S.T.A.L.K.E.R. Anomaly: Mods Test II (Part 6)
Original stream date: 07/12/2023
So I've since adjusted the modlist, I cannot remove that device mod I wanted to remove, doing so causes problems, so it'll stay until I finish this run. After that, I've already lined up a potential candidate to replace it. If that ends up not working out, then I dunno.
I did, however, move it down further in the load order, as apparently having it before some mods causes some bugs with trader inventories and stuff, for whatever reason.
I've also since added a few new mods, one misc mod (might not work), two for UI/HUD, and another for PDA 3.1, should be interesting.
Also, I am about 90% sure the one mission to place a scanner in the circus anomaly was bugged (I think the mission was supposed to update when I got on top of the mission marker and it wasn't working), so I reverted back to an older save to remove it from my job list.
- - -
Current modlist *(WIP, some of this might not be working as intended)* :
https://docs.google.com/spreadsheets/d/1tsfUOctw0nwKx7jov2Rf-xSotAgElbcg9bnmBytdrs8/edit#gid=0
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