Yeah. I'm gonna try and test the Quest Fix Mod by azzer (or whatever his/her/its name is/was) to see if it works.
I keep forgetting the fundamental law of modding games... one at a time.
I didn't make it!
So if I delete the files to make anomalies visible again, will they still be more powerful and much less common?
Any way to add hand tremble while aiming, the scope bugs me on how perfectly still it is.
I had a question about that as well: did you manage to add rise and fall of the weapon while aiming using ironsights? I've noticed it on my custom LR300 (which uses the LR300 base file) and the Fast-Shooting AK (which I haven't modified).
If so, how'd you do it?
No when you delete the anomalies files it will go back to stock - I couldn't write an essay on how to add in each line of code to make them visible again. I'm not sure what i'm going to be doing next release, probably make them very transparent - if I can.
Hey, I just noticed something. Having gone from the beginning of the game up to finishing X18, I've seen one major minor error (if you get that).
For some odd reason, all AK74's hover about two meters behind the chracters that hold them. Military troops, regular stalkers, and even the PC model (when viewed from third person) all show their AK74 to be roughly 2 meters behind where it should be (in the arms). It doesn't detract from any of the statistical modifications you've made, but it kinda takes away from the realism and it also gives players an unfair advantage... I mean, there's an AK floating a meter off the ground. Kinda makes it easy to figure out where the enemy is.
Go into the Ak-74 weapons file
The Mod file had a line: position = -0.026,-0.172,-2
Original had position = -0.026,-0.172,0
do that, fixed.
Any way you can make it so in future releases you can still keep anamolies invisible? I just finished watching the movie and now I never want to see them again, except for maybe the whilrygig (I think one was in the movie acutally.)