitting min and max values, but I tested that theory with both high and low value changes; still resulted in a 0 reset.

Any insight would be appreciated. Thank you.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ ORC: Kill Everything Edition! The Mod

Hello, as an odd question: is deleting the ssg files truly necessary? Those relate to most assets in the game, 2,144 files worth. Considering this mod only replaces three files, 2 .csv and a tweaks .lua, is there something about the base game's ssg files that conflicts with this mod somehow? Can the game work properly without them?

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ MMod: Fixes & Enhancements Project [Release 1.2]

Hey there, I have something of a strange bug to report: The gluon gun is entirely unusable. It won't accept EgonUranium ammo, as if its maximum ammo capacity is at zero, and thus cannot be armed nor fired. Tinkering with skill.cfg to "add ammo" into the gun has sadly met with failure.

The second issue is, while the gluon gun does have a model, it strangely lacks proper textures. This is especially puzzling, as I'm not using any mods for the gluon gun, and I can clearly see your screenshot with a functional model.

I hope you can help resolve these issues soon, these are rather odd bugs that don't appear to be the norm. Thank you for your time.

Edit: So, skill.cfg is, in fact, the issue at play here; while I don't know if this here unofficial patch includes the necessary skill.cfg file to give ammo and damage, the Realistic Difficulty mod's skill.cfg *definitely* does not. When Egon isn't listed in skill config files, it effectively has no stats at all, while still being registered as an entity in the game's console. Thus, for anyone with custom difficulty configs, you have to add gluon gun's stats manually into the file, using "egon" as the keyword (e.g. sk_plr_dmg_egon_wide "damage number here" and sk_max_egon "255"), and repeat the process for all MMOD "games" with custom skill config files.

As for texture bug, I'm still hunting. It could be some peripheral mod that lists texture pathing for all weapons simultaneously that, like skill, isn't listing egon? Experimentation continues.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ EFT Full Medic Item Overhaul v2.4 - SOUND UPDATE

Hey, I was wondering if there were any plans to incorporate Healing artefacts into the medic item overhaul. One of the initial missed opportunities of the original body health mods was the lack of artefact support; while you could go into the script file, and add your own healing factor by hand, it just wasn't the same. I hope you consider taking the time to make artefacts have the usefulness and utility in body health that they so rightly deserve. Thanks!

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Expansion +

Expansion+ comes with Quality mod by default, and is entirely unaltered from the original mod, so I'm not sure how reinstalling it fixes anything.

Good karma+2 votes
TheTrueJester
TheTrueJester - - 77 comments @ Expansion +

You don't need to use the mod campaign list, just play the game through the normal chapter select/new game/continue game. The mod will still work.

Good karma+2 votes
TheTrueJester
TheTrueJester - - 77 comments @ Expansion +

Hi there! I have a couple questions for this mod: For one, how exactly do I go about installing this particular mod? I'm aware most mods simply have the user extract the mod to the "mods" folder in the directory, but this one has a few .bat files and optional folders, so I can't tell if it's safe to just place the whole mod into "mods" folder, or if more manual installation is required.

Secondly, the description states you removed the "all attachments from the start" feature from c_mod. Could you explain to me the process of re-adding this feature myself? I respect the desire to have a progression system, but I find it counter-intuitive for my personal needs to experiment with all of the weapon mods, and test that everything works.

Edit: Would the procedure to unlock all weapon attachments be as simple as overwriting the cmod.pak file included in your mod with the same file from the original c_mod download?

Thank you very much for your work in compiling the mod, I appreciate it.

Edit 2: Okay, so, this mod has some serious graphical problems with it. For starters, almost all Quality mod features are broken; the menu, lens flairs, pain effects, sprint effects, and perhaps more are completely missing, instead replaced by grey squares, or turning off the screen entirely to black (I notice this when I enter critical health, but not consistently. Turning off low health effects does nothing), in some instances. This requires some heavy tinkering to either restore these features to full functionality, or they need to be removed outright. I'm not script kiddie, but I know my way around modding and notepad++, so we can work on this together, if you need help.

Edit 3: Well I'll be a monkey's uncle! I fixed it! Y'know *how* I fixed it? By turning off HD textures in the game's options menu! After I turned that off, all post-processing effects played normally. My guess is vanilla HD textures conflict somehow with the PP effects Quality mod uses, so the latter doesn't come out right. So, to anyone interested in using Expansion +, *turn off HD textures*. Thank you very much LLoTE for your hard work in getting these mods together. Be sure to update the mod description, urging users to disable HD textures in the game's options so Qmod works.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Yim's Weapon Tweaks v1.7

Hello! I'm running into an issue with this mod and Boomsticks mod, where the game crashes when both mods are installed at the same time. Luckily, I used JSGME to uninstall Weapon Tweaks (though I wish I thought of JSGME earlier for B&S, otherwise I'd be using this instead). Somewhere down the line, would you please consider adding a compatibility patch for Boomsticks and Sharpsticks some time in the future? Thank you very much for your consistent communication in the comments, and thanks for the tweaks!

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Detector Binoculars

Well, if you look at the link that says "Demo", you'd see that it reintroduces the Identify-Friend-or-Foe tags on the Binoculars. It doesn't do anything with the detector items, it reactivates the detect characters feature that was removed in Anomaly.

