This addon fixes a crash at the Generators location and invisible poltergeists caused by the Cinematic VFX addon. CVFX "3.5" and "3.5 update 1.1" versions are supported.
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RUS
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Этот аддон исправляет следующие проблемы CVFX:
1. Вылет на локации Генераторы(Также в версию "3.5 update 1.1" добавляет
вырезанные частицы генераторов.)
2. Невидимые полтергейсты в лабораториях(Но в таком случае полтергейсты
в лабораториях выглядят как в ванильной Anomaly, при этом полтергейсты
вне лабораторий выглядят как с аддоном CVFX. Пока что не знаю как
это исправить)
Поддерживаются версии CVFX "3.5" и "3.5 update 1.1".
Если хотите установить исправления Генераторов и полтергейстов, установите
ОДИН из фиксов с папки "Generatos_and_poltergeist_fixes"
Если вам нужен только фикс Генераторов, установите ОДИН из
фиксов из папки "Only_generators_fixes"
Для установки содержимое одного из
каталогов скопировать в корневую директорию игры с заменой файлов.
Что нового:
2.0: Исправлены частицы генераторов для патчей эффектов крови, для
обоих версий(до этого я просто забыл их добавить).
2.1: Исправлены невидимые полтергейсты в лабораториях.
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ENG
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This addon fixes the following CVFX issues:
1. Crash on Generators location(Also in version "3.5 update 1.1" adds
cut out particles of generators.)
2. Invisible poltergeists in laboratories(But in this case,
poltergeists in laboratories look like in vanilla Anomaly, while
poltergeists outside the laboratories look like
with the CVFX add-on. I don't know how to fix it yet.)
CVFX "3.5" and "3.5 update 1.1" versions are supported.
If you want to install Generators and Poltergeist fixes, install
ONE of the fixes from the folder "Generatos_and_poltergeist_fixes"
If you only need a Generator fix, install ONE of the fixes
from the folder "Only_generators_fixes"
To install, copy the contents of one of the
directories to the root directory of the game with the replacement of files.
What's new:
2.0: Fixed generator particles for blood effect patches, for
both versions (I just forgot to add them before).
2.1: Fixed invisible poltergeists in laboratories.
I think this was fixed in 3.5.1 (at least it was for me, I didn't get the crash in multiple tests, while I did in earlier versions). But it's nice having the generator particles back. Is it possible to get this in the other 3 variants of CVFX (the blood effects tweaks)? I use the ultraviolent variant and it makes a big difference (especially when skinning mutants with FDDA).
Sorry, I forgot about the different blood effect presets, because I myself use the standard version(the one in Core). In the near future I will try to make a fix for them too
What mode did you play when there was no crash? In freeplay mode, the particles of the generators that lead to this crash are disabled, they are also disabled after completing the story.
Story mode, long before completion. I also noticed it didn't happen in freeplay mode, so I used a backup of an older story mode save to test it. Before the 3.5 update it would crash every time. After that update it hasn't crashed at all after testing it at least 5 or 6 times (fast travel there, walk out to the field, use binoculars to look towards the center, the exact same steps that would consistently crash it before the last update).
Now that I'm thinking about it, I think that's how he fixed it. Those particles are disabled altogether (in story mode and freeplay).
I played in version 3.5 (it had these particles and caused a crash), and then switched to 3.5update1.1 (and in this version the author of CVFX just cut them out). I liked these particles, and I seem to be able to restore them without crashing.
Yup, it was update 1.1 when I stopped crashing, and yeah, the particles are just gone regardless of game mode. I agree, I like the particles.
I added fixes for blood patches.
Awesome, thanks!!
If I don't have the crash at the Generators with update 1.1 will it matter if I use this? I would like to see the Poltergeists in the labs.
Update 1.1 didn't have the crash, but the generators particle effects in story mode were cut (the electro column in the center). This adds that effect back without reintroducing the crash. So yeah, it's a win win :)
Rad.
How hard would it be to replace the Pseudogeist (the black smoke poltergheist) with the vanilla version? Would it be possible to do without changing anything else? That's the only thing I don't like about the newest CVFX, it replaced the cylindrical trail of smoke (that looked like the smoke monster from "Lost") with just a ball of smoke.
EDIT: I know this isn't a bug and is probably outside the scope of this add-on, but I just thought I'd ask in case it's a really easy edit. It'd just be really sweet to have the smoke monster back :)
Now I don't have much time. Maybe later
Hell, thanks for even considering it!
I tried, but I have not succeeded so far. It seems that the particles of this poltergeist depend on some others, they also need to be replaced. But I still do not understand what particles they are. I'm not even sure if this is the problem. I also tried replacing the psi-storm particles (in previous versions I liked it better), but so far it has not worked either
Thanks a lot for trying! I was kind of afraid it was dependent on other particles. It's not really that big of a deal. It's a mutant that you rarely see. And it's not so much that it looks bad, it's just vanilla looked better. But it's definitely a worth while trade off for all the other CVFX improvements, especially those amazing emissions. Anyway, I really appreciate the effort, you're awesome!
EDIT: also, I agree, the older psy-storm particles were a little better.
Any plans to update this for 3.7? I tested the new CVFX in story mode, and the giant anomaly at the center of the map is invisible like in 3.6 (which your mod added back), but zooming in with binos crashes the game again (which is weird, because I thought removing that anomaly was how he fixed it in 3.6). Anyway, it was great how this fixed the problem without removing that anomaly. The new CVFX has much better red barrel explosions and more intense emissions, so it'd be worth the update if it wasn't for the damn Generators crash...
frigging generators crash.. cvfx 3.7 going bonkers again maybe