This one is the biggest modification of mine so far, updated to Anomaly 1.5.1. Since the fist STALKER game came out, I was not happy with radiation. In the game, it worked completely unrealistically. After so many years, it is time to make radiation in the Zone behave, as it should! Including, radioactive fields respond to wind power and wind direction, and different weather presets, like storm, rain and fog. IMPORTANT: READ THE DESCRIPTION CAREFULLY, BEFORE YOU START A NEW GAME! This addon modifies a LOT OF THINGS and has many settings! ESPECIALLY KEY 9!
Changelog:
UPDATE 2.1:
* New, more immersive weather report system with 34 unique texts! Texts by Red Forest Cake, russian translation by HarukaSai, weather icons by Meatchunk.
* Radioactive water is reworked. Standing in radioactive water will give minor armor condition damage and gives minor radiation. The amount of Condition damage and gained radiation depends on armour radiation protection and condition.
* Water radiation scales with the maps properly now. The norther you are, the stronger the water radiation becomes. Zaton's water radiation is the double of the water radiation of the Great Marsh.
* Pressing key TAB will bring out the weather info from now on. Key 9 works still.
* Weather UI messages will scale properly now, if MAX_WIND_VELOCITY is modified.
* Radiation indicators won't be shown anymore.
COMPATIBILITY UPDATE 2.0.3:
* Native compatibility for Alternative Icons added. If you have my file "arszi_radiation_actor_status_override.script" from a previous installation, delete it from your gamedata/scripts folder! IMPORTANT: make sure you DO NOT DELETE the "arszi_radiation_actor_effects_override.script" one by accident!
* Compatibility patch for Beef's Shader Based NVGs v0.9 for 1.5.1 added. Installation instructions are available in the "Compatbility" section.
* Added some missing details for the read_me.txt (Also for this description page).
HOTFIX 2.0.2:
* Potential crash in connection with Dosimeter is fixed.
* Dosimeter did not tick properly always when several radiation zones overlapped. It will tick properly now.
* Wind power and weather reports were sent during Emission/Psi storms. They will be sent only when PDA has connection to the network.
HOTFIX 2.0.1:
* Radiation screen effects are toned down and responds to the current radiation level starting around ~1000 mSv. The higher the irradiation is, the stronger they will get capping at 1/3rd of the original intensity at maximal irradiation.
* Added missing russian translation by HarukaSai
* Compatibility with other addons enhanced. "actor_effects.script" and "actor_status.script" won't be used directly (They will be overridden by override script.) anymore. If you have them by my Addon from 2.0, you can delete them.
***IMPORTANT! DO NOT USE JSGME UNDER ANY CIRCUMSTANCES WITH THIS ADDON! IT MIGHT YIELD CORRUPT INSTALLATIONS! DOWNLOAD THE ZIP FILE AND COPY IT BY HAND!!!***
Compatibility:
This addon INTEGRATES the following addons of mine:
Arszi's Thirst Overhaul: Moddb.com
Arszi's Better Starting Armours: Moddb.com
DO NOT use these addons with Radiation Overhaul, they are integrated already!
This addon is NOT COMPATIBLE with Artefact Renovation. Both addons are using different balancing. It will BREAK both my balancing and will cause other issues. Compatbility patch might come in the future.
Compatibility patch for Beef's Shader Based NVGs v0.9 for 1.5.1 is available in the folder "compatibility_beef_nvg_0_9". To install it, extract the content of this folder into your Anomaly folder, and overwrite "item_device.script".
If you use Michiko's Weather addon, set MAX_WIND_VELOCITY to 1000! This setting is required for compatibility. You can find this in gamedata/scripts/arszi_radiation.script, around the top of the file.
IMPORTANT: For the addon to work properly, you should have the gameplay difficulty option "Play radiation clicks play from the Geiger counter only" should be ENABLED!
It is not integrated, but I recommend my Campfire Roasting addon together with Radiation Overhaul highly: Moddb.com
Radiation Overhaul is NOT compatible with any addons, which changes starting loadouts, medicines, medical equipments, drinks. A special section will be about armour overhaul mods at the end of my description.
