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Comment History  (0 - 30 of 485)
manzmnl
manzmnl - - 485 comments @ Body Health System Realistic Overhaul (0.87 EFT BHS Update)

Ah, well. I didn't notice the unlocker. Sorry :)
However, I've installed your mod on a fresh GAMMA installation without anything changed so far and started a new game. Weird enough, the backpack and grabbing anims were enabled. I just had a look at the mcm script file, that comes with your mod, and noticed, that these options are intended to be disabled by default. But if I'm not mistaken here, the "true" boolean in these options seems to disable them (so, they're somehow switched. Didn't check the fdda script, where it's defined). Maybe that caused the confusion.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ Body Health System Realistic Overhaul (0.87 EFT BHS Update)

It's a real nice addon! It's more like what I intended to do with EFT Medic overhaul back then.
However, you should consider adding back the FDDA backpack and pickup animation toggles to the MCM, because those can cause busyhands bug, as well as causing crashes, when doing certain things in GAMMA (like putting artefacts into containers). If you reach that point in your save, it will crash upon these activities, giving "At address ..." crash logs.
Everyone should be free to choose whether to use them or not. But at least it should be available to toggle them off without less experienced users having to fiddle around in the scripts and files.

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ Devices of Anomaly Redone (UPDATE 4.1)

It seems that with DAR the TB receiver tasks mod doesn't recognize the RF Receiver in the inventory. Since NERF is included (and at least the original version is compatible with the TB receiver tasks mod), I thought it should work out of the box. I'm on GAMMA, btw, and your radio script overrides the one from TB mod.
I suppose the best solution is to install the full version of NERF and load it last.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ Utjan's Item UI Improvements

This is the best damn mod, that recently came up, and it's working perfectly fine with GAMMA out of the box!

THANK YOU!

Good karma+3 votes
manzmnl
manzmnl - - 485 comments @ See Through Scopes v1.3 ALPHA \ PIP Scopes For Anomaly

Oh, it's not required to mess with shaders. "Only" the main engine code (C++). But you already said it, so it's already possible to change resolution on main viewport while aiming, without adding something to the binaries. And Shader Based Scopes does already add blur outside. So that will work then and improve performance :)

BT, I didn't yet check the files. But I think I will create a compatible version vor GAMMA. It's using EFT-Reposition, which *should* include Cement's changes to some extend. But I suppose your mod changes weapon configs directly inside the wpn files? I'd convert those to DLTX format, if that's the case, which makes it way easier to handle compatibility with other mods and modpacks. For example the 2D Scopes Overhaul mod does that in a pretty handy way. I've converted that one to GAMMA too (and still do). Maybe that could be done in a similar manner. I'm going to check your files out soon, then I can tell more.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ See Through Scopes v1.3 ALPHA \ PIP Scopes For Anomaly

Is there a way to reduce the resolution of either the pip rendering or the main pic rendering somehow dynamically? Shader Based Scopes relies on some functionality given by the modded exes, which allows to put some post processing on the main picture (outside of the scope view). Maybe that could be used as a base to introduce some optimization. However, in xray it would be probably "easier" to deal with the inner scope resolution. IF such thing is possible at all, when modified directly inside the engine binaries. Just playing with some thoughts here.
I remembered Arma 3's earlier pip scope attempts, where they've reduced the outer scope resolution dynamically while aiming.

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ [1.5.2] HG Companion [1.111]

I've noticed after some testing that things went weird. Found stack traces in the log.

callback on_actor_first_update doesn't exist!

interesting: # not compatible with 'new_name.script'. (which is from "Save Name Change" mod)

trying to set callback actor_item_to_slot to nil function!
trying to set callback actor_item_to_ruck to nil function!
callback actor_on_death doesn't exist!
callback actor_on_item_to_slot doesn't exist!
callback actor_on_interact doesn't exist!

But at the same time I've noticed that several other scripts stopped working, like BHS and Shader Based Scopes. When I attempted to reload my savegame, it crashed with "at address ...".

While the potential incompatibility with "Save Name Change" is something to consider (though not sure yet if it's related to your mod), it might maybe indicate for a faulty script. I thought first I've spammed a key (function) too heavily. And then it always leads to this issue. I'll check for my GAMMA patch too, though that one seems to work. But maybe I've been missing something.

EDIT: Ok, it turned out that as soon as I hire companions, this happens. Investigating...

