Cleaned up and DLTXfied a certain pack uploaded by Shadow_Guardian. Now more compatible with other addons than ever ;)
DLTX ( Moddb.com ) REQUIRED otherwise expect absolutely nothing to happen
You do NOT need the original ( Moddb.com ) addon, files are provided, couple things had to be removed to make things more compatible, because making YOU (the potential addon user) remove certain files kinda misses the point of ez installation and I'm too lazy to write a simple script. So forgive me or smth ;p
So whats the deal with this, what is different?
- The pack is compatible with most* hud repositions like cement's or eft's, so everything is consistent. also RF Receiver display works
- Veles detector isn't using "cracked" model anymore, also it got (with svarog) a grey interface that you can use or not (i made it for visibility's sake, check thumbnail for preview)
- Binoculars from the pack are optional cause I had to set the fixed hud values.
- Melee weapons are now compatible with custom animations (check the thumbnail for preview)
- Weapons are added to traders by DLTX, so no need to do custom merges and all that shit.
- Amount of random crashes should be reduced, report one here if that unfortunate accident has happened
ok, but how do install it tho?
- use mod organizer, pick modules you want and install it like every other addon
- or just enable everything and enjoy the full package
compatibility?
- if it doesn't replace item_radio.script or item_knife.script it will work alright :)
screenshots?
- just check the thumbnail or the original addon page.
patch notes
rc6.1 - hotfix for broken devices, note to meself to never mod at 2am
rc6 - you might want to remove previous version if upgrading ;)
- simplified the installation, now just extract the modules you want - no extra step required
- fixed durability when skinning animals (thanks matthewpro2011 )
- made this addon compatible with DLTX Dynamic Mutants ( Moddb.com )
- binoculars optional is now independent from rest of the pack
- small tweaks to some melee weapons
rc5
- FDDA harvest animations should work now for new knives
- Fixed fire axe harvest crash
- Tweaked item descriptions a bit
- Added 8 new colour variations for Veles/Svarog interface
rc4
thx
add this maybe like optional?
Moddb.com
np, also that addon is compatible out of the box ;)
Amazing, thanks bud!
Lovely' Work skvll thx.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 789
[error]Description : fatal error
[error]Arguments : Attemped to override section 'supplies_5', which doesn't exist. Ensure that a base section with the same name is loaded first.
stack trace:
Traveling to Red Forest always causes this, tested with only this mod.
Should be fixed now ;)
You did a thing.
Merry Christmas.
Merry Christmas, lad :)
Actually, thanks. Nice work + rep. :)
You are very welcome :D
did it work on EFP
no idea since i don't use it, but it should work
[DLTX] The Binoc icon is missing in the EFT Binocuals addon. i.imgur.com/U8H9q8L.jpg
Used addons: Cr3pis icon pack 06.12, Maid icon pack 25.12.
binocs were supposed to be used with "devices", so get the texture from ui/ui_icon_devicez.dds if you wish to use the binocs alone
Hey,
so if you're not using MO2 and just install manually - what is the procedure here?
Do you just need the DLTX folders or also the non-DLTX and in which order?
I do have DLTX installed
Yo, installation is the same as with other addons, just make sure that dltx folders are installed last and are replacing non-dltx ones. I will simplify the process someday. Still I recommend using MO2 instead of manual installation so if smth is gonna go wrong, you can easily fix that ;)
cool cool, thanks.
So with DLTX mods, the method is: install standard folders first, then follow up with the DLTX versions of those folders, right?
exactly
oh my, thanks for this trying to make the original addon was a pain to make it compatible on my Addon pack thanks for this, Happy New year bro
np, thanks and have a good one
Lmao, just saw this version, while searching for original addon to complain that there is a stranded '= 1500' in m_knife_alt.ltx, that breaks dltxify, while deleting it crashes the game anyway.
Thanks bro!
np, enjoy ;)
FATAL ERROR
[error] Expression: <no expression>
[error] Function: CModelPool :: Instance_Load
[error] File: .. \ xrRender \ ModelPool.cpp
[error] Line: 120
[error] Description: fatal error
[error] Arguments: Cannot find model file 'dynamics \ arms \ wpn_bat \ wpn_bat.ogf'.
stack trace:
Greetings, apparently I have conflicts with the Dynamic Mutants DLTX Plugins and also with the Skinning Mutants Without Knife plugin this happens when using only the knives. and when trying to generate them with the debug menu. would you be so kind to provide a compatibility patch?
Sure, I will put it on my radar.
Thank you very much I've been wanting to try those knives for a long time :)
For some reason all the knives added in this mod wear out after skinning a couple mutants, even the hardier combat knives and hunting knives wear out in like 4-5 uses.
I think I know why it is happening, will fix it next patch.
