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Comment History  (0 - 30 of 584)
Dhatri
Dhatri - - 584 comments @ Extra Level Transitions - Bonus Transitions

it should work on GAMMA.

not knowing what changes to the transition scripts are made, i'd suggest only using the configs of the transitions, found in "gamedata/configs/items/items" and leave out the rest of the bonus transitions files from my mod e.g. scripts folder.

the error message would lead me to believe you have the package for new levels installed.
only choose !1! of the archives from the bonus transition download and if it's for GAMMA use "old maps".
the optionals should be compatible with GAMMA too except for the GW (Grimwood) - RF (Red Forest) alternate transition.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ Parallax Reflex Sights

i think the authors of new weapon mods should make sure their sights and scopes are aligned properly.
also: not everyone is using bas and asking the author to make a patch for the hundreds of guns and scopes it adds is, imho, asking too much for a free mod.

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ DAR Dosimeter Enhanced v1.0

I love it! 10/10.

edit: any chance to get the animations aswell when wielding a pistol/knife/bolt?

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ Busy Hands Detection and Blame

Since the mod "only" catches the scripts when they break i'd assume it's not retroactive.
depending on the type of busy hands you have it might "fix" your broken save which is in a busy hands state but that's guesswork on my part.

Good karma+3 votes
Dhatri
Dhatri - - 584 comments @ Pretty Pistols Pack Glock Reanimation

Whereas this is generally true, the naming convention of the PPP patches will supercede the files from this mod."mod_system_ppp_glock_reanimation.ltx" will always be loaded before "mod_system_ppp_patch.ltx" hence the patch would always overwrite your settings. i'd suggest changing the naming convention of your config file to "mod_system_z_ppp_glock_reanimations.ltx." that way you are making sure your DLTX config gets placed fairly high in the priority.

Good karma+3 votes
Dhatri
Dhatri - - 584 comments @ Parallax Reflex Sights

just tested and it is indeed a bit wonky with PPP.
aimpoint is "split" on wpn_fnx45_alt so i sort of get 2 red dots no matter how i realign the weapon.
same is sort of true for wpn_fnx45_custom red dot there is hard to bring into view in general.

love the mod btw. it always irked me that the redots and such felt so static. also the eotech scope being offcenter when realigning the weapons was maddening, with this i can finally fix that.

many thanks.

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ CrimsonVirus's OCD fixpack v3.3 [DLTX]

The install process is about as comfortable as any other DLTX mod. I would suggest a manual install with clear naming conventions for each individual part of the mod. OCD when building your modlist does help a great deal in avoiding crashes and errors. ;)

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ Quick Action Wheel

A most useful and needed mod. 10/10.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ Extra Level Transitions - Bonus Transitions

yea, looking at the layout in which the maps are placed the grimwood <-> wild territory transition seemed to make sense. glad you like it. :)

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ Food Drug Drink and Medical Items Logical Rebalance 1.3.1

this mod reads a lot like this: Moddb.com

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ Icons of the correct size (update 1.2)

Excellent!

Drinks and hammer are more pleasing with that icon-size, imho.

Note: the boots have a very nice icon but seem rather large for being a "junk" item.
maybe the grid-size for the gloves can be changed aswell.

may i ask which animation mod for consumables you are using? the FDDA item textures sadly don't match up with the inventory icon design(only small nitpick nothing game-breaking).

Edit: I'd like to point out the DLTX-side of things. Is it necessary to include the base stats for the items in the DLTXification? Parameters like "cost" and "weight" seem redundant in your DLTXification since you aren't making any changes to the vanilla value in that regard. For compatabilty reasons I'd suggest removing the parts of the DLTX file which aren't altered to work for the new icons.
I point this out since I noticed that your DLTX file overwrites a few of my own edits for consumables which are DLTXified aswell. I changed the naming convention of your DLTX file to be loaded earlier than my edits to resolve this for now. :)

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ 1.2.0 VOICED ACTOR - Russian Voice 1.5.1

it might. though i suspect EFP will have its' own voiced actor variant going with possbile changes to the script file and a different sound carpet.

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ Icons of the correct size (update 1.2)

A very nice mod.
A full list of items being changed would be nice.
Suggestions: make the icon for the ball-peen hammer smaller, It has more the feel of a sledgehammer now with 3x2 gridsize.
give stolichniya vodka a 1x2 gridsize icon like the other vodka brands.
maybe can condense most of the drinks into a 1x2 size?

Looking forward to updates. :D

Edit: had a look at the files. is it really necessary to have most of the item's definition parameters DLXtified when no changes are made for those parameters?

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

ofc you can. i'm running a different invulnerability mod for my companions which is script based i think: Moddb.com.

in my experience trying to make the companions invulnerable through the invicibility triggers you can find in the files is not always working 100%. in beh_companion.ltx find the lines which read "invulnerable = false" and change them into "invulnerable = false".