Well, these stack traces occur when attempting to load a savegame after the lockpup. Since these are related to callbacks, it's a bit more difficult for me to find out the real cause. I'm not that experienced. But it's certainly an incompatiblity/conflict. Not necessarily with GAMMA, but with other mods I'm using additionally. I use Dynahud too, which messes with the HUD. But I don't think that's the cause.
Quite a few things to check on. If I ever find out, I'll let you know. But if you're willing to do so, you can DM me and we could check on Discord if we may find a solution.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ See Through Scopes v1.3 ALPHA \ PIP Scopes For Anomaly

GAMMA uses BaS, Gunslinger Weapons and GAMMA Weapons Pack - so yeah, it's a modified mix of different mods, made specifically for GAMMA.
But what I can tell is, that aside from Tacticool Scopes and shader based scopes, they didn't modify scopes in general. Pretty much every other scopes replacer for BaS works in most cases, if Tacticool is disabled.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ (Alpha v.04.2.1) 2D Scope Overhaul - DLTX - DX8/9/10/11

Wanted to let you know that I've quickly made a compatible version for GAMMA and pushed it on the GAMMA Discord.

Good karma+4 votes
manzmnl
manzmnl - - 485 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

I did that, even tried it multiple times in different cells, etc. Although I've been using the "delete anomalies" option in DAO MCM, it always CTDs when I attempt to load the savegames (taken after using that option). Something still attempts to access "zone_mine_X". I've searchd the entire gamedata folder / MO2 mods folder for these vars and couldn't find any mod/script/ltx that includes it or refers to DAO in any way.
Something, that doesn't get removed properly, when using the option for safe removal of DAO, must be still inside the savegames.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ Milspec PDA 1.11.1 with Kill Tracker

Good addon. But the debuglog is enabled by default which constantly spams the console. Maybe add a switch to the MCM?

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ [1.5.2] HG Companion [1.111]

For testing: Simple patch for GAMME users to make the mod work with Voiced Actor. *Should* also work for non-GAMMA users.

Place below both mods (axr_companions.script must be overwritten, if installed manually).

DOWNLOAD: Drive.google.com

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ Dude, where's my gear?! [v0.7.2.2]

dude_where_is_my_gear.script:909: attempt to index field 'stash_save' (a nil value)

CTD right after beign defeated with latest version. I've temporarily added a nil check which seems to work. But I didn't dive deeper into the code. Will have to see if the stash will be there, lol.

EDIT: Seems like there's missing the stash condition for using campfire saving when no stash has been created by the player. this might happen for users like me - who have used an older version of the mod for a while and then updated it later. So just creating a stash or sleep after the update will fix that. Or just add another check for such condition to the script.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ iTheon's Auto Looter

Yeterday Moddb was very buggy aand I couldn't correct my comments. I haave a problem in Gamma. While everything is installed and configured properly, I cannot get Auto-Looter to work. Keybind works (but remote- and proximity-looting are disabled as suggested. And inside of any container or inventory pressing the auto-loot key doesn't do a thing).

Am I doing something wrong? I've checked everything I could think of - no script errors, no log, it just doesn't do anything and I can't find any reason for it.

EDIT: Don't know what happened, but startet working after I've removed and rebind that key.

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ iTheon's Auto Looter

Actually the Github version of WPO is not outdated, but in fact much newer. Whatever the reason is he removed those functions. Latest WPO is 2 weeks old.

EDIT: Looking at the neer mags_support.script, he removed those parts because he simply don't need them. So what about stripping the check to only "if mag_support ..." ? Or isn't that enough to work with both versions?

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ Atmospherics | ANOMALY - GAMMA - EFP

I suppose SSS 15.1 won't work for now?

EDIT. Ok, according to the latest release date of your mod, it should work with SSS 15. And so it could with 15.1, since that one is a bugfix release for the most part. Just some cheeky breeky brain f*ck :)

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ Dude, where's my gear?! [v0.7.2.2]

Pretty cool! And I you did solve this way better than Respawn Mode mod, by NOT creating a hidden stash as a "safe container", but instead just using stash and sleep locations for respawn and transfering items from the inventory into an actual stash (backpack), which is NOT hidden below the map. And this is great! Because the "old method" causes corruption of saves after a while, and that is pretty unpredictable. Also as far as I can tell this should work with most modpacks like GAMMA, etc. Even more of a challenge: Using certain mods that make AI stalkers loot stashes will keep the stakes even higher.
Nice work!

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ SEF First Responders v0.67 Stable

You guys want a german translation of the text files for this version? I've made one. Can be used in conjunction with the german language patch for either the GOG Gold Edition or the other language patches from Schote.biz, for example. These patches ill add german language to the main menu and speech audio. My file converts the otheer menus, briefings and ingame stuff, including the newly added features by this mod, all into german.

EDIT: Well, I also figured out that the latet version comes with a few english voice lines. I might be replacing them as well. Also there are more files that need to be translated. It' a bit more than I thought. But if there i interest I'd be doing it.

