Right clicking on Spectre in the inventory will cause game to crash probably due to missing "repair_type" line in the gamedata/configs/
Right clicking on Spectre in the inventory will cause game to crash probably due to missing "repair_type" line in the gamedata/configs/
Got a CTD while taking a break in a campfire with some npcs stalkers. Latest mod version.
! [SCRIPT ERROR]: d:/suck on this/anomaly-1.5.1/bin/..\gamedata\scripts\chatter.script:390: attempt to index a nil value
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: d:/suck on this/anomaly-1.5.1/bin/..\gamedata\scripts\chatter.script:390: attempt to index a nil value
stack trace:
Dunno if you are still working on this mod, but in Jupiter, Maus keeps giving me a heart attack cause he sometimes leave the hidden base. Usually chasing a mutant or something. I saw this while trying to fish for some artifacts while looking at my PDA. He was unharmed but he might get himself killed one of these days.
I see, thanks anyway. Still, this mod has became an essential for me, especially for doing merc/unisg runs.
I just noticed that the entrance from Cordon to Garbage has been moved further back down the road, instead of spawning in front of the broken down bus. If this was done in this mod, can I request to for it to be done the same for the road from Rostok to Army Warehouse and Army Warehouse to Red Forest? NPCs usually spawn behind the level transition triggers that those precious loot are unobtainable.
How exactly does the "Buy Information" work? Bar keeper asked me for a pseudogiant eye, so I decided to check the PDA if there are close pseudogiants. After 3 ingame hours of waiting in 100 rads bar while playing roulette (I had a good streak), I got no reply so I decided to drop the quest and head to the wild territory for an assasination quest. Not far from the center of that map, I encountered a pseudogiant.
Also, I wish the mod automatically detects items from other mods rather than manually adding them to it's list but other than that, I love this mod.
Ah makes sense. I was able to make do by tweaking some of the files and got to make it work to some extent with out crashing. Shame that 1.5.1 is no longer supported, Still reluctant to abandon some mods I used that are still not compatible with 1.5.2.
I have the latest version of Lootbox. I'm also using the 1.5.1 version of your mod in the zip.
Hi, I got an error after using the snap gun on one of the lootboxes. The log file has this:
! [SCRIPT ERROR]: ...in/..\gamedata\scripts\as_utjan_lockpicking_skill.script:26: attempt to perform arithmetic on local 'difficulty' (a nil value)
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: ...in/..\gamedata\scripts\as_utjan_lockpicking_skill.script:26: attempt to perform arithmetic on local 'difficulty' (a nil value)
stack trace:
Few suggestions for the meme
- tell players to use healing items if injured
- tell players to use food and water if hungry and thirsty
- Put a visible marker on safe houses during Psy-storms and Emissions
This is pretty cool. Got this issue after killing a Merc with a Nosorog, it had a crappy 25% condition. Had to sacrifice pristine heisted exosuit for the frame. I later learned you can also add the exoframe in the repair list for the Field armour toolkit since it plausible to fix it on the field. But this works too.
Can you make a patch for Exo-Servomotor sounds? Whenever I give a companion an Exosuit, they got no sounds, breaking the immersion. NPCs that are already wearing exosuit will have the servomotor sounds.
Weird mine keeps closing if I replace weapon parts. I only have few mods regarding to repairs which is WEAPON PARTS OVERHAUL, OUTFIT PARTS AND REPAIR OVERHAUL and WORK TOOL ADDON. which are, looking at MO2, they don't really interfere with this mod.
Edit:nvm, I found that using WPO and OPRO DOES cause issues.
Have you tried checking the hunter in Garbage? I could've sworn I saw him selling Slugs and Darts.
Sorry to ask this, but does this also stop closing the Vice/Workshop window if you are replacing weapon parts?
There's a simple trick I used before, about 75% that it will work. Once you get fanatic as your temporary companion for the quest, tell him to stay on the village entrance. There should be another STALKER guarding the village entrance. Once you do that, take your makarov and shoot at the cats to lure them, and then run as fast as you can back to the village. Make sure you help both of them kill those cats.