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

i sort of made that already check out the extra archivs of "increased companion distance". there should be a patch file in there which brings together companion obey orders+ hg companions + increased companion distance.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ NPC's Revenge v1.0.1

people are mean because the author uploaded a sub-standard mod addition which could (probably) be easily assembled without using this modpack. so it'd be another case of a low effort modpack with a somewhat better crediting this time. the addon is provided for free is true but the author doesn't forget to mention that you can of course pay due respects in money on the ko-fi page which would be making money of other people's work, no?

"LOL No seriously I do thank you, I've always thought this was stupid to just give your work away, no one respects free. Private or Paid is the only way."

apart form the obvious sarcasm. i don't think that's true. i think people specifically don't like YOUR work. there are many mods which are free and highly respected. yet they try to keep a narrow focus which this mod clearly fails to do. as a standalone mod it doesn't address the scope of the game. the provided changes would be better served if they were singular mods, imho. judging from the description the mod will make anomaly more into a running & gunning experience.

Good karma+6 votes
Dhatri
Dhatri - - 584 comments @ NPC's Revenge v1.0.1

Not sure what to make of this. The explanation seems rather long and touches many different aspects of the game. Some changes would make the game harder others,I feel, would make the game easy and trivialize most of the zone experience e.g. switching of anomaly damage & making mutants neutral to the player.

An even more fine-grained modularity to the install would be nice aswell.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

you also uncommented a quite big function between line 898 to 923. what's that for?

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

Mind you Gamma might change things so if you are not running gamma there's a high likelyhood that this patch will not work.

also since this patch edits the same files as the companion obeys mod whichever mod gets loaded last wins the conflicts. you'd have to manually merge the corresponding files to get all the features of mods.

axr_beh.script does mess with companion looting.

" --if (_G.schemes["corpse_detection"]) then
--action:add_precondition( wp(xr_evaluators_id.corpse_exist, false) )
--end"

this is still commented out tho. so companions will have no corpse detection.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

Yea the button bind breaking for some reason is rather annoying. I changed the approach distances/speeds a little bit for the relax state and not having the companions rush to the very spot they want to sit in seems to alleviate the problem with the crash mentioned before.

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ Devices of Anomaly Redone (UPDATE 4.1)

So pretty! :D

Good karma+3 votes
Dhatri
Dhatri - - 584 comments @ Extra Level Transitions - Bonus Transitions

Alright, fair critizism. I changed the description text. I hope I didn't cause you too much of a headache.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ Re:done Garbage & Swamps OUTDATED VERSION

Can always make it a modular install with MO2. It's not very hard and people still get to pick and choose the terrains they want. Maybe something to consider when you feel like you are done rebalancing the smarts. :D

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ 1.2.0 VOICED ACTOR - Russian Voice 1.5.1

Find this line in the aggd script :

"elseif actor_status_sleep.get_sleep_deprivation(true) > 0 and sleep_volume > 0 then"

change "actor_status_sleep.get_sleep_deprivation(true) > 0" to something like "elseif actor_status_sleep.get_sleep_deprivation(true) > 1". not sure if that will work tho i can't remember really how the sleep scale was working sine it's been quite a qhile when i balanced them.

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ Private's Gun Reposition aka PGR

The hud section for the aks47 (wpn_aks) can be found in "gamedata/configs/items/weapons/ak.ltx".

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

If any of those creatures is blocking the "sit down" position for your companion at a relax spot it might crash.
Then again I think it's rather too many companions trying to sit around a campsite at once.

Good karma+2 votes
Dhatri
Dhatri - - 584 comments @ Random weapons reposition

I do mean the differences between gun-variants of the same model. I do agree that it is nigh impossible to achieve complete hand position generalization since the rifles, shotguns etc. are using different hand rigs. However assault rifles (i.e. ak74, m4) probably have a very similar hand rig which (in theory) should be interchangable hands position wise.
Also only so many different hand rigs are used (in vanilla Anomaly) so it'd would be a matter of identifiying which hand rig is used 1st and then applying the new hands position to all guns which use the respective hand rig.

Good karma+1 vote
Dhatri
Dhatri - - 584 comments @ [1.5.2] HG Companion [1.111]

Are you by any chance running with more than 1 companion? I think this is connected to the NPCs "resting" state. If you have more than 1 companion and command is given to companions to rest, then game might crash when companions try to sit on same spot at campfire.

Good karma+4 votes
Dhatri
Dhatri - - 584 comments @ Random weapons reposition

I wouldn't suggest using this unless you are NOT RUNNING any other weapon mods.

Good karma+3 votes
Dhatri
Dhatri - - 584 comments @ Random weapons reposition

I think DLTX is already part of the 1.5.2 executables. Please correct me if I'm wrong on that one.

Your statement of "works on both" is true but at the same time misleading, since you make no use of DLTX in your mod, which is sad your configs will cause lots of conflicts with other weapon mods.

Also your hands positions are not unified e.g. they may look samish but weapons will occupy different parts of the screen-estate. I'd suggest editing the hands position by number value and not by eyesight.

Good karma+2 votes