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Comment History
WolfyBrandon
WolfyBrandon - - 21 comments @ devices sprinting reanimation CotZ (AO, FWR)

I would also love a fix to the position of the detectors when wielding pistols... I took a screenshot of the default position and mod position, it just feels unbalanced having it that far to the left side.

Default
I.ibb.co

Modded
I.ibb.co

Also is it possible to fix the arms animation in 3rd person view when running and walking while holding binocs? The character just has his arms straight down... but the animation works when holding a knife, bolt, grenade, and pistol. (No 3rd person animation when pulling out or holding a detector)

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Same, even with the Ammo Box Size change, sometimes it likes to transfer over a few extra ammo, so if I want like 90 rounds (3 Mags), it might transfer over like 92, or 96 or something... but if I click a bunch of times and transfer like 348 rounds, then transfer back to storage it seems to even out to multiples of 30, so eventually I can get there but it takes some work. Having the box size change helps a lot and does minimize the problem quite a bit. The weight research was a headache, because some sources don't list if the weight is just the bullet itself, the casing, or the whole cartridge. Then you have different types, how much powder for that specific load. I found the best way was to just balance it around actual physical size, shotgun shells being the exception as they are a bit different.

Good karma+2 votes
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

I changed the ammo box size because of the way ammo amounts are transferred in-game. I'm very specific on how much ammo I take with me in my loadouts due to the weight, for example I made rifle ammo box size 30, so I can transfer 30 rounds at a time. That way I can calculate how many magazines worth of ammo I have on me at one time. As far as weight, I did a little research and made some minor corrections to ammo and weapon weights (it's very limited, I only modified what I'm currently using in my loadouts). As far as ammo I noticed in the AO mod 9mm weighed more than 45 ACP when 45 ACP is a larger round. So I tried to look up weights and sizes of all calibers and make similar corrections. It's complicated and I doubt I have the exact correct weights for everything, but came up with something I'm happy with over the original settings.

Good karma+2 votes
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Well I did another test saving my game in Truck Cemetery where there is low NPC population, I changed the files to the updated one and was able to load my save and it worked, however going back to Rostok the game crashed. So yeah the info for an NPC or something must be stored in my save game and it won't let me have the updated class. I will have to play for a while visiting other levels to make sure everything else is working fine.

Is it possible to get both RG6's Sniper & Grenade Launcher?

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Humm, I found the RG6 you mentioned at Limansk...

I.ibb.co

When I picked it up it looks like a sniper rifle...

I.ibb.co

BTW: I did install both your RG6 files, save game still works.

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Changed those two lines, and my save game works with all files (Minus the extra RG6 (haven't tested yet)).

I do not have either weapon equipped, however I am at 100 Rads Bar with 30+ NPC's around who might have one...

Curious, did you change the class for those weapons and does it need to be changed to the new values?

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Just tested and it works with all but 2 files, used ExamDiff to take a look, I found this...

w_aps

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w_beretta

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It was the only thing that caught my eye and looked different compared to the other files from that batch of 15...

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WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Alright I did some testing....

Edit: 01-10 Weapon Files - "w_9a91"-"w_ak74u" = Save Game Works

Edit: 11-25 Weapon Files - "w_ak101"-"w_beretta" = Game Crash

Weapon Files 26-51 - "w_bizon"-"w_knife" = Save Game Works

Weapon Files 26-76 - "w_bizon"-"w_remington870" = Save Game Works

Weapon Files 26-END "w_bizon"-"w_wincheaster1300" = Save Game Works

So I have confirmed there is a problem within the 15 mentioned weapon files. My game takes a while to load so I can't do every one individually... but that gives you a good starting point.

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

I removed both "w_rg6.ltx" & "w_rg6 - corrected.ltx" from the mod and used my original "w_rg6.ltx" from the previous version of the mod which is what I had when I made my save games. It still crashes on load. I replaced back all my original files (previous version of the mod) and my save game works fine. I did a new game test using the new files without the updated rg6 files like I mentioned above... and it works. So, something with the updated files isn't compatible with my save game.