Good karma+2 votes
manzmnl
manzmnl - - 485 comments @ Dynamic Mutants Rework (Beta)

SO actually has an option (or was it even by default?) to play mutant sounds only when real mutants are nearby. In vanilla there are lots of fake mutant sounds. However it's very well a matter of taste though..

Good karma+3 votes
manzmnl
manzmnl - - 485 comments @ [DLTX] Realistic Blood 3.1

I suppose we could circumvent this on engine-level by modifying the binaries? Needs some C++ skills and knowledge about the engine though... both not my strength.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ [DLTX] Realistic Blood 3.1

How about the distance of decals? I noticed that when shooting enemies from greater distance, the bullet holes and wounds don't appear.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ [DLTX] Arszis Radiation Overhaul Demonized Edition (UPDATE 5)

I guess that's because of the creation of dynamic radiation zones on a new game start. With the old version it as the case that you didn't have these random occuring weather-dependant rad zones. Maybe it's similar here.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ G.A.M.M.A and HD NPC models compatibility patch 1.2 (OUTDATED)

Oops, forgot to login before posting. Just to let you know, that comment was mine :P

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ [1.5.1/1.5.2] Banjaji's Realistic bodily needs v3.8

With the GAMMA Style UI (which includes better thirst, hunger and sleep bars) and some of the mods that are already provided patches for, like Arszi's Rads Overhaul, etc. and Better Stats (with compat option enabled) the thirst and hunger bars don't work. They always stick to somewhat 90%, never change and Better Stats also doesn't show predicted changes to them when hovering over certain consumables. I've tripple checked that there's nothing else conflicting and all options are properly set. It only happens with Realistic Bodily Needs. Any idea?

EDIT: I've just read you answer to a similar post: Moddb.com

This could be mentioned in your description I think. Because it's a bit misleading when you read there that "Hunger, Thirst and Sleepines Bars" work fine with the mod.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ G.A.M.M.A. Style Modern UI V7

What's the axr_companions.script doing in your mod? As far as I can tell it does nothing and would ,at the most, cause conflicts.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ Focus Zoom v0.41

Hey, your addon tries to obtain MCM values from adjustable scope hud. I think it would be better to first check if that mod is installed. Because if not, your mod leads MCM to add it value to axr_options and sets them to "false", which makes your script crash due to it being a string value.
So it's also an issue with MCM. But to avoid such problems just add a check to see if mod is being installed.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ ReturnToHelgen SE

It is pretty easy to decompile papyrus scripts to understand how the mod works under the hood. And the other files are open anyways and can be worked with in the CK, xEdit, etc.. The only concern about releasing an update to this would be the permissions by the author(s).
But you can always create updates to this mod and release it as a new mod with the original one as hard requirement. For example it could be named "Return To Helgen - Unofficial patch".

But also notice that CTDs and other bugs are often related to individual user's mod setups ith potential conflicts, etc. Many users don't even know the very basics on how to use Skyrim mods properly. But since this version seems to be a direct port from Oldrim, there might be some issues due to false porting practice and other things to consider. Too many possibilities to name here. However, maybe I'll take a closer look at it and if I feel like I want to do it, I might get my hands on it.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ Weapon Sway 1.0

Are you sure? I've just checked it and the bhs injuries script used in GAMMA is the very same that's used in the bhs addon from Moddb. There's no other file that overrides it. So in fact your bhs patch should work out of the box. But maybe there were some changes a month back that now have been removed in GAMMA?
So if it really requires changes, then the problem is induced somewhere else. Any other mod that affects the same behavior? Aactually the only thing I've noticed so far is that GAMMA disables some BHS settings in its MCM (or reduces them to nearly being disabled). Maybe it's enough to just enabled these or set them to default. And make sure to load Weapon Sway last of course.

EDIT: It works fine.
I guess Strelox22 uses a mod that limits health and/or stamina under certain conditions, like Advanced Stamina System maybe? Also GAMMA has such thing when radiated.

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Hey, is Heat Vision also included in your binaries?

Good karma+1 vote
manzmnl
manzmnl - - 485 comments @ "Cinematic VFX" Particle Effects Addon (3.7)

Your electro ball texture is probably being overwritten by loose files. The new update is smaller, because it has all of its textures packed into a db archive. If the same texture files do exist in your gamedata folder, they will override those from CVFX. So make sure to remove the related folders from potential older installations/versions of this mod.

The only changes the mod does to weapons_ammo.ltx are the wm_size values. You can simply change those inside your file. For an easy process use BCompare or WinMerge to directly view both files side by side and take over the changed values. Or just use the textures without the file changes. It will only cause the blood decals to be smaller.

On the other hand, this part of the mod is optional and you can instead use "Blood Decals on bodies" addon, which doesn't change weapons_ammo.ltx and looks better in my opinion.

Good karma+1 vote