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Comment History
CallsignWulf
CallsignWulf - - 27 comments @ Survival HUD

I literally told you how to do it.
File says this above the firemode section "parts below if for ammo, put a thousand in part's "x" to get rid of a part"
So if adding 1000+ to X coord will get rid of it, remove the the thousands from it. There is a 2 in front of the X coord for firemode. Remove the 2. I figured it out first try.

For messing things up? That's why you copy paste the file beforehand, then rename it's file extension to .bak so you have an original copy of it. Or, archive all of your mod's zip files and have them organized so you can just right click and reinstall in MO2. Never have to worry about mods being deleted, or having to redownload, if you never get rid of them.

Good karma+2 votes
CallsignWulf
CallsignWulf - - 27 comments @ Survival HUD

Read what's in the config file. It mentions taking the 1000's place out of the coordinate of the hud object. It is already enabled, but is just placed off the screen.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Survival HUD

Is there a way we can re-enable the fire-mode indicator? I find Anomaly annoying because things in the pistol slot tend to reset their ROF when you load a level. Would be good to see what the ROF is without having to waste ammo.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ [DLTX] OACO Octavia's Anomaly Cooking Overhaul v2.0.4

Working fine for me. Though I do have a ton of other mods that add campfire cooking too. But this mod's changes are still being applied.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Pretty Pistols Pack

If you're using Maid's icons, that will cause issues. It used to work for me then an update here just made it stop randomly. If using DLTX modules, you won't get new icons from this mod. If using icon override, crash on launch unless you go in and manually remove all the lines in Maid's pistol file, that this mod also has.

If it's not that, then I have no idea. That error isn't pointing to any specific file like my errors did.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ [DLTX] OACO Octavia's Anomaly Cooking Overhaul v2.0.4

Found the solution. I had no idea this mod was causing it for the longest time, google searching the error never brought me here.

In the mod_trade_mercenary_oaco.ltx file
Delete everything above the line> ![supplies_1]:common_stock
There's a bunch of extra crap in there that is not in the other files. No idea what effect this will have ingame, but I can actually play and not have to remove the mod AND start yet another playthrough. Which I originally did hoping it'd fix this specific crash.

Betting this is due to improper DLTX'ing.

Good karma+2 votes
CallsignWulf
CallsignWulf - - 27 comments @ Texture modification Dead Zone for Anomaly

Weird. I check in every day on the addons list, and never saw that this got updated there.
Unless you're meaning the updates you made, not the mod page.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Texture modification Dead Zone for Anomaly

Might be good to upload a new txt file with update links, or just the same file whenever you do an update for this. That way people can filter by updated mods and see that something changed.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ [1.5.2/DXML] More Travel Locations

The guide at the bar has the last two option's text messed up. Shows guid 6 and 7. Turns out those options in the xml file have some extra text before the whole <stringid bit. Backspacing that out seems to fix it with no repercussions so far.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Food, drug and drinks animations v0.9 [1.5.2]

Working perfectly now.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Food, drug and drinks animations v0.9 [1.5.2]

Even without mutant loot animations turned on, you can't loot. The option is there but activating it results in nothing, then the option disappears. Tested on about 20 mutants, and it's not the "nothing useful found" prompt either.
I assume and hope the upcoming update fixes both cause they're the same issue.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ JSRS Sound Mod 4.0 for 1.5.1

They contain the updated suppressor sound names. You can overwrite them but the suppressor sounds for those guns will be the original ones.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ JSRS Sound Mod 4.0 for 1.5.1

Latest version has no suppressed P99 sound. It's not in the upgrade file. I fixed it myself by adding the sound line under the silencer name line.