What's interesting is I have a little personal mini mod I made for myself that edits the exact same files. It tries to correct some of the weights, and changes the box size so I can transfer a specific amount of ammo at a time. So I have modified these files myself and I know changing values will work with my save game.

A new game for me isn't likely as I have a long running save in this game and probably won't finish it before S.T.A.L.K.E.R. 2 Releases... I will probably still play it after for the classic experience hehe. I'm going to test one more idea I have and I will get back to you...

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

If I load the save file with the old weapon files it works every time, only when I install the new version of the mod it crashes. It might be more of a headache than it's worth, because I referenced a few of the fixed files with ExamDiff and it looked good to me.

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WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

I uploaded my crash log, at the end it shows some errors with wpn stuff.

Mediafire.com

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WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Quick question, is there suppose to be both "w_rg6.ltx" & "w_rg6 - corrected.ltx"? The previous version only had one file so just wanted to make sure...

Edit: Hummm just tested the new version and when trying to load my save it still crashes... :(

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

Happy to help, when the new version is released I will let you know if my save game works or not.

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

No problem, take your time... I only uploaded the files I'm currently using (no ironsights zoom), if you would also like the optional files (ironsights zoom) just let me know.

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

It was just the previous version of this mod... Here is a link to the files so you can reference them. In the screenshot the left side had my original file, and the right side had your new updated file with the missing entries. The highlights point out the differences between the two files.

Mediafire.com

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

No problem, not sure how you go about editing things but if you need me to upload my files to compare or something just let me know.

Good karma+2 votes
WolfyBrandon
WolfyBrandon - - 21 comments @ AO3 Centered and Aligned v0.9.1 - Ballistics and rate of fire update!

I tried using the new version with my save game and it's causing it to crash... I looked into it a little and found some missing sections that "might" be the issue, I'm not sure... here is an example picture of one of the weapons with missing sections (Glock)

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WolfyBrandon
WolfyBrandon - - 21 comments @ Rhons' Repeatable Quests Expansion v2.95 [CotZ 1.2]

Thanks for the update, any progress with repeatable quests added to important NPCs yet?

Also I might of had a bug with an ambush quest, killed lots of bandits and when the quest updated it showed a target in another map... I thought maybe one got away but once that target was killed it showed yet another target in a map even further away. It seemed like something was wrong and it kept selecting random NPC's all over the zone.

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WolfyBrandon
WolfyBrandon - - 21 comments @ Rhons' Repeatable Quests Expansion v2.95 [CotZ 1.2]

I don't think it was a glitch, I knew Mercs and Duty were hostile looking at the Faction Relations. I was wondering how I could "sneak" the Merc into the bar without duty seeing him but it's just not possible. As expected when I approached Duty with the Merc they shot him. I can't speak for the quest MoNoL!ght mentioned as I don't have any experience with it yet. The best solution might be what Rhons mentioned, changing the quest where you escort the quest giver to the person, though I do like it the way it is as it has it's own challenges. Simply having an extra option saying "No, but I can lead you to him" or something along those lines might help with situations like mine.

Good karma+1 vote
WolfyBrandon
WolfyBrandon - - 21 comments @ Rhons' Repeatable Quests Expansion v2.95 [CotZ 1.2]

Thanks for the update, to be fair I actually did quite a few quests for Loner before encountering the bugged ones (one had an assassin), and I'm not always doing quests, but if and when I find an issue I will try to make a post about it. :)

Edit: So I tried doing a quest for a loner in the bar, to bring back a mercenary so he could give him a piece of his mind, but in my game Merc & Duty are enemies, and they guard both entrances to the bar... which made an interesting situation where I couldn't lead him to the quest guy without duty shooting him on sight lol. I wonder if it's possible to also have an option to lead the quest giver to the person, or maybe have you meet him with the person at some secluded spot.

Good karma+1 vote