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Comment History  (0 - 30 of 108)
Qball.
Qball. - - 108 comments @ Extra level transitions - Rostok to Garbage and Yantar facing fix

I decided not to do that, even though I thought about it, since that map is along the SIN story line and I didn't want to mess with that. If you have Demonized's mod, you can create your own custom .ltx transition file with a transition point anywhere you like. Use his files or mine as a template.

If you want to do that, then be sure to start the game in debug mode so that you will be able to see your map position and record it, then your data for your custom transitions .ltx file will be accurate.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Extra level transitions - Rostok to Garbage and Yantar facing fix

Ok, glad you got it working.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Extra level transitions - Rostok to Garbage and Yantar facing fix

Yes, absolutely. Put it the load order after mod:

159- Extra level transitions - Demonized

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Extra level transitions - Rostok to Garbage and Yantar facing fix

It only requires the one I have the link for. If the other two mods don't conflict, then they should work together.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Extra level transitions - Rostok to Garbage and Yantar facing fix

I'm glad it turns out to be a thing many people like. Thanks!

Good karma+3 votes
Qball.
Qball. - - 108 comments @ UNISG Hollow Boundaries Fixes v1.30

In version 1.10 I updated my file to match the LTTZ file. There shouldn't be any discrepancies.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ UNISG Hollow Boundaries Fixes v1.30

It is recommended to use MO2. If you do, you can see if there are any file conflicts. It sounds like one of your other mods overwrites a file so you may need to do a merge, which shouldn't be hard. I didn't edit too many lines in the NPC files.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ alisen88

I enjoy his addons a lot. The issue is that with adding so much, it eats the IDs quickly, but just like you, it is too hard to enjoy without them. They are very atmospheric and enjoyable.

In addition, when looting a dead body, all of the inventory is given an ID so after a big battle and checking each body, it gets even worse. I don't know how to 'delete' trash except by natural despawn. And, I don't know how to manually despawn a dead body. Thus, I turn to you for help! :-)

What are the scripts or addons you use to free up IDs?

Good karma+2 votes
Qball.
Qball. - - 108 comments @ alisen88

I saw your comment in the Dynamic Objects re-upload. You mentioned that bmblbx176 helped you to fix some issues about too many IDs. I'm having the same issue where my game runs out of IDs at about the same place each time.

How did he help you fix that? How did you clean the IDs? Thank you!

Good karma+2 votes
Qball.
Qball. - - 108 comments @ PP-19 Vityaz Virilized

Thanks, the new versions are much easier on the condition.

Which setting was the reason this was happening?

Good karma+2 votes
Qball.
Qball. - - 108 comments @ PP-19 Vityaz Virilized

I really enjoy the new model and the textures. Looks fantastic.

I'm noticing that the condition of the weapon deteriorates quickly. Every 3 to 4 shots is down 1% on the weapon. So, using just one clip is close to 10% reduction in the condition. I am not using GBOOBS on this new playthrough and I have already set the weapon degradation to .8 because at 1.0 it was quite severe.

Is there a setting in the .ltx file I can change to make it less fragile? Thank you.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ S.k.I.n - Skinning Improvement

EDIT: I see the option in the MCM. I must have overlooked it. Thanks again for the mod.

Thanks for your mod as it makes things nicer in the game. I have been using a mod that allows skinning when the knife is not equipped but in the inventory for a while, but now that I use your mod, that script no longer works. It uses item_knife_script and I wonder if you know how I can merge or add that code to your script code so it will be possible to skin. I sometimes prefer to have a pistol in the knife slot.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ "Cinematic VFX" Particle Effects Addon (3.7)

Over all the versions, the 3.5 Update 1 had the nicest chemical / gas texture in my opinion. The 3.6 goes back to before where it looked like a wheel of chemical gas just spinning and repeating, with green specks throughout. If I want to use the 3.5 update 1 textures to override just the green chemical textures from 3.6, what files can I use for that? Thanks!!

Good karma+1 vote
Qball.
Qball. - - 108 comments @ PDA To Previous Weapon (UPDATE 3)

I may have found a small bug:

If I have no weapon drawn and press 'P' to open the PDA, it does a quick stutter up, as if pulling it out of the pack, but then it goes back down leaving me with empty hands. I have to press P again to get the PDA out, but the 2nd time doesn't stutter, it works properly. If I have a weapon drawn, there is no error, it works exactly as it should.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Working well, thanks. Great job.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Are you using Reshade in order to make it work?

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

I have installed this using Mod Organizer 2 but see no difference. I don't see any additional options in the Advanced Visual settings for the SSDO options. Do I need to have Reshade installed? I currently do not use Reshade.

