Description

Rouge-like mode that aims to bring a fresh challenge to Story Mode. Plan your next move, take with you only what you need, and always stash a spare gun because you can drop and even lose your equipment. Unlike ironman, this mod doesn't require a full progress restart but rather a similar approach, making it challenging and exciting.

Preview
Dude, where's my gear?! [v0.7.2.2]
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TheDailyXPerience
TheDailyXPerience - - 202 comments

I'm a fan of this, though I am curious if you can make it all configurable or if it is? I'm not too much a fan of the weapons/gear taking even MORE damage considering my modpack lmfao

Also do you respawn at full health or medium, etc?

This would be a good reason for someone to make a bank you can store money in so you have to choose between having the money on you so you can buy things anywhere, or have to stop by places to withdraw money to then make the trip to buy things. While one is easier since you have the money on you, you also have the possibility of losing a ton of money.

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santii90 Author
santii90 - - 31 comments

Glad you like the idea, sorry I totally forgot to put together a list of the main features, I’ll try to do it asap. It has mcm support and several of the values are configurable, the gear damage can be set to a minimum of 0.2 that equals 2%. But I can definitely add a checkbox to totally disable it, I’ll be sure to add that to the next version 0.5. Bank is not the worse idea, one of my ideas were to make a way to deposit money on our main stash.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

I think a bank stash or something similar would be best as it forces players to decide between always having money on them but with the risk of losing percentage of it, and not having always on them but guaranteed safety :)

I saw another mod that did the when you die you are rescued by other stalkers. Was curious if maybe you could implement that into this and have it be chanced base. For example: SOMETIMES you could be rescued instead of dropping everything but you are still charged lmfao. So yes you are out money but you also don't have to go back to get your stuff. Just food for thoughts. Thanks for hearing me out! Definitely will be using this.

P.s. Maybe missed this but does this require a new game?

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santii90 Author
santii90 - - 31 comments

Just released 0.5 that adds the option to do not remove more condition from your gear.

I can add a similar idea to being rescued, the mod that you mentioned I believe is Curse of Immortality, I'm in contact with the dev and my code uses part of his as baseline.

EDIT: it shouldn’t require a new game.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Thanks for letting me know! And definitely looking forward to how this could be fleshed out. Love that you are open to ideas as well as making it modular. King!

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manzmnl
manzmnl - - 485 comments

Pretty cool! And I you did solve this way better than Respawn Mode mod, by NOT creating a hidden stash as a "safe container", but instead just using stash and sleep locations for respawn and transfering items from the inventory into an actual stash (backpack), which is NOT hidden below the map. And this is great! Because the "old method" causes corruption of saves after a while, and that is pretty unpredictable. Also as far as I can tell this should work with most modpacks like GAMMA, etc. Even more of a challenge: Using certain mods that make AI stalkers loot stashes will keep the stakes even higher.
Nice work!

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ILikeNoodles649
ILikeNoodles649 - - 15 comments

I feel like it would make more sense if you respawned at the last personal stash you interacted with, not created

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izperehoda
izperehoda - - 483 comments

So, this is like a modern version of Minecraft respawn? Great.

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Cheerful_Scumbag
Cheerful_Scumbag - - 3 comments

Good Job! Really Love this

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oozish
oozish - - 318 comments

Doesn't work in warfare :(

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santii90 Author
santii90 - - 31 comments

Sorry to hear that, I only tested on stary mode, right now I'm focusing on next version that will be 0.5 and based on giving more options on MCM so everybody can tune the experience, but I can give it a look for warfare after that!

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LoneWolfLazarus
LoneWolfLazarus - - 264 comments

Love this film, classic! Gonna download this for sure and give it a whirl! :)

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Kidzukami
Kidzukami - - 167 comments

Hi !
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: d:/anomaly-1.5.2\gamedata\scripts\dead_penalties.script:72: attempt to index local 'sleep' (a nil value)

stack trace:

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santii90 Author
santii90 - - 31 comments

Oh good catch, will release a hotfix within 15-30 minutes.

