The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
Devices of Anomaly Redone or DAR for short is a full remodel and reanimation of all the S.T.A.L.K.E.R: Anomaly devices. It includes lots of new little features, upgrades and bug fixes to the many devices. Diolator has been working with me for months now to make the new meshes & textures exclusively for our release while Ive compiled everything, did the animations and worked out with the help of many talented people the changes required to the engine and scripts to make it possible
Very beautiful models & textures made exclusively for this mod
Unique versions of draw for certain devices when out of batteries triggered by a custom script
FOMOD installer has options for three different resolutions
Before devices were constrained in game to your left wrist bone, this could cause rotation issues for more complex animations. Now the lead_gun bone can be used instead exactly like animating a gun. This can be done because when something is in your left hand in-game, the engine is rendering a full new set of arms for it, including the previously unused lead_gun bone.
Previously camera animations did not work for devices, it just played a generic screen tilt during draw/holster, this has been changed engine side
Previously the bones that certain device UIs were attached to were only defined inside the engine, these have been moved to the configs
The animation scripts have been updated to include a new _quick suffix, this allows for a new set of animations to be used when the devices are getting auto holstered for certain actions like reloading, using the PDA, gun inspects, FDDA animations & other actions such as turning on NVGs or your headlamp
Catspaw has edited their NERFS framework to move the background static and other sounds to be config based instead of script based by rewriting big portions of the item_radio.script
Lucy has made some engine edits to allow the flashlight's light to be triggered on or off by motion marks inside the draw & holster animations instead of the final frame
Not compatible with anything that edits the device models or animations
Only compatibly with Anomaly 1.5.2
DAR contains a simplified version of the NERFS mod built in, if using NERFS from moddb, load it AFTER this mod
This mod contains common animation scripts that a lot of other mods use as well
These scripts are updated all the time so sometimes youll have mods with out dated versions in your install
This addon is currently shipping with the latest versions so loading it last will be fine but
I do highly recommend you remove them from most mods & make these scripts their own addon in MO2
Update them yourself from the github to make sure you always have the latest.
These common animation scripts by Aoldri can be found here:
The devices are floating far away from the hands, what is causing this?
You are not using the latest modded exes.
The veles & svarog screens are not visible, what is wrong?
You are not using the latest modded exes.
The Flashlight's light isnt turning on properly like in the showcase
You are not using the latest modded exes.
When I holster the device for a reload or other action that is suppose to trigger the quick animations, it just plays the normal ones, what is wrong?
You either dont have the latest animation scripts or are letting them get overwritten by an older version.
Why did some of my pistols positions get changed?
You installed the optional module to standardize the pistol positions.
Lazy people will include locked hud_fov values in their configs instead of making proper patches for the different popular hud_fov options which screws over other 1-handed devices, its the cause of devices teleporting closer or further away from your face when you holster or draw a pistol. This mod includes a blanket ban on all those, force removing that line from every pistol configs with the FOMOD module active. I really recommend keeping the module active and fixing your few pistols using demonized draggable hud editor.
I dont like the current device positions or there is no preset for my current hud_fov, what should I do?
You can edit the device position exactly like any other gun using demonized's draggable hud editor to set them to your own preferred placement.
The devices are too shiny or not shiny enough, what shader mods were referenced during texture creation?
All textures for this mod were made with SSS version 18+ in mind.
Is this mod safe to add mid-save?
Yes it can be added mid-save with no issues.
Is this mod safe to remove mid-save?
No, this mod changes some of the 3d models and their file paths, your save will rely on these files once added.
What is the recommended Hands-Pack to use with this mod?
Old-Dog-Sleeves or Vanilla arms will fit these animations best, both use proper CoP proportions, other hands packs like THAP Rework etc will have lots of clipping as those packs dont use proper weight-painting
Can I use X asset from this mod in my mod or bigger pack?
Not without permission from me. All models, textures & animations were made from scratch exclusively for this mod, no aspect of this mod can be reuploaded in any form without express permission from me.
Diolator - Making the new device meshes & textures, none of it would be possible without him!
