Yes working on both clrar sky and cop at the same time.
Yes working on both clrar sky and cop at the same time.
Yes I can work on patch :)
Yes, but just like many other addons and mods it would require editing the bind_stalker script so making it compatible with other mods and addons will require manual merging. But still I can make a standalone version for unmodded ShoC :)
Hi! Dunno what happened, but when I uploaded the supposed fix to replace the initial version of the addon I have uploaded a wrong archive that did not have the fix. Should be okay now. Also there is another workaround but im not sure if it will keep the game stable. Go to: gamedata --> config --> ui --> and delete "ui_custom_msgs_16.xml" and the crash will be no more.
I'll be releasing a new version of the mod which will change a lot of things with the merc suit also being fixed.
I will make it optional in the next version, which will be far more polished than the current one. I know inventory volume is kind of gimmicky but I like, then again most players wouldn't want that sh*t :D
если играеш просто во фриплей то по 6 локаций для всех фракций кроме ренегатов, греха и unisig. если начинаеш новую игру вместе с сюжетом то например для одиночек начинаеш игру на дороге ведущий к южному блокпосту (тоесть в самом начале кордона). Скинь пожалуйсат, ссылку со скриншотом от MO2 (перед тем как запускаеш игру). Спасибо.
try to add the localizations into MO2 with highest priority and see what files it conflicts with
have you added or disabled anything?
Honestly I have changed so many things in the modpack at this point in its current state, that I can't tell you right off the bat why it crashes. ARMR is a very conflict prone mod since it just adds magazines for weapons and it does it with injector scripts rather than editing existing files. The injector script is the same for a lot of mods as well. ZCP (Zone customization project) has a mags compatibility option. Also you should start a new game when disabling it.
included already in VAMP 2.0 but here I have the dilemma if I want to keep the old guns because frankly they look like crap compared to the tacticool BaS ones. currently testing the game with BaS only weapons and if the Bas arsenal is enough an honestly it seems like it is.
Закинь папку gamedata в Аномали либо пользуйся MO2 не знаю чего посоветовать. Должно работать.
It is high time that this mod be ported and makes use of 64bit engine. Dunno if the creater can do it, but I think that getting this stuff working with open x-ray or any other 64bit version of the x-ray engine would be more than benefitial.
Also this guy made exactly for anomaly Youtube.com
This guy has made a nice tutorial on how to use both JSGME and MO2 Youtube.com
FIRST OF ALL A MASSIVE THANK YOU! With VAMP 2.0 things have already changed both graphically as well as in regards to gameplay, with even more stuff to come. So far I am done with adding more addons from other creators and now just work on my to-do list. About MO2 - mo2 takes some time to get the hang of it, but after that it's easy. the thing with mo2 is that since I compile the modpack i know which thing does exactly what, where you would just stare into an endless list of addons put together. I felt very puzzled for instance the first time I installed efp decided to untick some addons I didn't like and broke my game :D. Sadly vortex wouldn't work or at least I haven't seen anyone using it.
don't worry I will get to making abetter tutorial. was a bit busy past toiw days manually upscaling all weapon textures.
Okay imagine this. you put folder that contains the game in one place and than you install mo2 into the same place. Now in that place you have two folders - one contains anomaly the other is called mo2. you drag and drop the stuff from anomaly modded exes into the folder that contains the game and overwrite. after that you merge the mo2 folder from my mod with the mo2 folder that you already have. you open mo2 launch ModOrganizer.exe and follow the instructions on setting up a new instance inside the program:
10. Click on Create New Instance -> Next -> Create a Portable Instance -> Browse -> and Select your Anomaly directory folder where the game is located -> Next -> Next -> Finish
11. In the Profile section choose the profile "VAMP - Vedmak Anomaly Modular Pack for S.T.A.L.K.E.R. Anomaly 1.5.2" then launch Anomaly Launcher from MO2.
I mean it does sound weird when it's written explanation but in reality is a peace of cake. if you don't install the right way as per instructions I can't help you. I think EFP has an installation video on their discord server and it's more or less the same. Anyway, to avoid confusion I will make a simple repack and upload it so when people download they will have to just unpack the file and be ready to play.
Thank you :) GAMMA and EFP both have way more addons and things going on and this here is only the first version. I have already added and redone quite a few things and right now working on to do list
Yes there is just untick the "Arti and Ravenascendants Magazines Redux (ARMR)" in MO2. Better start a new game after that
that should really not happen. Can you post a log please.
add it to weapons and ammo separator in mo2 and activate it last. see what conflicts are there and send me a screenshot. Generally it should be working
as of now shortsighted. Jokes aside I am testing out things constantly and adding, removing things making my own tweaks but generally I want to make it immersive, yet not painful like AREA or Misery so still to have nice balance between realism and difficulty without it being a chore to walk 100 meters in-game.
Nah I can mod in special ammo types and actually I want to mod in a few things that can work plus have to make my own patches for some addons because i test a lot of things and some stuff just acts weird with other stuff. I mean this is version 1.0 but its more like version 0.5 or something. Still I decided to 1.0 it because its a working modpack and whatever I do next can end up steering very far away from the current state
Sorry I have a very short fuse in general. Don't take it personally.
yeah I will get to doing what you say about links and stuff. Just was too tired yesterday and made a generic I credit everyone out there because it was easier
Free game, with free addons... All I'm doing is compiling them. No royalties for open source I really shouldn't be asking permission. I can obviously name in credits every mod creators, but lets be honest a lot of assets are ported from other games and other creators and I doubt that people go around asking left and right. You think Grok has asked every person out there 1 by 1 when he compiled a modpack with 300+ addons... yeah dont think so. Get a grip man. Plus if you make something put it for free and expect that people won't use it for their own projects... than dont post anything and just live in your little bubble of self developed addons
I think of switching around the weapons addons and stuff so likely gonna get dark audio. good point. honestly that thing for the silver for monsters would be a fun concept. like have silver bullets for humanoid monsters... actully intrigued by this joke suggestion
hud fov auto changes to 0.45 for some reason as soon as use iron sights
DimitriVedmak
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