Do the same on the Wild boars, dogs, or fleshes.
Same here. Causing a clutter issue when opening the inventory. Especially after a nice haul where you looted several guns. Getting tons of magazines in the process.
Not bad for a beta but I find some few issues.
- scenes are too gigantic, taverns, early quest merchant room, and the town is too big. You might wanna scale it down abit.
- Hit boxes are all over the place
- Armor, clothes, and hair should be separated.
- Not a fan of yuri so I guess this is not for me.
Finally an update.
Btw, mind adding some changelog so that people will know whats new, changes, and fixes.
Edit: Nvm, Just saw the update.txt.
Bug on the armor factory, it gives spetnazs helmet which the helment factory does.
Also a bug when you find a mission to deliver something to your own city, it gives less than a hundred cash, and about 20 or something below exp.
Suggestions
-is it possible to mod the game to get troops from buildings like getting 1-2 free troops per day? Higher tier battles are expected to have some casualties at some point, and its not easy to replenish troops unlike the AI does.
-Military clothing should give more armor. Maybe buff them to 10 armor or something?
-Gas Masks and goggles should give more armor, maybe 8 or so.
-edit gun ammo? AKS uses a different ammo type rather than the 7.62 that most AK variants use. VK14
-increase some of the companion weapon proficiency. Allow some companions to reach at least 70 to their best proficiency at max level. In the base game, some companions have less than 60 of their best gun. There's even that one with 13 proficiency to all guns.
-increase average companion armor proficiency to 60 or above at max level. Same problem at the one above, some companions are stuck with the most crappy armor.
-lower grenade launcher range? Grenadier and Uman troops are too deadly with this things. And the base game has this bug where they can shoot through cover making this weapon quite devastating on large numbers.
Thats all the suggestions I can think atm.
Really? Thats quite peculiar. Then again, I did read somewhere that M&B's engine is a bit of a mess for modding. Didn't really believed that since it has a large modding community and all.
>>>>"should've prioritized single player over multiplayer"
>>This is a single player mod
Dude, lay off the deathsticks.
Already expected this since the patch testing was too close to the promised release date. Should've done it a bit earlier to have enough time to polish the patch.
For now, Patience young padawans.
already reported that to the discord server (which is the the place where you should report bugs). If I'm not mistaken, they should be looking into it after some few things.
Oooh, I was away for a local sci-fi convention, not really starwars but a mish mash of other sci-fi franchises and missed the release date of this mod, only then when some dude in a phase 2 clone armor mentioned a starwars mod during one of the conversations.
Time to take this baby for a spin.
And thus the waiting game begins.
Then again I waited half a decade on a certain mod and it was worth it, waiting for this one won't be any different.
Aww, I can't believe this is happening. Cause this is the only Gundam RTS game that I really enjoyed. Too bad this is where the fun ends.
Well I hope the new project of yours will be alot more interesting.
Good luck and more power to you Smoth.
The new research tree looks neat. d(^w^d)
Well the powered GM is too expensive and only comes in 1 unit per build.
There is no problem about the Guntank. But how about putting the Guntank as a 2nd tier unit from the upgrade tree. Since it came before the Zanny. That way it would offer more units to fed players.
And about the Forever GM, since Zeon has tons of Hero units like Ramba Rai's Gouf, or Char's Gelgoog...which outnumbers Federation hero units like RX-78-2 Gundam (or the G-3), NT-1 "Alex", and Ez8.
But if those three units can't be added, well its okay.
I am talking about the RGM-79C GM Kai (Sorry It was GM modified in other languages). Anyway, the feds need more Mobile suit units to balance with Zeon units.
Yes, the Zanny was just a rebuilt Zaku II unit, and yeah it was built in small numbers during the war. But it is equipped with a Guntank's 120mm low recoil cannon so it would be a good temporary artillery unit.
Well if you can't do it, then how about if you just add a GPB-GM79-31 Forever GM to cope up with some of the stronger Zeon units.
I hope one of them will be added.
darkkira1332
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