Special Thanks:
First, I would like to say a big thank you for meatchunk, tdef, Rezy, Tronex, for supporting me and giving me ideas during the developement of this mod. Originally, my dynamic radiation mod was just some randomly spawned radiation fields. Most of the game mechanics, like to take wind power, direction and weather into consideration was the idea of meatchunk, who actually outsourced the work for me :D Thank you man!
Further special thanks for arti and Xcvb (Provided the original russian translation), HarukaSai (Provided the updated translation) for the support! And for many others whose names I do not remember atm :D
I would like to mention the book "Midnight in Chernobyl" by Adam Higginbotham. I learned a lot about radiation and the disaster of Chernobyl from this book, which helped me big time during the developement of this mod. I really recommend this book.
Also, special thanks for the Respirator Coalition :D
And now about the mod.
My goal was, to make radiation realistic, and make it into a REAL THREAT. Unlike a minor nuisiance, as it is in the original game. My previous version of Radiation Overhaul yielded quite a difficult gameplay by default. I rebalanced everything in the new version, made it accessibble for a wider range of players by the new difficulty settings and rebalanced, smoother general progression, not to mention the new Features! If it was too difficult or unappealing before, you might have an another try!
Key Features:
1, Radiation zones
Radiation zones respond to wind power, direction and weather preset. If you have a radioactive zone on the ground, the radioactivity can be carried with the dust by the wind, which makes it several times more dangerous. Now it will be really important to know, when can you go out safely, and when you have to be extremely careful, not to receive a big dose of radiation. Also wind makes radioactive fields to expand in size.
* Radiation zone maximal power affected by wind will scale with the chosen difficulty setting.
* With default settings, the size of radioactive fields will be THREE TIMES as big, as in case of no wind.
* There are 8 directions of wind. Wind will blow the radioactive zones to the opposite direction it is blowing from. For example, wind from the direction of east will blow the radioactive field to the direction of west. Wind directions will change randomly over time.
* Radiation zones are affected by the current weather preset. In Clear, Overcast, Cloudy and Partly Clear weather, radiation zones are reacting to wind. In foggy weather, radiation zones do not move around, their position and power are not affected by the wind. In Rain and Storm, radiation zones do not move around, and their power is WEAKER by 25%.
* New radiation zones will be spawned randomly at every new game. You might have memorized where the radiation zones are from the original game, but can not expect where the new ones will appear in your current game! The closer you are to the center of the Zone, the stronger and bigger they will become. This feature can be disabled.
* Back then if you put on a top-tier gas mask, you could even swim in the cooling water tank of the reactor without getting any radiation. But bath time is over now. Radioactive water will IGNORE your gas mask.
* Film grain effect is disabled for radiation zones! The only way to know about radiation is having a functional Dosimeter! Also you will feel that you have less energy and the screen effects, if you do not have one... Dosimeter is MANDATORY now.
* With the new radioactive water system of Anomaly 1.5.1, the "Curse of Dark Valley" is gone for good.
2, Weather awareness
IMPORTANT! KEY 9!
* By pressing key "9", you will receive information about the current weather, wind power and wind direction. Consult with this information often! It is crucial in this addon to be aware the current weather preset, wind direction and power to know where to expect radiation clouds and with what kind of intensity. On Easy difficulty it is not so crucial, but on Medium/Hard it will be important.
Because of the way weather presets work, when the weather is changing, the engine will blend the old and new weather preset together. It might cause situation, when button 9 says, it is raining, but no rain so far (but will be later, for sure). Also it is raining, but the preset switched to clear. ALWAYS BELIEVE to the information, button 9 says, not to your eyes in this case. I hope this might be solved in a later version of Anomaly.
* Warnings will be broadcasted when wind becomes too strong. Additionally, notifications will be broadcasted when the wind weakens from dangerous wind power levels. This feature can be disabled.
* A notification will be sent every time the current weather preset changes and when the player moves to a new map. This feature can be disabled.
3, Changes regarding player health and radiation sickness
Radiation poisoning won't start to drain your health like crazy anymore, it will take a new, realisting direction.
* Health loss is minimalized from radiation sickness. With maximum iradiation, the players dies in 40 in-game hours only, if it is left unattended completely.
* Irradiation will give you radiation sickness symptoms. Including, bleeding, internal bleeding, vomiting, diarrhea, general feel of feeling like crap. The more irradiated you are the symptoms will be stronger, the less calories will you get from food, less thrist quenching from water, your maximal stamina will be capped, including stamina regeneration will be slower. All of these maximalizes at one third of the healthy values with maximal radiation posioning (3870 mSv).
