Thanks man, I'm checking on it, and also the glowing campfire wood pieces, hopefully I'll manage to edit everything!
Thanks man, I'm checking on it, and also the glowing campfire wood pieces, hopefully I'll manage to edit everything!
I get a bit confused by these scripts, damn me, if I put this before your Spas 12 reanim then equipping a pistol will crash, and if I put them after the spas 12 the ammo check animation for the shotgun won't play.
I checked and their utjan_mag_check.script have some different lines, but to me that's voodoo language ;(
If anyone else had my same problem, where ammo box will accept mags (from anomaly mags or whatnot) and the ammo crafting toolbox, but then you can't take em out:
Just go in the mod folder/gamedata/configs, open mod_system_props.ltx and search for prop_ammo_box (or meds if the error is with a med case), then put a ; before specialized_storage = ammo.
Bare in mind this will become a normal stash that can take everything, so ingame you can take the bad stuff out and then remove the ; after that (mh, game must be closed while you edit eh)
What if instead of acting on the AI alone, the anomalies were set to be like invisible walls which npc can see through?
With a 5% or 10% chance they won't recognize them as walls, enabling the risk of walking straight into them
sexy mofo, today gonna install this like instantly when I get back home
Thanks!
Steal loner suit it is then!
Thanks I'm gonna try that this evening!
I didn't notice if they did play looting animations, I'll check it.
The only thing I did notice is that now, with them being farther away, the defensive formation doesn't make the sub-squad leader to run in front of you, he remains behind!
I thought about adding a check to the scripts, if the player is still then game counts 3 second then checks again, if the player is still not moving then the NPC need to stop (stop command). As it seemed to me that NPC with stop command almost never engage in that weird circleing behavior.
XCBV says they would still do that tho, I'm good with 3d and 2d stuff not scripting, so I'm at the mercy of events here ahah
Love me some good new levels!
Question: if I edit the file and partake the storyline as a military but I don't want to use any disguise, will it:
1- totally break the storyline as essential NPCs will be hostile (this is bad)
or
2- can still finish the quest but I'll just have to gun down double/triple the enemies? (this is good)
Is it normal that on some occasions companions still get too much close, start walking in circle and bump into you repeatedly (typical vanilla behavior)? Happens a bit randomly, not only in closed spaces
Mod-patch is loaded last and just after HG Companions (wich is awesome btw)
This is a must have imo, just the fact alone that you can make them rest, or that the defensive formation has a pointman that precedes you, awesome!
I think I found a sort of problem, I'm playing as a military and loners don't shoot me in rostock just because it's a "safe zone".
Problem is I got a merc companion, so probably the script bypasses the safe zone and since the loners are technically my enemies, they start shooting the dude right away, even the guide inside the bar!
Edit: weird because they attack the merc companion but not the other 2 military companions, has it something to do with my goodwill towards the companions faction? (merc was minimal, army was at max)
Hey my man, I'm playing on GAMMA which uses this great mod, the AK74U (which I guess is from BaS or a similiar gunpack) is the only gun where the animation goes weird, here the gif of example -> Imgur.com
Have you any idea of what could cause this? So at least I know where to look to try and fix it for myself!
What factions can pursue this quest? I'm playing as a soldier and the Doctor just greets me
Genius, also, those amazing posters will defo stay in my game even after halloween!
Which lies?
Thx man
Are you posting changelogs somewhere when you update this mod?
Nice, is the battery level dynamic?
Just don't die pls, this was so promising along Guard Duty
Dynamic mutants add a German Shepherd dog afaik
I joined and voted just after posting my comment! But I already saw the second one was winning :')
They all look good anyway :D
In the military merchant file, the Vihkr rifle is written wrong so it doesn't appear, the weapon name is wpn_vihr and in the file is written wpn_virh
Does each armor or backpack have a different magazines capacity (like a quantity of mag pouches) or can you add as many mags as you have to the loadout?
I knew there was something ****** up, I have a G933 Artemis 7.1 headset and I can't thank you enough
Duty Nosorog for me is not making any sound, is it possible? I'm using the player and npc version ofcourse.
Game is Anomaly
Edit: yes the mod lacks new armor additions of latest versions of Anomaly
I see the mod has the audio files also for commands to companions, but for some reason they don't play, is there something to do to make them work?
Think about adding a Colt Python, that would be rad :D
HectorShiroi
joined
3D and 2D artist. 3DSMax 2017 Blender 3.6 Substance Painter 2023 Photoshop CC 2024 Illustrator CC 2024