yes TechnicalV0id. the eft medic item icons are located in a grid segment previously unused in the icon file. if you dont have eft medic item overhaul installed they just wont be referenced anywhere and thats it.
yes TechnicalV0id. the eft medic item icons are located in a grid segment previously unused in the icon file. if you dont have eft medic item overhaul installed they just wont be referenced anywhere and thats it.
are there snacks in that bar? the yipyips approve
I will update the description accordingly. BaS does not have JSRS functionality out of the box but uses its own sounds that are defined directly in the individual weapon config file.
curious. it looks like a typo I would do but in the current 0.1 archive the config correctly references w_saiga12sisg_sounds in the header.
edit: my jsrs "patch" (which is just the added header reference) requires Moddb.com as this addon extends weapons_sounds.ltx with sections for BaS weapons. You have that installed right?
it all depends on my 3d modellings skills which are at the moment quite limited unfortunately.
made a merge of cr3pis1.2 + hd model outfit icons and this mod for anyone interested.
manzmnl you are free to include this as a compatibility patch if you wish to do so.
Cheers
I am pretty sure it is the Sound Suppressor section of modular miscellanious tweaks. Had the same error message and after deduction of what touches silencer configs last in my load order I deactivated that and voila. Do you have mmt and its suppressor tweaks installed by any chance?
oh, I wasn't aware of that.
Nice mod! One thing tho: the ogg comments are set to weird values (max_distance of 100 e.g.) which results in the player being able to hear the sound of a grenade throw at ~ 3 times the vanilla distance. I have already normalized the values of your ogg to the vanilla anomaly values myself and could send it to you if you want.
nevermind, repatched to rc19 and now it works
I have a weird issue with the p menu. the pda animation is borked and stuck, which indicates some animations issue. does someone else have that issue?
It is because of the order of animation files loaded and the fact that in the wpn_hand_ak74_hud_animations most of the stcop weapons animations are stored. I was able to circumvent that by putting that file at the head of the list in the wpn_hands, so animations loaded after that which have the same name overwrite the already loaded ones.
At least from my testing only the desired (new) animations were left.
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