I primarily make addons for the stalker mod Anomaly. I can generally be found hanging out in the #modding-development channel of the Anomaly Discord where I help new addon makers, learn from more experienced addon makers, collaborate on new addons, and sometimes take requests. My "Homepage" link is a Discord invite and my screen name there is also RavenAscendant 99% of the time. I am an english speaker but happy to use Google translate. If my mods/addons are missing in game translation or that translation is bad please feel free to suggest improvements.

Comment History  (0 - 30 of 1,104)
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Yes base ammo switcher works like that. It uses top round of the magazine

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Anomaly Mod Configuration Menu aka AMCM and MCM (Anomaly 1.5.1/1.5.2)

put log from crash on pastebin. then give link.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Anomaly Mod Configuration Menu aka AMCM and MCM (Anomaly 1.5.1/1.5.2)

i made a typo. it doens't affect anything other than how that one text box is shown. I thought i was going to be puting out mcm 1.7 pretty quick do i didn't bother doing an update just for that....

every mcm update is intended to be meaningful. 1.6.5 allows unbinding keybinds. and fixes a bug with save specific settings.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Sorting Plus (Anomaly 1.5.1/1.5.2)

test this pls. next time this happens go into MCM and change anything, on any mod and hit apply. see if that fixes it.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

I have. If i can find a fix for this it will be added to my other patch for this script.

Good karma+2 votes
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

You should take this issue to the mod author of the perk based artifacts script.

I can't fix everyone else's mods. I have been willing to look into vanilla game scripts, out of personal curiosity as much as anything else. But this is not vanilla.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

no.
We don't make patches. We provided an instructional file in the zip and on the github.
The Bas patch was made by the EFP team we just included it in our installer.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

that might make finding the bug easier.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

That's possible. Crash actually takes 2 detections. One to trigger the save and one 5seconds after the save to trigger the crash.

If it wasn't a full lock up but just really laggy that could happen.

I will have to look at the disguise script.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

You at least have banajans failure thing. I remember seeing that.

Good karma+2 votes
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

But I don't see a smoking gun for your problem.

It is very close to an issue I used to see with WTF.

Do you have any task mods at all?

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

probably, we handel jamming and reloading in custom ways.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Probably because we don't have any keybinds in MCM for mags redux.

Shift click to unload mags/guns and alt click to add/remove mag from loadout are not changeable. Otherwise we have no keyboard interaction.

Ammocheck has its own MCM for its keybind.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

i do not know what most of those fix addons are but i know this one was made by someone poking at random and only serves to let broken quest mods go unknoticed: "0152","+","xr_logic 491 LUA Crash Fix"

ppl that "fix" lua crashes without knowing what is actually causing them do more harm than good sometimes.

Good karma+2 votes
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

You have WTF installed?

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

that would need to be in another spot. this code is responding to the mouse action, checking if shift is held,among other things, and doing an action.

just a key press is somewhere else.

Good karma+2 votes
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

It doesn't work in the little window in the center of the screen? Interesting.

When I look at that I look at adding non mag guns.

Good karma+2 votes
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Shift click to remove mag from gun and ammo from mag is new feature.

So is support for advanced animations that make use of the modded exe motion mark callback changes.

Major bug fixes from the version you have:
Redux no longer chokes if a vanila gun has its caliber changed by a mod.

assorted bas kits no longer eat magazines.

Improved compatibility with advanced weapon mods that utilize weapon binder scripts.

Improved compatibility with quick scope addons.

there are other minor bugs i likely missed that are mixed in with "the bugs [we] added and slowly fix[ed]"

Good karma+2 votes
ravenascendant
ravenascendant - - 1,104 comments @ no more companion friendly fire (Anomaly 1.5.1/1.5.2)

duplicate the configs/text/eng (or rus) folder and rename it whatever the german lang uses.

you could translate those files yourself. the german language pack ppl would probably take it as a submission if you do.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ quickslotsplus

why edit item_backpack when arti built a library script that can be used to allow many mods to make this kind of change at the same time? if you edit item_backpack and i edit item back pack only one of our mods changes can be active at a time. Arti's script allows us both to make the change without stepping on each others toes.

i show how to check if item is in a quickslot set. if you simply don't want to drop any meds that is a differnt question and not directly realted to this mod. there is a function in anomaly called IsItem() that can identifiy items in a wide variety of catagories, see if one of those meets your needs.

however if you are not asking a specifically QSP question please try the anomaly discord. heck asking me QSP modding questions there is preferable as it is easier to communicate. THis place is really only good for bug reports and reviews.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

Change log is a stretch, full list of changes is available tho in the form of pull request summaries.

we aren't doing a proper versioning with this project. we just publish a latest after branches are merged into the main repository.

all PRs have summaries and ofcourse line by line diffs.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ ARMR Arti and RavenAscendants Mags Redux 1.5.2

it is basically impossible in the current engine. In theory i could create a new gun model for each magazine and sneaky swap the gun out. but there is a system like this for scopes already. that means if a gun uses 3 scopes and has 4 models for those and has 5 magazines that means creating and juggling 20 models for that one gun.

then every time someone adds a new magazine they would need to add 1-4 modesl for every gun that uses that magazine.

your game folder would be very boated with just gun models.

also i'd go insane trying to manage the code for this.

anomaly 1.6 is supposed to have a proper attachment system that will make this much simpler.

Assuming Arti and I rewrite mags redux for anomaly 1.6 and don't just run away screaming we will likely make use of that system if it is available, and someone does the actual modeling and animaiton work for us. we are nto artists.

Good karma+3 votes
ravenascendant
ravenascendant - - 1,104 comments @ Companion Inventory Unlock (Anomaly 1.5.1/1.5.2)

If it isn't showing up in MCM then it isn't installed properly.

<anomalyinstallfolder>/gamedata/scripts/zz_companion_inventory_fix_mcm.script
<anomalyinstallfolder>/gamedata/scripts/rax_persistent_highlight.script

and the text strings in configs/text/<rus|eng>/ui_st_companion_inventory_fix.xml

manual copying of mod files is a recipe for frustration. I recommend using MO2.

if old world addon is built on anomaly then there is no reason i can thin for it not working. this addon requires the anomaly 1.5.1/1.5.2 companion and inventory ui to work.

even without that it should still show up in MCM.

find me on the anomaly discord. or open a thread in the addon support channel of the anomaly discord and tag me.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

i do not want to try and take that function apart. blegh.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ Busy Hands Detection and Blame

hrmm. IC.
i will have to fix arti's script for him this weekend.

Good karma+1 vote
ravenascendant
ravenascendant - - 1,104 comments @ quickslotsplus

sure have this script in your scripts folder. Github.com

then in another script with lines like these no prmise that code i type in a comment is typo free or other wise working:

function mag_stash(item)
if is_slot_item(item) then return true end
end


actor_stash_patch.add_condition(mag_stash)

function is_slot_item(item)
for k,v in ipairs(rax_quick_slots_sets.slot_sets) do
for i, slot_section in ipairs(v) do
if item:section() = slot_section then return true end
end
end
end


the logic you want is a loop that goes is

Good karma+1 vote