* Radiation won't leave your body by itself anymore. it will be a new companion! Drinks, alcohol, etc will make it leave very slowly. You have to rely on medics, antirads and other medicines to get rid of it!
* Fast travelling, sleeping, saving while irradiated in Agony game mode is allowed now.
Arszi's Thirst Overhaul is integrated! (This module can be disabled.)
* Water loss while sleeping will be one third of the original value.
* The player will lose a little bit of water while he is walking.
* The player will lose water while sprinting. If you go everywhere by sprinting, you will have to drink more often!
* They player will lose water while bleeding. The more blood you lose, the more dehydratated you will become! The amount of water loss while bleeding is tied to game difficulty settings.
4, Changes regarding equipments
I reblanced game progression completely regarding radiation to make it smooter in the Zone. No more meme values. A Fully upgraded sunrise suit with GP5 mask can take you up to Red Forest or even further if you mind the weather and wind power for example!
* Suits with integrated helmet, and closed-air recycling system (NBC, SEVA, Ecolog suits, etc) will receive +15% radiation protection. This bonus WON'T SHOW in the inventory sadly. Exos and Radiation suits receive this bonus too.
* Integrated suits will be the bette suits agains radiation, but there are normal suit + mask combos which are highly viable, so id does not mean, normal suits + mask will be worthless, not at all!
* Radiation upgrades will be more important from now on. For both integrated suits and gas masks!
* Every suit/mask will have its place in the game progression now.
* Animal skins, like Chimera or flesh hide will be important against radiation. 2-3 Chimera or flesh hide can bring you quite deep into the Zone, even if you have low-medium tier armour only!
* Radiation removal is removed from purcheasable attachments.
5, Changes regarding consumables
* Drinks, cigarettes, alcohol will neutralizes a VERY SMALL amount of radiation now. Because of the new GUI system, GUI won't show these values properly. The radiation loss after consumption will be half of these values most of the time. Sadly, I can not address this issue, so keep it in mind!
* Cigarettes will boost stamina a bit to keep them viable.
* Radiation protective medicines are rebalanced. It will worth to use them above Jupiter, but in case of below-average radiational protection, they will be useful everywhere!
* Medkits and other healing items are rebalanced radiation removal-wise. The basic/orange medkit will not remove radiation anymore but it will heal bleeding.
6, Dosimeter
* In environmental radiation mode (shift + 8, included in Anomaly 1.5.1) the device will show values of +/- 10% of the actual power of the radiation zone, for better immersion. This will take weather, wind power into calculation.
* I rewrite geiger ticking completely, radiation with different power will yield different intensity of geiger ticking. A radiation zone can have patters with different intensity based on the curent weather and wind power! The player can have an estimation of power based on ticking frequency solely!
* With KEYS + and - the volume of the Dosimeter can be lowered (and muted completely) or increased up to twice the original volume!
7, Started loadouts
I gave better starter armour for some factions, and everyone will receive a respirator or gas mask based on where his/her faction starts.
* Clear sky starts with light clear sky armour.
* Duty starts with light duty armour.
* Ecologs starts with the orange ecolog suit.
IMPORTANT: Since some factions starts deep in the Zone, they will ecounter more radiation. If you are in non-story mode USE THE STORY MODE STARTING LOCATIONS PLEASE! Those locations are completely safe radiation-wise, but not tall the dynamic starting points! Try to start as far from the center of the Zone as you can!
SPECIAL SETTINGS AND CUSTOMIZATION
* Arszi's Thirst Overhaul module. You can deactivate it in the file gamedata/scripts/actor_status_thirst.script. Set the line "local ARSZI_ENABLE_THIRST_FEATURES = true" to "local ARSZI_ENABLE_THIRST_FEATURES = false".
The rest of the settings can be altered in gamedata/scrips/arszi_radiation.script!
* Weather info key. To change it to a different key, you can set it with the line "local WEATHER_INFO_KEY = "DIK_9". You can find the DIK key codes in the attached file "key_codes.txt".