Aoldri - Adding the _quick prefix to their animation scripts, Helping fix patches and many other little things
Utjan - Making the device selector key patch, writing the dead_devices & light_remover scripts, helping with the Beef's NVG patch and many other little things
Lucy - Making the engine changes for the lead_gun bone, Fixed camera animations not working for devices. Changing flashlight functionality to motion marks & moving the engine UI stuff to configs
Cr3pis - Making the Icons
Demonized - Implementing Lucy's changes into their EXEs & showing me how to blanket ban hud_fov from 1-handed weapons
Rzen1th - Most of the sound samples I used
Catspaw - Making the NERFS framework to be able to customize the RF-Receiver sounds a lot easier
Flashlight 2-Handed animations missing
Some Bear-Detector Sound Issues
My Animating Skills
Update 1
Fixed 2-handed RF-Receiver draw not working
Updated version to 0.9.6
Update 2
Fixed Glowsticks Incompatibility causing flashlight draw anim issues
Fixed Echo Bump Map
Updated version to 0.9.7
Update 3
Fixed Cold System incompatibility
Updated Bear Detector Textures
Updated version to 0.9.8
Update 4
Fixed Missing MCM Banner
Fixed RF-Receiver Textures on DX8
Disabled Console Logging
Updated MagCheck Scripts
Updated Mod Description
Updated version to 0.9.8.5
Update 4.1
Fixed a critical typo I made in the mag_check scriptUpdated version to 0.9.8.6
Notes from the Author
Im going to be really busy for a few weeks so I figured ill put it out tonight with it missing a few small things like 2-handed flashlight draw variants etc so people can give feedback for a little while and ill do another update in a few weeks with those last few things, touchups & fixes to any issues reported
Svarog Detector
Dosimeter
Flashlight
RF-Receiver
Anomaly Detector
All Photos Taken in EFP
Comment Any Issues/Feedback Below
World Spawns Rework
This is a rework of the world-item spawns. Includes Tool-kits, Repair-kits, Upgrade-kits & other valuable loose items like stoves, LLMCs, head-lamps or even a detector if you're really lucky. Currently adds over 4500+ new spawns
link: Moddb.com
SVU Reanimation
New SVU Animations & Model. Features full SVU animation set including MagCheck animations & all new ADS (aiming down sight) animations for MagCheck & Reloading. Includes full Jammed animation set to visually see your gun jammed as you walk around.
link: Moddb.com
More Melee Features
Adds 4 New Melee Features Anomaly. Actual Durability Loss Per Hit, Usable Shovels, Hitstop-Slowmo & Melee Blocking. Please Read Description / Watch Explanation Video.
link: Moddb.com
Barry's Better Knives
Barry's Better Knives is a Knife Reanimation & Rebalance. All knives deal more damage by default & can break boxes in one swing but degrade faster requiring you to sharpen them more often.
link: Moddb.com
VSSK Reanimation
Full Reanimation For Both The VSSK & Ash12. VSSK includes New Model, New Sounds & Animations including 3 New Animation Types For Checking Magazines And Multiple Unjam Variants.
link: Moddb.com
Scopes-as-Binos
Allows you to put the scopes in your binocular slot and look through them as if they were binoculars, Fully Animated!
link: Moddb.com
Average
9.9223 votes submitted.
Known-Issues:
Flashlight 2-Handed animations missing
Some Bear-Detector Sound Issues
One MCM banner image is missing
Notes from the author:
Im going to be really busy for a few weeks so I figured ill put it out tonight with it missing a few small things like 2-handed flashlight draw variants etc so people can give feedback for a little while and ill do another update in a few weeks with those last few things, touchups & fixes to any issues reported
Changelog - Nov 30th 2023
Update 1
Fixed 2-handed RF-Receiver draw not working
Updated version to 0.9.6
Changelog - Nov 30th 2023
Update 2
Fixed Glowsticks Incompatibility causing flashlight draw anim issues
Fixed Echo Bump Map
Updated version to 0.9.7
Changelog - Dec 2cd 2023
Update 3
Cold System incompatibility Fixed
Updated Bear Detector Textures
Updated version to 0.9.8
Changelog - Dec 4th 2023
Update 4
Fixed Missing MCM Banner
Fixed RF-Receiver Textures on DX8
Disabled Console Logging
Updated MagCheck Scripts
Updated Mod Description
Updated version to 0.9.8.5
Changelog - Dec 5th 2023
Update 4.1
Fixed a critical typo I made in the mag_check script
Updated version to 0.9.8.6
Outstanding work! These types of changes are fantastic. Thank you very much for putting in the effort.
Братишечка это имба
Bawwy! :3
Thanks a lot for helping with so many things!
Amazing work, Barry!
Thanks so much for helping with a lot of the patches and scripts too!
Omg this is amazing work !
Good job !
Beautiful
INSTANT 10!
Man, these are sexy.
hey man i love your mods quite innovative and honestly i don't think how could anyone pay stalker without your mods....they make micromanagemnt so much easier
Thanks a lot for helping with the RF-Receiver sounds!
Anytime, glad it worked out so well and was so easy!
BASED
WOW!
Very nice 10/10
This is godlike. The absolute musthave.
Barry, ты Божественен!
OMG!!!
Wooooow, that's amazing!
SMILE! You will when you download and use this fantastic mod!
So pretty! :D
damn this mod is the blast! man, you are the king!
RF Receiver is bugged for me. I don't see the device except if i use a gun. Sadly also seems to bug out FDDA because you can't use your backpack animation anymore then and inventory is crashing the game when disabling the animation in MCM. Also seems to have heavy issues with Visible Body Mod, you can't see your body anymore and you don't have any clothing change animations anymore.
Nice mod but still too buggy with too many issues.