Also VSK-94 is WAY too loud for a 9x39. It seems to be mostly the weapon tail sounds for it. The thing is louder than the suppressed AK12.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Boomsticks from what I remember did a few other things, besides adding some new guns.
For JSRS, I didn't see anything editing all the weapon files, except the a few of the upgrades things for suppressor sounds. If there is a separate thing with the Jarhead name, I've never seen it. Only mods I know by that name is JSRS itself, as it's (Lord)Jarhead's Sound Replacement something or other.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

It's an amazing mod. Something I would have made for myself, if I had the patience to align all the sights and stuff.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Yes, I extracted some files, others I just edited existing mod's files.
JSRS is just a sound mod and it only conflicts with one base weapon file, and minor conflicts with upgrade files, for the new suppressor sounds. Boomsticks and Sharpsticks is probably what you're thinking of. I had it installed before, but didn't really care for it. It was a pain to patch things with it too.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

That's going to cause a lot more conflicts though. Granted, it would only be one line to merge in each file, but still.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Can just pretend it's a poorly assembled AK with a canted front sight block. Good old com block milsurp.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

I had a lot of addons on 1.5 beta 3. But with the latest update I'm using less. I have done my own tweaks as well, but it's mainly editing already existing mods and files ingame, not adding things in with scripts. I have EFT aim behavior, some sound mods, campfire cooking mod that adds a script. I used to use Boomsticks thing, but didn't care for it, and didn't want to patch all the files again for different mods.

My game was completely stable though, still is. The main thing is your settings, and file conflicts. If things conflict or have bad values, your game can go from completely stable to crashing instantly, constantly.
I had to reinstall the game due to that. Thought I could cheat and upgrade the previous version WHILE uninstalling some mods. Kept getting some AI PDA crash.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Load order for me, is UI mods, then sound mods, then eveerything else. But, I do check for conflicts and make my own patches. I keep those in a separate folder and apply them over top.

Good karma+2 votes
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

gamedata/configs/items/weapons:
w_sr25
gamedata/configs/items/weapons/upgrades:
w_aps_up, w_beretta_up, w_colt1911_up, w_glock_up, w_hpsa_up, w_k98_up, w_m98b_up, w_mp5_nimble_up, w_mp5_up, w_oc33_up, w_remi700_up, w_svd_up, w_usp_match_up, w_usp45_up, w_vz61_up

I don't think any more of the files in the normal weapons folder conflict at all, just the SR25. I went over them all again for 1.4, but I ain't doing that again for 1.5. Pretty sure it's mainly the suppressor sounds in the upgrades.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Tried the M4 and M4A! with Eotech. Not sure what the issue was supposed to be, but I'm not seeing any problems. My only issue with one of the M4's is the god awful reload where you pull the forward assist back IE CSS style. But that's not your fault.

Double checked the upgrade files without the silencer line changed for JSRS, it does indeed change the suppresor sound back to default if you don't edit it.
If needed, I can provide the current list of files that conflict with JSRS.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

I'm not the dev, but updating this addon should just require overwriting the previous versions files. There's not much going on here that should crash by updating, and it's simple in general. Just FOV and value tweaks, nothing serious like upgrades (yet) that will crash if they are swapped mid game.

As for "enhanced recoil" ingame, I recommend having it off. It's not realistic in the slightest, coming from someone that shoots a lot and is competent at it. Real guns do not have randomized recoil patterns if you hold them correctly and consistently. Only change in recoil/climb that's noticeable would be from heavier/lighter ammo in the same gun.

I guess you could start with it on, then turn off later to represent getting better with guns?

Good karma+2 votes
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

^I'm that guy.
I haven't tried without changing those sound lines, but all it is, is one line in each file except the fort one right now. The silenced sounds are changed to things like 9_1_Silenced and whatnot for JSRS, depending on caliber. Kinda weird a suppressed sound is in the upgrade file though, but I don't know how those are really set up. You'd think if a gun was suppressible it would be in the main gun file.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

It's going to be harder than real life due to depth perception and lack of binocular vision, and having to view on a screen at x resolution. Even shooting in most games is harder than real life, for me.
Something I especially hate about aiming with 3d sights in games; they block your view as well, making things more difficult than it should be.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Should be fine. Worst you'll get is with things like soundmods, reverting to vanilla sound, and for weapon stat changing things, you'll get different weapon feel.

If you're comfortable with editing files, get WinMerge and you can compare the two files directly.

Good karma+1 vote
CallsignWulf
CallsignWulf - - 27 comments @ Yim's Weapon Tweaks v1.7

Ok, finally found my account.
For merging that mod, I had a look back on update 3 trying to merge it with other mods at the time, and I stopped at just looking. It changes the paths of the upgrades so much it is way beyond me. And I did personal patches for like 10 different mods to make it all work together. So I just stuck with the outfit only part of that mod.

Good karma+2 votes