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S.T.A.L.K.E.R. modder and translator.

Comment History  (0 - 30 of 53)
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

They're meant for static lighting users using DX8. If you have a good computer and play on DX9 or higher, you should disable static lighting weather fixes. It's an optional feature for those playing on that render.

If you play on dynamic, regular versions of the weathers should be used without the _static prefix. If SoC-style weathers look unappealing still, you can disable them in the settings.

Good karma+2 votes
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Нет. Надо устанавливать поверх него, вроде должен быть совместим.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

LTTZ: DC uses a script that makes Eidolon disappear and reappear when reaching a certain amount of health. If you kill him instantly before he reaches that health amount, the game breaks.

I just tested this and you can finish the fight fine, especially if you shoot his body instead of the head. Gonna have to see if I can make the fight more consistent in the next update.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

So strange, I was able to reproduce the bug once but now it doesn't crash anymore. I will have to see what causes this issue.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

It appears to crash the game when playing without debug mode. Try enabling it for now, I will see if I can fix it the next update.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Да, насчет анимации зарядки патронов знаю но сам исправить пока-что не могу. Надо учиться анимировать. Думаю это разница в движке Anomaly и то как он смешивает кадры анимации, либо выставляет позиции рук игрока. В оригинале FWR все это выглядит нормально.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

I've had to intentionally revert to 1.5.1 PDA mechanics because unfortunately, 1.5.2 PDAs break when the player uses the standard 2D UI for them. Instead of seeing the stashes and messages, you just see the world map and can't do anything, even in default 1.5.2

Plus being able to put them into the slot allows the player to comb through a big amount of looted PDAs because you can take out the battery and know which ones you've been through.

Removing the equip animation for when the 3D PDA is disabled is a great suggestion though, it was one of the good aspects of the new system. I'll make a note of it.

Good karma+3 votes
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

You might have installed the weather adjustment for static lighting, which you are not meant to use when playing on Dynamic.

Good karma+3 votes
Chocohex
Chocohex - - 53 comments @ Old World - Spatial Anomalies Patch

This is very interesting, thank you for your work. What was the issue with the spatial Anomalies originally? From my experience, they work fine in vanilla. Also, the idea to restore Noah's compass dialogue is excellent, I'd like to implement this into the next patch if you don't mind.

Good karma+3 votes
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Баланс это моя слабость, если не лень копаться в файлах то можно исправить в configs\creatures\immunities.ltx и увеличить параметр wound_immunity. В данном моде он был уменьшен вдвое, потому-что мутанты разрывали сталкеров на части без шансов из-за увеличенных размеров отрядов.

А урон мутантов придется увеличивать в файлах самих мутантов, в той-же папке. Они бычно под параметрами типа "hit_power", "stand_attack_0" и.т.д.

Можно достичь того-же уменьшив мощность брони.

Good karma+3 votes
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Unfortunately, we can't have usable items at any resolution other than 1x1. They won't fit into the quick-use slot and make the game crash. That's why they're that size in Call of Pripyat and all mods for it.

However, I am definitely considering improving the interface further! Anomaly's interface has some issues with rotating scopes and silencers, I wonder if I can fix this somehow.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

LargeCox01 ENB1 I have uploaded the patch on Google Drive and updated the moddb download. I don't have a wide monitor so I can't test these things easily, but it should be able to fix it.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Pressing 0 on your Numpad (right side of the keyboard) disables HUD, you can press it again to make it appear. If it doesn't appear then I have no idea, this never happened to me.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

I will be adding ultrawide support in the next patch tomorrow!
This slipped my mind during development, sorry guys 😁

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Its fully compatible with the Classic Textures addon Moddb.com

Good karma+2 votes
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

When reporting bugs to developers, please send your X-Ray crash log. Otherwise there's no way for us to know what can be causing the issue. The logs are created automatically in the "appdata" folder in your main game directory.

Did you install the mod correctly? You need to install it on base Anomaly version 1.5.2. The mod is also poorly compatible with other addons, it won't work with any other addon that makes major changes, (Or small changes that affect the player's inventory and HUD).

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

This addon was originally made for 1.5.1. but I updated the scripts to work with 1.5.2. because it was only a few minor tweaks.

I haven't tested compatibility with 1.5.1, but it's unlikely. The new Anomaly version changes some very important core files that many scripts rely on, so I recommend downloading and patching your game to 1.5.2.

Good karma+4 votes
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Thank you for the bug report 🙂
I'll see if I can fix this in the next update.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ [1.5.2] Old World Addon

Hello, I just tested this, and FOV and Hud FOV changes work fine. As an alternative, try opening the console by pressing '~` and typing "fov" and "hud_fov" commands.

In addition, check if you installed the mod on the correct version of Anomaly, if you have any engine changes, or if you might be required to launch the game as Administrator (if the game is installed in Program Files or another place that might require it.)

I will be fixing the iron sights zoom factor in the next update, apparently the weapon's scope zoom factor has to be set to zero for the slider to work, but I missed that during testing.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

Hey, in the Google Drive Mirror link there's a database unpacker that I used to extract files for my translation. Any Shadow of Chernobyl unpacking utility should work :)

Good luck with your translation!

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

Yeah, the mod is based on an earlier version of OLR so it doesn't have as much side content.

There is a supposed workaround for the type of crash you are describing in the readme of the mod, you can edit alife.ltx to walk past the crashy zones, it's likely a faulty mutant spawn but there's nothing I could do to fix that.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

Oh man, that's strange. I've never seen anyone have such a problem. I just launched the game and ran from Toad straight to the Bar - it doesn't kill me.

I think what you are trying to do is enter Rostok, that's the factory place to the north of the Bar. Don't go there yet, you will later in the story.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

Are you following the storyline? If you are not meant to go to the bar at this point of the story chances are it's just a mechanic meant to prevent you from sequence breaking, I recommend you do the medpribor missions first.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

That's what the Wormhole Generator is for, once the ground starts shaking you can create a teleport point and get back to where you were instantly. That's not necessary though, you can just take the same path over and over until you won't get ported back anymore.

As for the loading crashes there's not much than can be done other than beat the location in one go - it's a huge map and the amount of stuff on it stresses the engine to a point of crashing.

Good karma+2 votes
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

That's what the Wormhole Opener item is for, once an earthquake starts you can use it to create a point to teleport to. Though just pushing on from the start of the level works too.

Good karma+2 votes
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

It's a prop :D
Though admittedly it's a very silly choice of model. You find other documents through the descriptions at the end of each one, typically they aren't too far out of your way.

Good karma+2 votes
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

Huh? You don't "find" the psi-helmet in this mod, you find research data for it. If you are in Bright Path City then do quests for Freedom until they give you the directions. Always pay close attention to the dialogue.

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

Yeah, the VoA addon really nails the writing aspect of the game since the mod's author is an actual writer. The static lighting looks alright too, for me personally it's not a deal-breaker at all.

Good karma+2 votes
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

The DB extractor I used is located in the mod's Google Drive mirror, you can find the link to it in the description. Enjoy tweaking!

Good karma+1 vote
Chocohex
Chocohex - - 53 comments @ Oblivion Lost Remake - Vector of Alienation

It's definitely possible to re-integrate it, although personally the static lighting looks fine and more fitting for the build maps circa 2002-2004.

Although VoA's author's intent was to have a stronger build atmosphere with his improved static renders, OLR 2.5's dynamic lighting was horribly optimized and caused enormous frame drops especially on bigger locations.

I am not sure it would really be worth the effort to reenable it with OLR 3.0 coming at some point in the future. It will have superior static and dynamic lighting, the only uncertainty is the story.

Good karma+2 votes