Adds new lootable notes that teach about the undocumented vanilla function of the RF receiver to detect certain artifacts and psy creatures.
PURPOSE
In vanilla Anomaly, the RF receiver has a little-known, undocumented function: on certain very specific frequencies, it can pick up the psionic or electromagnetic emissions of certain mutants or artifacts, in the form of noise or other interference. However, the game never teaches this in any way.
This mod has one simple function: to add a bunch of notes that teach this information, notes which can be randomly looted from dead stalkers like any other note.
You can also just spawn them in or look at the files, but some people prefer to find things on their own.
INSTALLATION
Use MO2. You could move the files over manually, but I don't recommend it. You must install both the "00" main file and one of the two options: DLTX, or Non-DLTX.
If you are using GAMMA or any other version of modded binaries that supports DLTX, use the DLTX install option.
You can get the modded binaries here: Moddb.com
UPDATE HISTORY:
1.2: Added RUS localization thanks to S5yn3T, Stalzi, and Mr.Goose. Changed all occurrences of "Ghz" to "Mhz" to match the values the game uses internally--Anomaly is all over the place as far as what text it shows, but the detector script flags the frequency as Mhz. Reduced most drop rates.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly-1.5.2\gamedata\scripts\z_rftip_note_spawner.script:62: attempt to index local 'note' (a nil value)
stack trace:
I think I see the issue. Easy fix.
I just uploaded a tiny hotfix that should eliminate the possibility of a crash when processing loot rolls for an invalid faction.
I have someone working on a Russian localization.
Soooo, it just adds notes?
Correct. The signal functionality itself is base-game Anomaly, there's just nothing outside of the script code itself that would ever tell the player that. This addon provides a way for players to learn this through gameplay.
Will the Russian translation be added?
Yes, likely within the next day or two.
Wow, I didn't know this was a feature and I though I knew the game pretty well
This comment is currently awaiting admin approval, join now to view.
What is the proper load order with these three other RF mods? :)
Moddb.com
Moddb.com
Moddb.com
I am going to try and figure it out hopefully it works :).
Never mind they don't even conflict with the current mods I listed not even a single conflict actually :)
Maybe it does not need a patch?
I do not change anything at all about RF functionality in this addon, and it should not conflict with addons that do. This addon just adds lootable notes that teach players about undocumented frequencies that are already in the game.
If another addon changes those frequencies or the way that functionality works, the info in the notes may be incorrect.
А я все думал: почему ты пикаешь? Тайников рядом нет! А оно вот как!
I wonder how does one switch to 321 Mhz frequency to search for Death Lamp. Default maximum frequency of the receiver is 300 Mhz. So it is necessary to edit item_radio.script to either change maximum frequency or alter the frequency for Death Lamp artefact.
This is a problem in vanilla--some of the default values are outside of the range allowed by the RF receiver. I am working on a separate mod to fix this. In the meantime, you can open item_radio.script and edit line 43:
["VHF"] = { _min = 30 , _max = 300 , _unit = game.translate_string("st_mhz") },
Change 300 to 999 like so:
["VHF"] = { _min = 30 , _max = 999 , _unit = game.translate_string("st_mhz") },
While you're at it, you can change the minimum to 1, as there are one or two entries below 30.
Thank you, but I know how to change it and have already done so. The purpose of my above comment was to point out the issue, since no one mentioned it so far.
Also, I'm a bit confused: the said script contains configs for several bands, like ELF, SLF, ULF etc. What are these for, if the receiver uses only VHF and cannot switch to other frequency bands? Or I somehow missed something evident? :)
The frequency bands are a nice idea that is, unfortunately, completely unimplemented in vanilla Anomaly apart from that mostly-unused table. Absolutely nothing in the rest of the game references those values or makes use of the other bands.
WAIT....
Is this true in normal game?
Yes, the detection itself is base-game functionality. I demonstrate this in the embedded video.
New game required?
No
Tell me why the note is not readable, it is not active, although there is a context menu?
If you can see the context menu but nothing happens when you click it, that means that the changes to the encyclopedia are not loaded.
In addition to Main Install, you also need to pick either the DLTX or Non-DLTX version, depending on if you are using modded binaries with DLTX support. This will install the handling for the encyclopedia entries.
hi, you may have already fixed this, but I noticed that the note on the artifact “flash” is not added to the PDA log
when you use it, it simply disappears from inventory
I found this addon in my modpack. I don't know what did I installed because I never acknowlodged the existence of this thing, but somehow after looking at it in MCM and giving it a try, I am convinced this was not a coincidence (((yes i am stoned))) and that it was sent to me to have a greater experience with RF receivers. Ty a lot <3