はた~らこ~ はた~らこ~ たっ~ぷり~ はた~らこ~       /⌒ヽ      ( (゚д゚)      |  イ      |  | ⌒Y⌒Y⌒(__ノ

Comment History  (0 - 30 of 44)
utsubo
utsubo - - 44 comments @ Looting Overhaul v1.0 [1.5.1]

I compared treasure_manager.ltx with the vanilla and Artefact renovation mods, and it only erased a few lines of artifacts. When I compared this mod with the Artefact renovation mod, I was mistaken because there were numerous changes, but the merge was easy. I apologize for that.
I also tried to disable the line under "Legit Artefacts" that was added in your mod. Is there any possibility that this will cause some problems? I just edited the file, but I haven't played it yet.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Looting Overhaul v1.0 [1.5.1]

"There is now an option to disable the drop of recipes you've already read (recipes are now guaranteed to drop every x corpses looted) and disable bolt drop without the limited bolt option on as well."
It's great, 10/10. I have no reason not to install the mod.
Is it safe to delete test_interp.lua contained in the main folder?
One more thing: Artefact renovation mod conflicts with treasure_manager.ltx. I tried to merge them myself, but gave up because there were so many changes. Could you please check it once?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Saiga-12K Remodel/Replacer & Rebalance

Thanks for the great mod.
I'm glad to see the model and texture improvements, but the weapon rebalancing is fresh and the most fun.
So far your mods have been AR and SR, and now SG has been released. Do you have any plans for the next one?

Good karma+2 votes
utsubo
utsubo - - 44 comments

Thanks for the great job!
"if you are replacing the previous version of "DynMutants" in an existing save, then set the Slider setting to 200-300, for at least 7-10 in-game days, (sleeping doesn't count)."
Is there no way to skip, and the only way is to wait?
For example, using your mod "BMB" is not a solution?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ TAZ3 - Refine Project r5

For a moment I wondered why I was seeing the word "TAZ" here, and then I just found out about the TAZ update. I'll install it right away. Thank you.
It's Sunday night now. Oh my god...

Good karma+1 vote
utsubo
utsubo - - 44 comments @ [1.7.1] Ballistics Overhaul

There seems to be some kind of misunderstanding.
I'm currently applying the mod in this way. I.imgur.com
I think there are times when GBONPC is changed along with GBO updates, and times when GBO is updated but GBONPC is not.
That's why I want the version to be indicated in the GBONPC folder.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ [1.7.1] Ballistics Overhaul

"GBO to be applied to all NPCs in the zone" is a beta version, so I'm keeping it in a separate file.
If it's not too much trouble, could you please write the version in the folder name for future reference?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Yastin + Favkis Fluid Dynamic Relations 1.0.5

I'm currently playing as loners, and I was just having trouble with my immersion being broken when I kept killing renegades in the swamp and my relationship with army became neutral.
Thanks for giving me a solution!

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Vanilla Bug Fix Pack (1.5.1) v0.3

Thanks for the mod! I'm merging the files as I compare them.
Is it correct that "head_damage_00" means that the head is completely unprotected?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ General Fire Mode Switcher Sound

Yeah, I got it. There are many popular mods that edit .ltx files, and making a patch to deal with conflicts with all of them is a nightmare. I'm sorry to say nonsense.

Good karma0 votes
utsubo
utsubo - - 44 comments @ General Fire Mode Switcher Sound

I also thought that the sound was a little loud. It's just fine now. Thanks for your update.
If it is technically possible, would you be able to consider changing the sound for each Fire-Mode. If it's too difficult to assign a sound to every mode, how about making the sound stronger only when changing to one round mode? The other modes shift one by one, but when you switch back to one round mode, you move it all at once, which is immersive.
I.imgur.com

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Stuck Companions Workaround v2.0 + Patches

It was really quick lol.
I'm sorry for the consequences of forcing you to change. I'm sure there are many users of WPO, so thanks for your wise decision.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Stuck Companions Workaround v2.0 + Patches

WEAPON PARTS OVERHAUL conflicts because it uses exe="custom22" in keybinding.
I haven't tried it yet, but I have no doubt that something bad will happen if I simply merge them.
Is there any way to stagger the numbers?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ FIXED Crafting With Multi-Use Items v2.0

So, there was a bug in favor of the player, and it has been fixed correctly.
Either way, it is clear that I will be installing this mod. Thanks!

Good karma+2 votes
utsubo
utsubo - - 44 comments @ FIXED Crafting With Multi-Use Items v2.0

I used a translation site to read it, but I'm having a hard time understanding it.
In a nutshell, is it a fix that favors the stalker?
Or is it a fix that disadvantages (Fair would be a better word) the stalker ?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Outfit Parts and Repair Overhaul

Yes, it's working fine. Thanks for the fix.
It was a bit of an accident, but for someone like me who has a lot of mods installed, it's very nice to have a little less conflicting files.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Mora's Combat ignore military fix v.2.2

Thanks for the update!
I was disappointed that most of the AI-related mods on moddb were not updated, but now I'm very happy.