Visible Body, работает нормально и FDDA тоже норм, а вот ресивер подвисает анимация, проверял на чистых аддонах!
Its been tested for quite a long time with fdda from many testers, it certainly has no issues at all with the backpack or any other fdda animation if youve installed it properly.
Make sure to properly follow the install instructions, have the newest exes from yesterday, newest fdda and absolutely nothing is overwriting this mod
I got the same issue , lemme try updating everything
K im running the test now
Ok so i got the latest DLTX and FDDA , i think there's actually a bug there , the inventory problem dissappears if you dont instantly press "INV" after using a detector or debug menu , the only issue is RF receiver but it can be fixed via using knife\pistol in another hand , so i guess it ain't no big deal , the stuff's gotta be fixed though
RF-Receiver draw is fixed if you update mod, that ones on me, I just fixed it now, sorry about that.
As for the FDDA stuff, its really finicky, I cant do much about it bugging out when trying to overlap animations too soon, youll have to wait for the draws etc to finish
Thanks !!! The Addon is Fire !!! The addon is an another "Must-Have" , you always droppin' masterpieces ! ( Thanks to the whole team too , this stuff is honestly amazing ! I could only dream about this thing... )
grab the newest version for the RF-Receiver fix, that was my issue. I fixed it now, everything else still working on
It's super-super amazing 10/10! By the way, I really wanted to ask one thing: which programs did you use to make this miracle possible?
Blender
BANZAI! what a awesome work dood! is it compatible with RF receiver`s addons??
should be compatible with most, if using NERFS load it after this one
Pretty.
[13:27:46.733] FATAL ERROR
[13:27:46.733]
[13:27:46.733] [error]Expression : <no expression>
[13:27:46.733] [error]Function : CScriptEngine::lua_pcall_failed
[13:27:46.733] [error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[13:27:46.733] [error]Line : 257
[13:27:46.733] [error]Description : fatal error
[13:27:46.733] [error]Arguments :
[13:27:46.733] 1 : [Lua] ...t.a.l.k.e.r. anomaly\gamedata\scripts\cold_system.script(887) : hud_update
[13:27:46.733]
[13:27:46.733] LUA error: ...t.a.l.k.e.r. anomaly\gamedata\scripts\cold_system.script:887: attempt to index upvalue 'main_text' (a nil value)
[13:27:46.733]
Getting this, same thing as before when I used Catpaw's New Extensible RF Sources.
Sounds like the two arent compatible then, Ill take a look later on
I am pretty sure that this is occurring because cold system is trying to hijack the same vanilla multiplayer window that NERFS uses for its accessibility indicator.
Edit: This will be unnecessary in NERFS 1.5, which released today.
Oh you two are legends! I'll give this a try ASAP!
EDIT 1: I wish I could upvote you guys more than once! You deserve another hundred upvotes from me, if only! :P
EDIT 2: So Catspaw! I ended up getting this when testing out the mod, I got
[19:59:25.017]
[19:59:25.017] FATAL ERROR
[19:59:25.017]
[19:59:25.017] [error]Expression : <no expression>
[19:59:25.017] [error]Function : CScriptEngine::lua_pcall_failed
[19:59:25.017] [error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[19:59:25.017] [error]Line : 257
[19:59:25.017] [error]Description : fatal error
[19:59:25.017] [error]Arguments :
[19:59:25.017] 1 : [Lua] ....t.a.l.k.e.r. anomaly\gamedata\scripts\item_radio.script(835) : set_indicator_color
[19:59:25.017]
[19:59:25.017] LUA error: ....t.a.l.k.e.r. anomaly\gamedata\scripts\item_radio.script:835: attempt to index upvalue 'indicator' (a nil value)
[19:59:25.017]
This happened after the animation (which is very cool by the by) of the RF Receiver finished, it crashed immediately with the following above.
Seems to point to the following:
indicator:SetTextureColor(clr)
end
function show_indicator(tf)
if indicator then indicator:Show(tf) end
end
EDIT 3: FIXED IT! Just remove the first end at the end of this line:
if indicator then indicator:Show(tf) end (DELETE THAT end, THE BOTTOM ONE WILL SUFFICE!)
Glad you got it sorted out. This has been resolved in the 1.5 version of NERFS that posted today.
I'll be keeping a hawk's eye on it then my brother! Both of these mods! Many thanks again! :)
They fit amazingly well with my privately shared mega mod pack - "INSTINCT". :D
The new version is up now. Glad you enjoy!
I'll go check it out and download now, many thanks to you for your hard work! Barry also! Keep carving your names amongst the gods fellas! ;)
Hey man, did you manage to fix the COLD System to work with this mod? Can you share the solution?
yep, get the newest version of NERFS for now.
The fix will also be included in my hotfix going out tomorrow
I was referring to the COLD System. I don't have NERFS
NERFS is the RF receiver framework that is embedded with DAR. Its latest version has a fix for the Cold System issue.
Thanks man! I didn't get it. Much appreciated.