I also notice your folder is r3 but I'm using DirectX 11, which is r4. Do I need to change anything?

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Fixed Vanilla Models & Textures

Would the MO2 load order be Dux --> FVM? Or rather, FVM --> Dux for overriding files?

Thanks.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Maid's Vanilla HD Icons

Hi, I have a blank icon that I want to ask about.

I used folder 24 B with indicators and no other patches or folders. I don't see any of the backpack textures. I am wearing the Camping one and I have a basic one in my bag, neither of them show an icon, it's just an empty box showing the tooltip on mouseover only.

Should I do anything else to resolve that issue? Thank you.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ UNISG Hollow Boundaries Fixes v1.30

I am not sure about any tool to do that. Maybe on the Anomaly Discord server they can help you.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ UNISG Hollow Boundaries Fixes v1.30

It would take much more ability than I have to add them into the basic files. They would need to be added as NPCs, then given a specific location, and making sure the Smart Terrain can spawn them, while not spawning other enemies, to ensure the base would be safe, etc. If you want to do a non-story mode, I guess the only way would be to start as UNISG and then change factions once you have rep to buy the UNISG gear.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Classic Textures v0.4 [1.5.1/1.5.2]

Thanks, cheers.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Classic Textures v0.4 [1.5.1/1.5.2]

Is it possible to release a non .db version? The classic road texture looks like melting chocolate with nuts inside and I'm not a big fan, thus I'd like to keep Anomaly road textures. I am interested in seeing all the classic building textures and object textures again though.

Thank you.

Good karma+2 votes
Qball.
Qball. - - 108 comments @ Stealth 2.31

I was able to do a lot of testing and it seems that the main issue is due to some map lighting issue. Since vanilla has different light vision parameters than your mod, that is my guess for the AI behavior I observed.

Using Stealth mod, enemies will shoot at a specific spot on the Skadovsk while they are walking towards it to get on the small boat and then up towards the wooden plank. It is an area that is under the small set of stairs after you get onto the upper deck from the plank. It is likely that they are trying to shoot the medic inside, as if they can see him. If you are inside the ship, it is the medic's room including the small hall leading to Owl. Enemies on the outside shoot that area endlessly until they pass it and it is out of sight.

I observed in Incognito mode and spawned various types of squads, one at a time, and watched them aim, shoot over and over. If a Skadovsk guard came up top, they would shoot at him, then when the guard was killed, they reverted to shooting that same 'area' of the hull until they got past it and up the plank. This behavior did not happen in vanilla, likely due to your light vision settings. Maybe it is a map lighting issue, but I wanted to let you know. Thanks.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Stealth 2.31

Since those are 2D, the AI does not have blocked vision. Same with shrubs and tree leaves. That is an engine issue.

Good karma0 votes
Qball.
Qball. - - 108 comments @ Stealth 2.31

Thanks for your reply, here are my results of testing.

I turned off Stealth 1.92 and then spawned several squads of Military and Zombie stalkers (one squad at a time to observe each separately) outside in the swamp area behind the Skadovsk. Then I went back inside and waited a while on each deck level to listen to and observe the behavior of each enemy squad. For each of the spawned enemy squads, none of them tried to shoot through the hull of the Skadovsk, instead they all used normal pathing to try to enter via the small, adjacent boat's walkway plank which leads to the upper deck of the Skadovsk.

It seems that some setting in Stealth is causing this behavior. Would you happen to know what parameter or setting I can modify in Stealth addon to make the enemies stop trying to shoot at the player through solid map objects? Thanks very much.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Anomaly Autumn Dark

I have enjoyed your awesome mod on many playthroughs, thanks for a wonderful autumn texture. There is another colorful one that is also nice, Simple Autumn Retexture.

Link: Moddb.com

Is it at all possible that yours includes a brighter and/or more colorful leaves texture as an option? Or, do you think that using MOO2 I can let the Simple Autumn's files overwrite yours so that it is kind of half and half? Thank you.

Good karma+1 vote
Qball.
Qball. - - 108 comments @ Stealth 2.31

I've been enjoying this addon for a while, but I want to bring something up that always irks me. I am not sure if it's due to this mod or just Vanilla Anomaly, so I hope to ask you about it.

When in Zaton on the ship, if there are gun wielding enemies in the vicinity, such as zombie stalkers, Monolith, Army, etc. they keep shooting at me even though I am inside of the ship. No matter where I go inside, they keep shooting at where I am, but just hit the hull and throw grenades at the hull, etc. It never stops unless they are killed, it's as if they see me at all times. Is this an Anomaly issue or a Stealth mod issue? Thank you.

Good karma+1 vote