Good karma+8 votes
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

I doubt we'd get something so official from here. Mobility and MMod have wildly different objectives with very different coding and features involved in both mods (melee and grenade hotkeys in Mobility, AI tweaks in MMod, etc.). That said, I would be very interested if such a patch were possible. Maybe ask around on the forums, at least get an expert opinion on if the two mods could be miraculously merged.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Body Health System v3.4

Hey, how exactly do I see the preview of what healing items do? I hover my mouse over each item, but no additional info displays. I'm using a UI mod, UIM, by the way.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Body Health System v3.4

If I may, while I like the aesthetic of the new hud, I personally feel it lacks the readability and simplicity of the v2 hud. Perhaps leaving v2's hud as an option for version 3.0 would be nice, or adding labels to each meter in the v3 hud would also work well.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Body Health System v3.4

I'm using an artifact overhaul, so I'm afraid such a list from me wouldn't be too helpful. I feel like having a passive regen to all limbs calculated by how much health restoration stat you have would be the best way to handle it, rather than having a specific value for each healing artifact. That way this doesn't conflict with any mods that change artifacts, and limb regen can be affected by armors with heal upgrades.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Body Health System v3.4

Hey friend, I have a question: do artifacts that give health restoration heal limbs, as well as overall condition? While I could go into the script file and add regen myself, I want a fair health restoration that I know comes from my artifacts, and not from """cheating""" (it's not really, I just like having a lore reason why my limbs are growing back).

Also, some people were talking about having descriptions for items, and what they do within the mod, without alt-tabbing. Now, I'm not well-versed in Stalker modding, but I reckon a good solution that is compatible with mods that change items about would be to add your own body health tab in the guide section of the PDA. It may not be full on item description changes, like what people want, but I imagine it might be a little easier than going into each individual item, and changing the descriptions by hand, and it won't conflict with any mods that go into item configs. Just a thought. Anyway, great mod. Can't wait to see how it continues to improve.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ The Hand/Arms Project

Sorry, I've been a little busy this week, so I haven't had the chance to reply. How do I rename the model, and where? Is it within a config, and how do I know what to rename the model to?

Edit: Pardon me, I figured it out. Thank you very much for your advice, it helped.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

Do you mean textures, or animations? HL2 MMod's texture changes closely resemble vanilla, so don't expect Juniez level retexturing and modelling. If you're talking about animations, which MMod does change drastically, I'm not sure why they would be missing, unless you're using additional addons/mods in your custom folder.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

It works on HL2 Update, yes. It's part of the download.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

There's no guide, because it's no longer necessary. All you need to do to run MMod in CM is install CM normally, then unpack the HL2_MMod_CinematicMod folders in the MMod download into your sourcemod folder in steamapps, then you're done. No other steps required anymore, since v1.3. Good luck friend.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

What? MMod tactical doesn't replace the environment like CM does, it just adds enemies and modern weapons. You may as well shake your fist at the original SMod Tactical for the same reason. As for the zombie skin, I dunno what to tell you. Put a request on Gamebanana for randomized skins, otherwise, I'd advise to just take what you get. Sorry friend.

Good karma0 votes
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

No, there's an addon on MMod's Mod DB page which replaces the v1.3 weapons with v1.2 weapons. Don't ever overwrite files manually. Download the addon from this page, and place the addon in your custom folder.

Good karma+2 votes
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

Why wait for MMod? Such a skin is already out on Gamebanana:

Gamebanana.com

Also, for the record, crepuscular rays were removed, because they have issues in Half Life 2 running with multiple cores. They flicker with the multicore rendering on, which you need to run HL2 with the highest possible performance, so no more god rays. Sorry chief.

In regards to zombines, consider MMod Tactical:

Moddb.com

MMod Tactical is MMod with SMod Tactical inspirations. As of currently, it's still in development, but it will include new enemies in HL2.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ The Hand/Arms Project

Hey friend, I love your work on the models, they're very impressive. I have a question: say I liked the look of one armor's "arms", as it were, but wanted to use that viewmodel on a different set of armor. How would I go about swapping one armor's viewmodel arms onto another armor set? Thank you.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ S.T.A.L.K.E.R. Anomaly

I would also like to know. The radio menu is fine, but keybindings would go a long way too.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Updated Radio [1.5.1] (Radio Update V4.0)

Did you install any other music or radio mods that might conflict?

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Updated Radio [1.5.1] (Radio Update V4.0)

Excuse me, my good sir, did you, by chance, add a third playlist to the music player under the radio tab? If so, my game closes whenever it is selected. I gather the reason is because there are so many tracks that the game can't load them all properly, but I'll need to run Admin mode and see what the error message comes back with. If the third playlist is your work, could you explain to me how to fix it, if possible? Thank you.

Edit: I ran Admin mode and repeated the crash. It's a fatal error regarding a trx_radio_script286, it's trying to concatenate (or however you spell it) a nil value. Now, I don't know how to crack open this script and fix the problem myself, but I hope it helps in the troubleshooting process. Thanks again.

Edit 2: Well, I may have found the reason: you didn't create a playlist 3; it's a pre-made empty folder that's just sitting in the radio subfolder. That would explain the "nil value", it's loading nothing. Apologies! Sorry to disturb on such foolish grounds. Thank you for such a wonderful radio mod, you and I have overlapping tastes, I happen to know quite a few songs in the CHPR station. Anyway, take care!

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Updated Radio [1.5.1] (Radio Update V4.0)

It's working for me. Did you install it correctly?

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Half-Life 2 : MMod

There's a hybrid option between MMod dynamic spread and vanilla in the MMod options menu.

Good karma+1 vote
TheTrueJester
TheTrueJester - - 77 comments @ Ray of Hope

Y'know that the "MMO stuff" was what RoH was promising from the start, right? I mean, I figured that out from the description alone a year ago. I don't understand why everyone is so surprised and upset about this.

Good karma+3 votes