* Doshimeter volume UP and DOWN keys can be changed in the same manner. Look for lines "local DOSIMETER_VOLUME_UP_KEY = "DIK_ADD" and "local DOSIMETER_VOLUME_DOWN_KEY = "DIK_SUBTRACT"
* Custom maximal radiation zone power can be set by changing "local OVERRIDE_MAX_POWER_INCREASEMENT_BY_WIND = false" to "local OVERRIDE_MAX_POWER_INCREASEMENT_BY_WIND = true", then setting the value of "local MAX_POWER_INCREASEMENT_BY_WIND = 1.8". A value of 2.0 will yield a hardcore experience. Since damage in STALKER have an exponential behaviour, it is NOT RECOMMENDED to set it above the value 2.0!
* To turn off weather reports, set "local ENABLE_WEATHER_REPORTS = true" to "local ENABLE_WEATHER_REPORTS = false".
* To disable wind power warnings, set "local ENABLE_WIND_POWER_NOTIFICATI to "local ENABLE_WIND_POWER_NOTIFICATI />* To turn off the special +15% rad protection bonus for integrated suits, change "local ARSZI_INTEGRATED_SUIT_BONUS_ENABLED = true" to "local ARSZI_INTEGRATED_SUIT_BONUS_ENABLED = false".
* To disable spawning random radiation zones, set "ENABLE_DYNAMIC_RADIATION_Z to "ENABLE_DYNAMIC_RADIATION_Z The setting under it affect the interrior of NPP in the same manner. ONCE these zones are spawned in you game, you CAN NOT undo them by this setting!
Installation: unpack the gamedata folder into your Anomaly directory.
To use it with the other mods of mine, it does not require any specifig installation order.
New game is not a requirement, but recommended. New anomalies and all the black magic will happen, when you load the saved game of yours with this mod, and after saving your game, radiation zone changes will be PERMANENT! To uninstall the mod, delete all the files of this mod, BUT "gamedata/configs/zones/zone_field_radioactive.ltx". It will keep your saved games working, but dosimeter won't tick in case of some new radiation anomalies.
I allow my mod to be used in other mods, as long as I receive the nevessary credits.
Average
9.5103 votes submitted.
"Let the atom be a worker, not a soldier!" People said in the Soviet Union back then. Now, atom became one of our greatest nightmare in the Zone...
I loved that book!
Arszi, once again you have impressed the community with your skill. Question, with all this talk about wind, do you think you can magic up so that wind can affect ballistics for more realistic shooting? I know that's a heavy order, especially considering that there's alot more to take into consideration.
Thank you! :)
We were thinking about a mod, which would include this ballistic wind thingy. I do not think, that it is possible in the current Anomaly version, but It might be in the next one! I will address the topic again, when the new version of Anomaly will be out.
Quality work my friend, looking forward to your future addons.
The problem is not simulating wind but the player being able to read it. After all you can't feel it with your skin or watch vegetation sway.
Well, you can lick your finger and check wind direction with it. It works in movies always...
Oh boy!
Any downsites about adding this mid-game?
Nope, your early game was easier. That's all.
Thanks :)
I am glad your big addon is adressing the radiation mechanics. They really needed some love since they haven't changed since SoC.
Many many game mechanics would deserve some love in STALKER...
Hmm... What about the random radiation zones your mod adds? Shouldn't they only be generated from a new game?
Impressive! Thanks for your work!
Great mod! But as I can judge, it is not compatible with Body Health System. I'm losing HP right away still. And both mods use the same button to check health/radiation. For me, it's even convenient, because I made the HUD turned off by default, and only 2 HP display modes (on / off). Therefore, when I press the button - I check my condition for all aspects, and the next click clears the screen. And of course the realistic version changes medicine, which is also not compatible with BHS.
Is it possible to make the classic version compatible with BHS?
Thank you! :)
I checked out Body Health System. You can chose where the text should appear in it, that one is OK. The CLASSIC version does not modify drugs and medical equipment, that one is OK too. Body Health System uses some kind of high-level black magic to manipulate the player's health. Sadly, I won't have too much time today and the next week, but I will contact the author of that mod and ask for support. I definitely want to make compatibility patch for that mod!
You're just a legend! Thanks!
Your work is fantastic! I love the idea and execution. However, im using the body health system mod and don't seem to be losing health even when my radiation level is in the red. Is this part of the mod, or is the health system not compatible?
