Does this work with Grok's Body Health System? For some reason I don't get the detailed scan readout in my inventory from BHS
Does this work with Grok's Body Health System? For some reason I don't get the detailed scan readout in my inventory from BHS
Same problem as others described - mod is installed at the bottom of the Mo2 load order (1.5.2 with newest exes), but not seeing any translations around rookie village. Does not seem to work with the news manager enabled either. No errors though, just isn't working.
This mod is great! Well done! I am having a bit of an issue (on my Anomaly 1.5.2 install, not running GAMMA): The arms / hands appear fine, but the body/legs/feet have no textures, just blackish grey. I do NOT have D.I.C.K. installed because I use HD models and it's incompatible, is that where it is drawing the player textures from? Could anything else be causing it?
Update: Did some troubleshooting and solved it - the player textures do indeed come from Dux's pack. However, I installed it last in my load order, after HD Models, etc., and *so far* all my other NPC models seem to still be defaulting to HD models and my player textures and drawing from D.I.C.K. I'll update this if I run into any trouble as I play.
So bottom line - these L.A.S.S.'s need D.I.C.K. As a lesbian and HD Models user, boo. But it still seems to work and I'm grateful for this mod, yay.
Very cool! The old dialogue expanded needed a patch for wuut's anomaly magazine's, is this compatible with Anomaly Magazines?
Disregard - I see in the patch notes it was simplified to just “atmos”.
If we want to restore to vanilla (no reshade), do we just “cfg_load user.ltx”? How do we disable the preset in ReShade?
I just installed for anomaly and trying to load the cfg for reshade, but "cfg_load atmosr" (per the youtube install guide) is returning "Cannot Open Script File [atmosr.ltx]. The regular "cfg_load atmos" does work however. Has something changed with the recent version?
Does this mod require Re:Done?
Does this replace an existing asset?
The Yang Gang approves.
Awesome Christmas present! Will the new wind effects play well with Michiko Weather Revised Revamped and Arzi Rad Overhaul?
This is great, this was one thing that was keeping me from bothering to try Gamma, since my custom list already had the female mod stuff working in it.
For folks looking to get a basic female character running in Anomaly, I think the components from this modpack are WarNymph for the audio (which comes from another earlier mod) and hands, and the Female Portraits, though I wish I had your new mantling audio that WarNymph is missing. Is there a way you might be able to upload that new audio you created as a separate mod for easier integration into Anomaly?
Jabbera great job with this mod! Playing through it, I thought what might make it a bit more interesting / spicy, especially for hardcore playthroughs, would be an MCM option to set a *probability* of being rescued (essentially activating this mod) rather than simply dying. So for those wanting the punishing experience of hardcore, while still retaining the glimmer of hope they might be saved and have the opportunity to continue after all on death, based on a roll of the dice. Not sure if that fits into the way this is coded, just a humble suggestion. Thanks again for a great mod!
This is an amazing mod, really well done! One odd thing I encountered, I installed on 1.5.2 using the 2x1 icons, and while the models are all working correctly, the updated icons are not showing for the RF, echo, and Bear detectors - they are still 2x1 icons (though everything else is using the new 2x1 icons. The only other icon mod I'm using is Cr3pis, which is earlier in the load order. Turning Cr3pis off seems to fix your icons displaying correctly, though for a variety of reasons I need to keep Cr3pis very early in the load order. I think moving DAR above Cr3pis might deconflict, but DAR needs to be loaded after FDDA, since there isn't a way to separate out the FDDA patch currently that I can see.
Also, just a note - I am using this with War Nymph 1.1DLTX (the female hands and arms), and it works great, which it should as its an Old Dog Sleeves alternative.
Love this mod - if possible would be great to have a patch for the new mantling mod though - it seems like it has some new grunt sounds associated with it.
Running on 1.5.2 and installed via MCM, it doesn't seem to be loading - it's not in the MCM menu and the "9" key isn't working in game, so I don't think its reading. I tried with and without DAO and other interacting mods and shuffling load orders, doesn't seem to make a difference. Any thoughts?
Correction: The standard DLTX install works fine, but the Thirst overhaul version does not. Is the Thirsty Overhaul option meant to be a patch on top of the Vanilla version?
Update for the Archive: Resolved. This appears to have been caused by an animation dependency issue with FDDA. After I moved FDDA farther down the mod list, below Beef's NVG's (e.g. a larger priority number), it worked fine.
