I think there's some issue with the directory structure in the current version.
"gamedata/configs/trade" should be "gamedata/configs/items/trade"
and
"gamedata/configs/items/trade/preset" should be presets, missing the s at the end.
I think there's some issue with the directory structure in the current version.
"gamedata/configs/trade" should be "gamedata/configs/items/trade"
and
"gamedata/configs/items/trade/preset" should be presets, missing the s at the end.
I call ******** on keeping this mod on discord. For privacy reasons I don't have a verified discord account and cannot access this addon now. Sure, you posted some gdrive links without context, description and version number, so no idea if those are still current or orphaned.
The big advantage on moddb (besides actually being able to download from it) is that you can see metadata like the last update and information that isn't in an unstructured cluttered timeline format and then sucked into a black hole after a few weeks. There is literally no worse platform for downloads than discord, even if you have an account that can use it.
Please! Please just put it on moddb and label it "CAREFUL DEVELOPMENT TESTING 1.5.2 VERSION YMMV" in all caps. It should be fine and it literally just takes seconds.
Even better would be git[hub|lab], but I'm not getting my hopes up that somebody who actually prefers putting their code onto discord would be using git.
That sounds great! Looking forward to the update.
Could you maybe look into putting the icons for the new parts into their own file like ui_icon_lunar.dds? I think Cr3pis does something like this with the optional addons to his icon pack.
Cr3pis, look at the GPNVG-18 for an IRL example. More lenses means more light, means less noise.
And concerning Beef's there's an MCM option where you can set the interface/frame to four overlapping circles. This provides a real advantage to tier 3 which is otherwise just a different color on Beef's.
I believe EFP has tier 3 with four lenses as well.
Edit: Also, aside from being realistic and a gameplay improvement they look ******* cool! ;)
Hi Cr3pis. I love your icons but I wish there was an option for a t3 nvg icon with four lenses, like the one from here: Moddb.com
It would fit really well with the popular Beef's NVG mod.
Really beautiful work and some much deserved love for the Vityaz. I'm going with the original grip, because it keeps the mini–AK nature of the Vityaz more intact.
As I said, as long as people enjoy this mod, I think it's great that it exists. You are completely right that all mods are good. Similar to FOSS, modding is a marketplace of ideas. As long as there is someone that wants it and someone willing to make it, that's enough.
I just personally don't get the point of this one, but just don't mind me. Thanks for answering and explaining your reasoning though!
You guys realize that the problem with water in the zone isn't germs but that the ground water is contaminated with radioactive isotopes. You can't remove that by boiling water, you'd need to distill it or run it through a reverse osmosis membrane.
I mean it's a game and I get that, and if someone enjoys this mod, that's great. But aren't these kind of mods usually meant to make the game either more realistic, or more balanced, not less of both?
Aside from implementing the mechanics above, both the most realistic and balanced approach is to just get water from the outside, as it already is in vanilla.
This addon overwrites the file "configs/items/settings/treasure_manager.ltx" with a completely different version when exiting the game in a way that can't be right. I'm pretty sure that previous versions of this addon did not do this.
Addons should not modify the gamedata directory on their own.
"On one hand, how tf do you dissect an animal and delicately separate its organs with an axe?"
Probably just not delicately, I mean. Your chopping it up.
If this didn't mean completely reworking the mutant harvesting mechanic (which wouldn't be worth it) I would say give it the full yield of some things like meat and external organs (hands, feet, heads), while lowering the chance to harvest internal organs intact. Way to much effort to justify though.
Then again, a sharp axe almost handles like a knife when you are holding the head directly. Sadly the animation from the THAP mod does not reflect that. The actor flips the axe around and drags it across the mutant exactly like he would a knife, which just looks plain weird.
I have reenabled it for now, since I wouldn't use axes at all otherwise. Maybe you could make it an optional patch in the future?
"The way it works now, the hunting axe offers a compromise"
That makes sense, both gameplay and immersion-wise. I could see carrying the hunting axe at the belt like a knife instead of across the back like I'd imagine the actor carrying the second slot weapon. I couldn't imagine carrying the larger axes at the belt.
I feel like at least the hunting axe should still be able to skin mutants.
Also, what is your rationale why hunting axe remains one-handed? Not that I disagree necessarily, I'd just like to know why.
What problem do you have when using both mods? For me they seem merge/play fine together. Is there something I'm missing?
Will the update come to desura eventually? Having the "Update released" message ingame makes me nervous.
Dorsai!
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