My mod makes you lose 100% percent life in 48 in game hours with maximum radiation poisoning. Radiation does not kill immediately in real life. I think it is normal, what you experience. I will contact the creator of Body Health System, and try to make a compatibility patch next week.
All right, could somone explain me please, who use Body Health System addon, how should it work exactly?
Do you mean if there is anyone who can explain how it works in the technical aspect, or how is its presence reflected in the gameplay?
How its presence is reflected in the gameplay.
Ok. So it adds local hitboxes to the player. In most cases, they work quite accurately. For example, if you step on an "burnt fuzz" that is located on the ground, only the legs will be affected. If you approach this very anomaly hanging from the ceiling, the affected will be something above the waist. The same story with bullets and monsters.
This is a description from the author:
Head - Head health, if it goes to zero, you die.
Torso - Torso health, if it goes to zero, you die.
Arms - There are two bars close to each other for each arm, if one of your arms goes to zero, you'll drop items you holding right now in your main slots, however you can still use knife/pistol, so, carry a pistol there. If both of your hands go to zero, you wont be able to use all 3 slots.
Legs - There are two bars, one for each leg. If one of your legs goes to zero, you wont be able to run (standard running, not sprint), so you'll have to move slowly or crouch-walk. If both of your legs go to zero, you'll be able only to prone or slow crouch walk.
To restore body part health points, sleep in bed or use medicine. One hour in bed restres 1 health point, so get yourself enough water and food if you want to heal this way. (You can also enable auto regeneration if you want.)
Healing items info:
Healing adds health points for limited amount of time, you need to take some post healing measures to convert temporary health points into static health points, such as using bandages as fixation for injured muscles, or using tablets to ease work of nervous system.
Some harsh medicine can be harming (it wont remove your health points, however it may convert your static health points into temporary)
First aid:
Morphine, The Rebirth, Adrenaline, Cocaine, Diclofenac sodium, Metamizole, Stimpack, Military Stimpack, Scientific Stimpack, Medkit, Military Medkit, Scientific Medkit, Tourniquet, Survival Kit, Bandage.
Post healing items:
Caffeine tablets, Psy-block, Sleeping Pills, Hercules, Anabiotics, Small Glucose Shot, Large Glucose Shot, Metamizole, Diclofenac sodium, Tetanus vaccine, Vinca, Yadulin, Akvatabs, Chlortetracycline, Sulfadimethoxine, Etperazine, Anti-rad, Cystamine, Potassium iodide, Antidote, Radioprotectant.
Thank you. I'll contact the author then. This one will be a complex topic.
Thanks!
Damn, this is outstanding work, Arszi!
Even "classic" makes you rethink about what armor to go with. Looks like I'll be using a gas mask early on.
Thank you :)
Also it will make you rethink, how important weather conditions are while exploring "new" areas. Not to talk about the "situation" around the power plant.
This kind of things gives more deep and so cool mechanics to STALKER, and with Anomaly (combining more addons like you're making) gets (slooowly) better and better.
As many people said, hope could be compatible with BHS, because as mentioned it's a deep good step for the game. I'm "anottating" many of these mods in this thread (1st and last posts): Moddb.com
But as I wrote in the post, more and more addons are getting difficult to merge and install... maybe it's time to make autoupdating packs... well, just talking!
I wish that slooowly could be a bit faster :D Yes, when I am developing and playing, I have an "Arszi Ultimate Pack", where I have all my mods and settings to test them. And when release time comes, it is an issue how to separate things when they use the same files... It would be Godsent, if every item would have its own config file :/
Also thank you for selecting my mods into the pack! :)
At the moment I must eliminate the Body Health mod?
What problem can it cause with this mod?
Excellent work. I was also wondering why radion was so unrealistic in Vanilla, and why it wasn't affected by the wind.
I'm gonna give it a good try. I suppose you'll be refining it over time.
Well, I do not know exactly, what happens.
If you lose health rapidly, I would recommend to tone down the radiation field power (above in the description, how to do it).
If not, then it is ok too. You will suffer quite a lot of bad things if you have radiation poisoning anyways. To tell you the truth, I checked that mod, and do not understand, what the issue is. I have to install it myself and try out things, but I won't have to much time next week :/ But I will try.