Actually I figured it out myself shortly after that post and if you want I can use this
wpn_knife = 0.04,
wpn_knife1 = 0.04,
wpn_knife2 = 0.03,
wpn_knife3 = 0.02,
wpn_knife4 = 0.015,
wpn_knife5 = 0.015,
wpn_knife6 = 0.015,
wpn_knife7 = 0.01,
wpn_knife8 = 0.01,
wpn_knife9 = 0.01,
wpn_knife10 = 0.03,
wpn_knife11 = 0.03,
wpn_knife12 = 0.015,
wpn_knife13 = 0.01,
wpn_knife14 = 0.01,
wpn_knife15 = 0.015,
wpn_knife16 = 0.03,
wpn_knife17 = 0.01,
wpn_knife18 = 0.02,
wpn_knife19 = 0.03,
wpn_knife20 = 0.015,
wpn_knife21 = 0.04,
wpn_knife22 = 0.03,
wpn_knife23 = 0.02,
wpn_knife24 = 0.015,
wpn_knife25 = 0.02,
wpn_knife26 = 0.04,
wpn_knife27 = 0.04,
wpn_knife28 = 0.015,
wpn_axe = 0.01,
wpn_axe2 = 0.01,
wpn_axe3 = 0.01,
wpn_fire_axe = 0.01,
I setup each knifes durability based on if they where more like a bayonet, small/fighting/pocket knife, hunting knife, legit combat knife or a large blade like a machete.
Previously all the knives where set to wear out at a rate of 0.1 instead of say, 0.01
Expression : <no expression>
Function : CModelPool::Instance_Load
File : ..\xrRender\ModelPool.cpp
Line : 120
Description : fatal error
Arguments : Can't find model file 'dynamics\weapons\wpn_crowbar\wpn_crowbar.ogf'.
stack trace:
You probably installed it wrong. Might want to provide more info. ;)
Expression : <no expression>
Function : CModelPool::Instance_Load
File : ..\xrRender\ModelPool.cpp
Line : 120
Description : fatal error
Arguments : Can't find model file 'dynamics\devices\dev_tactical_torch\surefire_black_hud.ogf'.
stack trace:
The screen of the "Veles" detector shows nothing and is still broken, am I doing something wrong? Artifact markers are not displayed on the screen.
Detectors should use default icons and values for that, are you sure there's nothing overriding them?
I've done the tests
I created an artifact in front of me, took out "Veles", the artifact was detected and appeared, so the detector works, but the artifact was not indicated on the screen.
Maybe I adapted something incorrectly.
Could you tell me which files and strings are responsible for detecting artifacts on the device screen?
Good question, I think ui_detector_artefact in configs/ui might be responsible for that, and the icons are the hud_p3d shader by default. You might want to try running this addon alone and see if problem still exists, also removing shader cache might help.
It seems the newest "rc6" has borked the devices. I know it's the newest since I sill have an instance of RC5 installed and it works 10/10.
I tested it on a seperate clean version of STALKER Anomaly, all of the devices except the geiger counter comes up with a black screen. The odd issues I noticed were the Bear detector when unholstering it pointed towards an artifact for like a second and then back to fully black.
I apologize for this selfish request but do you still have a backup of RC5? I had no issues when I installed that one compared to this newest one which seems to not work for me.
Clearly I broke something while copying or cleaning the files, oops. Will fix it asap.
Hotfix is up, check if everything is back to normal ;)
Hotfix certainly fixed it and I thank you for this hotfix and for this mod as well. This mod DLTX(ified) has been a considerable improvement especially on modpacks.
Thank you very much! Have a great day!
No worries. My bad that I didn't check what I'm uploading, enjoy :D
i always wondered if it was possible to give the higher tier detectors like the veles a beeping indication like the echo detector. sometimes its hard to go by vision alone especially when youre deep inside a chemical anomaly. it almost feels like a downgrade switching from the bear to veles imo
Hello, help me, i cant see binocular in my hand !
I am trying this with efp I have dltx already but items are not showing up in vendors are they meant to show up immediately?
Any chance for a Quick Melee patch? Man I'd just love to swipe a Machete quickly across some dude's face, or a baseball bat!
...
I kid, but the knives added to quick melee as a patch would be really cool! Cheers for reading. :)
the veles and svarog look completely similar?could you make the svarog white as it was in vanilla and restore the its radar screen?
\[DLTX] Pack of new Devices rc6.1\(Optional) Veles⁄Svarog interface colour\White
That's the optional file for white if that's what you seek? It's already included in the addon. :)
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the devices re-textures arnt working
Was having a weird issue where I was getting the new models for devices with only the Melee pack installed, but they had no textures. Upgraded to 6.1 and it looks like it's working now, but more importantly, thanks for lowering the weight of the crowbar down to 2.1 kg from 5 kg.
stoopid question, the addon works great, but for some reason, all the new devices appear very far away from the character, like I can see the entire arm... and I want them to look closer to the screen, is there something I can modify to achieve this? I play with 70 fov and eft weapon reposition updated.
agreed, i cant read anything on RF receiver for example
Mod doesn't change hud_fov, or anything that repositions them so it should take the value defined in config or other mod that changes that.