Great idea. Picked up stash and created new but still see no colour change. Any ideas where I could look to get this working?
Great idea. Picked up stash and created new but still see no colour change. Any ideas where I could look to get this working?
Nice - downloading. So this adds to but does not remove sound files, correct?
Tx for the quick response!
Icon fixed (used option 2)
RE: fix for looted/decayed mutant markers - understood, quality is king.
Ta for the update (1.8.2). By any chance did it covertly include the feature; mutant markers disappearing when someone else (like an NPC) loots them?
Also wanted to check this with you - cosmetic of nature. For my install the equipped PDA (tier 4) actually uses the last two icons in the textures sheet - have I cocked something up? If not, any chance you could create an icon similiar to the Svarog detector where tier 4 is represented by a star (images in link below)?
That's the one (StronGV) - tx for responding.
A solution, excellent. Where did you get the regular BaS icons file and where did you place it?
Great mod btw - love it!
Has the "mutant marker disappear" feature been included in v1.8 or is that yet to come?
Perfect - thank you (and for a suerb mod)! All working fine with atmospherics (1.9.2) and efp anomaly v4.2
If you've done that with v17 does that need to be done again with the v17.2 versions?
Great addon - any chance you can update this to right-size the water pump icon in the latest efp v4.2 please?
For some reason the icon is larger on the mini-map than on the pda map (where it is correctly sized with other icons like stash etc)
Hmm. Ignore all previous comm's. Used the binaries/ exes included here and it now works. Further testing underway.
Have a few issues that relate to world items being invisible depending on viewing angle (day or night) - mutants, drums, metallic stash boxes for example - only what I have found so far. Any thoughts on what the issue could be?
First - is this efp 4.2H5 compatible & should all the SSS u16 addons be disbaled?
Pictures : Imgur.com
Mutants
At Night using night vision
Mutants are invisible and depending on view angle show up semi-transparent. Grass displacement and all other physics seem to be fine.
At Night using headlamp
Mutants (cats, lurkers etc) are invisible and depending on view angle show up semi-transparent. Both when alive and dead. Shadow does show once you shine your light them (dead or alive). Grass displacement and all other physics seem to be fine.
Daytime
Mutants are invisible and depending on view angle show up semi-transparent. Grass displacement and all other physics seem to be fine. Animations for cat do not seem to be in place/ working (based off cat in picture below where it seems to be in a fixed animation frame (standing).
World items
Metal stash boxes have the same issue as mutants - invisible and depending on view angle show up semi-transparent. The same applies to drums (but not those used as fireplaces)
Had the same - downloaded the newest modded exe's ([TheMrDemonized] STALKER-Anomaly-modded-exes-main) update from a few hours ago and it resolved it.
Now compatible with EFP 4.2! fantastic mod, thanks for all your hard work and dedication on keeping Atmospherics up to date!
Will / is this EFPV4.2.0.2 compatible?
Will / is this EFPV4.2.0.2 compatible?
Will / is this EFPV4.2.0.2 compatible?
Have the same condition on EFP..."the default ammo names still exist on the right side of each set of ammo when I enable YOUR ammo name display (shows up on the left)..."
What needs to be done to resolve this? What mod is does this? Anyone know?
I should have mentioned the I QoL_Bundle_v1.5. Apologies.
So there is no issue I need to worry about then.
Thanks for coming back to me.
Hi Mate, love your mods. One question - can you tell me specifically which two features you are referring to in this sentence "two first-mentioned features from the QoL Bundle"? For the life of me I can't figure it out. This is EFP 1.5.2 related.
On install (QoL bundle) you have the following options;
1. Show total uses
2. Fetch task shows your items
3. Weight of category
4. Scroll sort categories
5. Quick slot and Item Stack use priority
Full senetnece from description : "Remember to uninstall the two first-mentioned features from the QoL Bundle if you already have those. Those two features in this mod are updated with tweaks and bugfixes."
Quick question. This is EFP 1.5.2 related.
After installation of the 3 new addons, do we need to;
leave (do not deactivate);
[Haruka] Skill System
deactivate (but not uninstall) the existing addons;
[Utjan] Skills Expansion 2.0
[Utjan] Skills Expansion 2.0 - Lootboxes Lockpick Skill
[Utjan] Skills Expansion 2.0 - Mags Redux Mag Loading Skill
[Utjan] Skills Expansion 2.0 - Traits System
Once proven to be working can we remove the [Ultjan] addons above or should they be left deactivated?
Also having some challenges actually installing (bit of a noob at this).
the .exe's reside in this subfolder in my case \EFP\bin\AnomalyDX11 (application). Is this where its expected the "HighResMutantsV1,1.db0" files goes?
OR one of these?;
\EFP\db\mods
\EFP\db\textures
This looks promising. From the description I am not clear on whether you have to click on or hover the cursor above one of your stashes to view the contents via the PDA?
Any chance you can extend this mod to not only allow you to view contents (as per my question) BUT also;
(a) provide a consolidated view of all items in all stashes and showing which stash has what item(s) in it
(b) allow you to transfer items between stashes?
All through a handy GUI
does this resolve/ address the "object ID limit" issue? Stalker has a limit of a total of 65535 objects in the game and once reached CTD's...
Howdy, did making the change torso -> head work for you?
I'm still experiencing this in v2.0.2 but experience a critical failure after making the change (two entries in the script).
Gazza_NZ
joined
This member has provided no bio about themself...