I have BHS and have not noticed anything strange.
I do have auto regeneration enabled, maybe that is the difference.
To tell you the truth, I do not understand what is going on atm. Some people have issues, some are not. Technically, I lowered radiation damage to a degree, where it kills you in 48 hours on maximum radiation poisoning. In the BHS mod, I did not find any entries about radiation yet. Maybe everyone should activate auto regen then, and let's see what happens. I contacted the author, waiting for the response now.
Okay. I'll try it too and let you know what's going on. I love hardcore so this will be one of the main mods for me.
I thought BHS only dealt with physical damage. I'm actually going to turn off the regen. and see what happens.
Edit:
Regen off, standing in water by Doc's cave.
I'm at ~1000 rads and my health bar and individual limbs are fine
2,000 rads, vision blurry, health fine.
Sounds good! Even if you won't lose health at all, it should be fine too. Really. You will have crippled energy, water intake, and terrible screen effects, if you do not heal your radiation. So you will be motivated to heal it anyways :D
Please let us know if you fix it.
I think I need a new game, right?
Not necessarily, you can continue your ongoing game. The magic will happen when you load your saved game, and by saving again, it will stay in your saved game.
Awesome mod mah man, but just a question, when i start getting radiation the radiation icon "tells" me that i am being radiated(the gray icon), i thought that i would only know that i am being radiated if i had a geiger counter, so the question is:
The radiation icon it is supposedly to appear or i installed wrongly?
Oh yes... That one will appear. Also if you sleep, a message will appear too. I will update the description later! Everything is fine!
I will definitely be trying this mod out, although I am a little concerned that it would make them give you higher doses of radiation but i'm just gonna take it on faith that it won't be as OP as I imagine it will be. Just gotta get a decent gas mask and I'll be set, thanks friend for making the zone a more alive place.
ALso I think you should still let you lose radiation over time, just at a slower rate, radioactive particles still have a half life, and are aided in going away by moisture in the air.
We are talking about thousands of years (or hundreds at least), until that radiation halves. Also in Classic mode a bottle of vodka heals almost a thousand unit of radiation... I did a long playtest, until things found their balance as they are. This mod is completely customizable. If radiation is too high, you can decrease it, or disable the feature.
In original Anomaly, you have three radiation fields. The worst gas mask makes you immune against the weak radiation zones. A GP5 mask makes you immune against the average one. You won't find any strong ones (apart from a few at areas where the original stalker devs did not want you to go). There are a few ones at the NPP, but that's all. Also any high tier helmet and medium tier armor makes you immune against strong radiation fields too. We get used to the fact, that radiation in STALKER is not a threat at all...
Now radiation is a different threath of the Zone. If an area is too radioactive, wait for better weather conditions to cross, use medicine, and apply flesh or pseudogiant hides. Pseudogiant hides give brutal radiation resistance.
The Zone will give you all the necessary tools, to beat radiation. You just have to use them correctly. (Even if you do not specialize in radiation protection. For example, you won't get radiation on Zaton in exoskeleton and 3-4 pseudogiant hides even in strong wind. That exo is not even a radiation specialized suit!).
Alright I'm gonna do some testing with this and your other mods, I made some personal edits to them so it won't play exactly like how you intended but i'll take that in to account when testing it.
I have a little problem about key press. Key 9 works fine but if i press key "X" (using for my another mod quickmelee) your message appears too ! (lol, i don't understand why).
I saw in your script, you choose the code "85" for key 9, where do this "85" go from ?
I fixed my problem like following and everything works fine now :
--Get information about the current weather by pressing key "9"
function on_key_release(key)
if (key == 73) then
--check of level is an underground level....
everything works fine for me with my modification in the script with "73", but i use directly the variable "key" in the IF test. You can try and you'll see...
I fixed te issue hopefully, please apply the hotfix! Please, tell me if it works for you!
Key codes
I see thx
I think it's a good idea to implement a radiation "background" for mutants because they run through radiation fields...and add rad exposure to all NPС's )))
Good idea, I might implement a feature when you receive some minor radiation by skinning mutants. Let's see. I want to avoid creating radioactive auras. One, radiation by mutants would be not that big. Seconds, it is better to leave broken engine features alone...
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I think it would be better to make radiation everywhere without any ability to heal it, this is the Zone after all.