I've hit a snag on this with Beef's NVG's on 1.5.2. Everything seems to be working fine, but once activated, the NVG's won't turn off. I've isolated the problem to the "N" key not functioning as designed - it activates the NVG's on a quick press (not a long press as designed), does not cycle brightness on a short press, and long pressing
"N" will not turn them off. It seems that once activated, they are stuck on. However, if I disable "look through NVG's when aiming down sights" in MCM, they DO turn off momentarily, as designed while I'm looking down the sights, so it doesn't appear to be a shader issue. I did reinstall the latest MrDemonized Exes for 1.5.2, and attached is my modlist. Any thoughts?
#Mod_Priority,#Mod_Status,#Mod_Name
"0000","+","Anomaly-Mod-Configuration-Menu"
"0001","+","ANOMALY HD MODELS ADDON"
"0002","+","HD Models HotFix 20.06.23"
"0003","+","00. Main EFT reposition"
"0004","+","JSRS P.1 - Main Addon"
"0005","+","JSRS P.2 - Cracks + Impacts Patch - NEW"
"0007","+","Souvlakis_FAL_"
"0008","+","awar_v"
"0009","+","01. EFT repos + AWAR 0.97"
"0010","+","BlindsidesReanimationPackLoner.7"
"0011","+","Adjustable_scopes"
"0013","+","02. EFT repos + Blindsides reanim(vanilla stats)"
"0014","+","BlindsidesReanimationpackJSRS_patch.6"
"0016","+","Boomsticks and Sharpsticks 02OCT2022"
"0017","+","BaS_Patch_25-Oct-2022"
"0018","+","Blindsides Patch for Vanilla Weapon Stats"
"0024","+","04. Patch BaS + JSRS"
"0025","+","eft-bas-fix.1"
"0026","+","General_Fire_Mode_Switcher_Sound"
"0027","+","FWS_Blindside's Reanimation Pack - Loner"
"0028","+","FWS_Blindside's Reanimation Pack - Loner + JSRS Patch"
"0030","+","L96 Reanimation"
"0031","+","The_G36_Pack.5"
"0032","+","G36_EFT-Style Reposition Patch"
"0033","+","G36_NPC Files"
"0034","+","New G36 Scope"
"0035","+","Saiga-12K_Remodel_Rebalance"
"0036","+","EFT_01. Blindsides saiga patch"
"0037","+","1. Core - Saiga Drum"
"0038","+","2. Labeled icons - Saiga Drum"
"0040","+","SVD_Replacer_Rebalance"
"0041","+","SVD_EFT Style Weapons Re-position"
"0042","+","Abakan AN-74 Replacer"
"0043","+","AN_74_EFT Style Weapons Re-position_patch"
"0044","+","AN-94 Replacer"
"0047","+","Saiga_Blindside's Animation_addon"
"0048","+","EFT REPOSITION BAS BY Sneaky PATCH UPDATED"
"0049","+","FDDA"
"0050","+","BAS Patch this goes after main FDDA_Quick_Melee_Food_Drug_and_drinks_REQUIRED!!!!!!!!"
"0051","+","AR_Pack_DLTX"
"0052","+","AR_Pack_DLTX_Patch_AWAR"
"0053","+","AR_Pack_DLTX_Patch_Mags_Redux"
"0054","+","Anomaly Magazines Redux"
"0055","+","Anomaly Tacticool Scopes_Main"
"0056","+","Grok's Balanced Overhaul Of Ballistics System (GBOOBS) 1.7.1"
"0057","+","Groks Ballistics HD Models Patch"
"0058","+","Groks Ballistics Blindside Reanimation Patch"
"0060","+","Arszis Radiation Overhaul Demonized Edition DLTX Thirst Overhaul"
"0061","+","Enhanced_Shaders_Color_Grading_"
"0068","+","ShaderDrivenScopes - DLTX"
"0069","+","ShaderDrivenScopes - BaS Patch"
"0070","+","Beef's NVGs"
"0071","+","Beef's NVGs - Patch (Arszi's Rad Overhaul"
"0073","+","Beef's NVGs - Patch (Only ES No SSR)"
"0076","+","ScreenSpaceShaders_Update - with BeefNVGs"
"0100","+","T.H.A.P. Rework 2.1.1"
"0101","+","NV_Binoc_Scopes_Toggle_1.0.7.1"
"0104","+","NV_Binoc_Scopes_Toggle_BAS_SBS_Patch"
"0107","+","Trader Overhaul (Main Folder)"
"0108","+","Trader Overhaul - Outfit Version"
"0109","+","Traders Buy Damaged Stuff"
"0110","+","Neutral Traders -Optional File"
"0111","+","SCO3 P.1 Real Mutant Sounds"
"0112","+","SCO3 P.2 New Outdoor Sounds"
"0113","+","SCO3 P.3 New Underground Sounds"
"0115","+","SCO3 Addon - Anomaly Sounds"
"0116","+","SCO3 Addon - New Footsteps"
"0117","+","SCO3 Addon - New Object Sounds"
"0118","+","SCO3 Addon - Stereo Thunder (non directional)"