I also looked at AI MORE COVERED. This is a mod that can only be made if you have a deep understanding of the program. You said that you plan to update it, so I will wait patiently. I'm rooting for you.

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Outfit Parts and Repair Overhaul

After updating the mod, the performance of the artifact is no longer shown in the inventory.
I installed OPO only and checked it in debug mode.
In my normal play environment with a lot of other mods installed, the artifact's performance was just not displayed, but in debug mode with only this mod installed, the game crashed the moment I spawned the artifact in my inventory that was not in a container.

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: ... files/anomaly-1.5.1.2/bin/..\gamedata\scripts\_g.script:1879: bad argument #1 to 'pairs' (table expected, got nil)

PS:Food and drinks also do not show calorie indications, etc.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Weapon Parts Overhaul for 1.5.1

Thanks again for the quick reply. I am glad you are interested in disassembling the weapon parts.
Every time I looked at the many weapon parts in my loot stash, I wondered what I should do with them. I guess I should just throw them away, but yes, MOTTAINAI!

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Weapon Parts Overhaul for 1.5.1

Thanks for the reply. I now have a rough understanding of the system of this mod. I would like to ask you a few questions.

1, Am I correct in assuming that there is absolutely no way to improve the condition of parts that are less than 65% condition other than having a mechanic replace them or using a repair kit?

2, There is a repair item that is only available in debug mode that can improve the condition of parts. Is this an item that you plan to implement after you make the effect milder? Or is it really just a test item?

3, I've also tried your new mod, OUTFIT PARTS AND REPAIR OVERHAUL, Would you be able to add an option like the Armor crafter addon to WPO as well? I'd be happy to disassemble and turn into metal scrap, for example, even for weapon parts that I really can't do anything about!

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Bounty Squads Expanded 1.0.6

"Bounty squads stop targeting the player during sleep."
Thanks for the great feature. Being attacked while waking up is certainly realistic, but it was interfering with the fun of the game.

Good karma+10 votes
utsubo
utsubo - - 44 comments @ Weapon Parts Overhaul for 1.5.1

"Missing parts will show up as "-1" in the details window."
Is this feature still working?
I tried ver1.5.3 WEAPON PARTS OVERHAUL only enabled, but there is no change in tooltip after disassembling the parts.
Or does "window" not mean tooltip? I just installed it and I'm trying to understand this mod in debug mode, so sorry if I'm wrong.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Neutral Traders

I tried it from the new game with Igi Task and trader Overhaul, with neutral traders, but it still caused an error for sure.
It happens in the Clear area of mutants task in LIBRARIAN.
However, it would be out of place to continue on this mod page, so I give up.

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Neutral Traders

Thanks for the valuable report!
I was missing the basics of checking to see if it reproduces in at least a minimal mod environment.
I'll go try it out right now!

Good karma+1 vote
utsubo
utsubo - - 44 comments @ Neutral Traders

To players who intend to install this mod in the future: If you have already installed IGI TASKS 2.10H1, it crashes when completing tasks from traders, as reported in the IGI TASKS comments, and it happened to me just now (e.g. Great Swamp).

I have installed the TRADER OVERHAUL ver NEUTRAL TRADERS, but the system is the same. (This mod has more changes to more NPCs, so the accidents are even less!)
The files are not conflicting, and it's not that one of the mods is bad.

I have no idea what the solution is.

Good karma+2 votes
utsubo
utsubo - - 44 comments @ Warzone V6 Perfected for Anomaly V1.5.1

By comparison, "zombied = 1" statement is gone.
Does this just mean that zombies will no longer appear in that location? Or will the number of monoliths increase as the number of spawning mobs decreases?

Good karma+1 vote
utsubo
utsubo - - 44 comments @ AN-94 "Abakan" Remodel/Replacer & Rebalance

Many thanks for this!
I said I would be very happy if I could fit a silencer. Yes, I am very happy.
Up until now, I've been forced to make the reluctant choice of switching my ABAKAN to another gun later in the game, but now I have the option of continuing to use it as my sidekick through the end of the game!

Good karma+1 vote
utsubo
utsubo - - 44 comments @ AN-94 "Abakan" Remodel/Replacer & Rebalance

You say things with such ease that I would never be able to do.
You are like a Wizard!
My feeling is that I support the idea of having silencer only on the Camo variant. I think it will make the contrast between the general-purpose normal ABAKAN and the unique Camo ABAKAN stand out more.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ AN-94 "Abakan" Remodel/Replacer & Rebalance

It used to be possible to attach silencers to abakan, but with CoP it is no longer possible, and the same is not true for the Anomaly mod, which is based on CoP.
If the mod brings it back I will be very happy.

Good karma+1 vote
utsubo
utsubo - - 44 comments @ [1.7.1] Ballistics Overhaul

I was intrigued by your "SHOTGUNS OVERHAUL" through this mod, but it was already set to "out of date".
I think it would be very interesting if it could be incorporated into this mod.

Good karma+1 vote