"0119","+","Bullet Casing Falling sound-2.1(B&S + Unjam Blindxside)"
"0120","+","bullet_casing_Fix UMP + USP"
"0121","+","EFT_Aim_Rattle_1.2"
"0122","+","Dynamic Mutants_DLTX"
"0123","+","ArszisBurerOverhaul1"
"0124","+","Dynamic_Anomalies_MAIN"
"0125","+","Dynamic_Anomalies_PATCH_Arszi_Radiation_Overhaul"
"0127","+","ArszisControllerOverhaul1_1"
"0128","+","ArszisMutantBleeding2_0_1"
"0129","+","Arzis radiation overhaul compatibility patch_for_beef_nvg_0_9"
"0130","+","dynamic mutants patch for 'ARSZI'S CONTROLLER OVERHAUL 1.1'"
"0132","+","Dynamic Stalker Guards"
"0133","+","HIP v2.6"
"0134","+","HIP to_blonde"
"0135","+","english hip"
"0136","+","1.0.0_Groks_Doom_Weapons_Inspect"
"0137","+","Female Sounds - 1 - SSD Female Sounds 151"
"0138","+","Female Sounds - 1 - SSD FeMale taunts for female mod (M button)"
"0139","+","femaleSounds - 1 - GROK Pickup weapon sound FEMALE ver"
"0140","+","Female Sounds - FDDA Patch"
"0141","+","Warfare ALife Overhaul - load after all dynamics and Trader Overhaul"
"0142","+","Warfare ALife Overhaul Dynamic Everything Patch"
"0143","+","Warfare_Mechanic_Fix"
"0144","+","HFX_v_Realistic"
"0146","+","Atmospherics Anomaly"
Update: I've isolated the problem to the "N" key not functioning as designed - it activates the NVG's on a quick press (not a long press), does not cycle brightness on a short press, and long pressing
"N" will not turn them off. It seems that once activated, they are stuck on. However, if I disable "look through NVG's when aiming down sights", they DO turn off momentarily, as designed while I'm looking down the sights, so it doesn't appear to be a shader issue.
I've run into an interesting little problem - I have Beef's NVG's installed on 1.5.2, with ES and SSS and the appropriate patches (per the instructions), and everything seems to be working fine - except when I went to calibrate the NVG's, they won't turn off! (Yes, I'm long pressing "N") Even after I exited the game, cleared the shader cacher, and restarted, they are still on by default, even if I'm not carrying the item? Any idea what might be at work here?
Thanks for posting this! Just to confirm: Are you playing on 1.5.2, and if so, which version of JSRS are you using? I have everything playing nicely on my 1.5.1 build but I'm trying to transition over to 1.5.2, and I've had a heck of a time trying to get JSRS, BAS, and EFT / blindside to work together without getting the crash to desktop error.
Is this compatible with 1.5.1? I have it installed and see the options in MCM, but it does not seem to work in game. I'm only getting the normal jump response with space, even if I hold it...
Keep in mind many of us (including me) are very, very stoopid. Thanks so much for fix, works great now, and a most welcome mod!
Is this version still compatible with 1.5.1?
Is cr3pis icons supposed to come before or after HDModels in the load order?
This doesn't seem to be compatible with MO2? The old version worked but it doesn't even recognize these folders as a mod. (There doesn't seem to be any gamedata, unlike your previous version?)
Anyone tested this yet with Warfare Alife Overhaul? Looks cool btw!
I have the latest HollywoodFX installed (3.15), which claims to include CVFX. Just checking as that version is newer than this latest CVFX, should I still be running CVFX 3.7 alongside HFX 3.15, or is it now redundant? Thanks!
Just a quick note: HFX is back version 3.1 - it's just the legacy page that was discontinued.
Since the new version of HFX seems to incorporate CVFX as well, I'm not sure which version of your files is the appropriate set to load if I'm just running HFX 3.1 (no separate CVFX)? Thanks in advance!
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