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santii90 Author
santii90 - - 31 comments

Version 0.4.1 is ready to download, sadly I just discovered that it's not working on GAMMA 0.9, working on fixing it.

EDIT:
0.4.2 relased, should fix any issues and also GAMMA 0.9 compatible

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vari0us
vari0us - - 94 comments

So excited to try this, I've wanted a sort of inbetween mode to ironman and normal for a while now. With azazel it feels like I may as well just start a new game.

If I can make a suggestion, instead of an option that guarantees you get your gun back or some other specific gear, maybe make it a customizable random chance?

For instance, I could select a 60% chance to lose my gun and a 100% percent chance to lose my armor in the MCM. I think that would allow for a really granular difficulty setting for every one and probably wouldn't be that much harder to program than just a binary always lose or always keep option.

Obviously no rush on implementing something that completely overhauls the mod like that, I'm really happy with the concept as is.

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santii90 Author
santii90 - - 31 comments

Looks like ppl that looks for this mod thinks alike :-), because I'm working on that exact approach as one of the option, I'm thinking on:
- Always get pistol back
- Have a customizable chance of getting weapons and armor back.

Next version will be focused on adding everything to MCM and QOL like the one you shared :-).

Thanks for your feedback, really appreciate it

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vari0us
vari0us - - 94 comments

Do you think you could add mags redux support to that as well? If I keep my gun it doesn't really help much if I don't always keep the magazines with it.
Either way, thanks for the awesome mod, it will be the kind of thing I can't play without.

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santii90 Author
santii90 - - 31 comments

I can take a look for sure, it should be possible, I'm just finishing testing the equipped weapons and armor drop chance feature that you mentioned and that will be available soon. Send me via DM here your discord name and I can send you some test versions of the redux compatibility version when I have it ready

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vari0us
vari0us - - 94 comments

ok i dm'd you

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santii90 Author
santii90 - - 31 comments

Just released 0.5 with the changes you suggested!

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settwinter
settwinter - - 87 comments

An option for equipped weapons to be unrecoverable would be nice. 10/10.

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santii90 Author
santii90 - - 31 comments

Thanks! You mean like losing some loot when dying? Like not even present on the dropped backpack? if yes, I'm working on adding that with a default customizable %, but it's for all your items, equipped and unequipped ones. But it may be worth it to separate the chance between equipped and in inventory, what do you think?

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TheDailyXPerience
TheDailyXPerience - - 202 comments

I think it's always best to have as many options modular as possible personally :)

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settwinter
settwinter - - 87 comments

TBH the reason i suggested it is because being able to lose all items means it includes or can include quest items. specifically from addons that add new tasks like Weird Task Framework for example. while you can spawn them back in debug mode, If it was a document that you lost, you'd be lucky if you know which one it was and not randomly spawn all of them in your inventory.
If all quest items are 100% recoverable or stays in your inventory after death then i couldn't have ask for anything else.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

This actually caused me to forever (AS far as I know) lose the quick release backpack item you get at the start of the game. And that made it so I could no longer drop my back pack....Compatibility?

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santii90 Author
santii90 - - 31 comments

Will take a look and prevent losing that item, thanks!
Edit: Starting on version 0.7 (upcoming, beta phase right now) quick release will never be drop or lost. Thanks for letting me know

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Nice! Thanks! Any way to implement these features too possibly?

-Respawn locations can be set at any bed instead of stash based as an optional method?
-Lost items can be found on nearby enemy NPCs (configurable).
-Dynamic message from your rescuer will be sent to you to explain what happened and information about your gear

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santii90 Author
santii90 - - 31 comments

Hey, that are some cool features from Jabbers mod hehe. Some of these features are similar to what I discussed with some players on my mod thread at gamma discord, I can def say that a a recount of what was lost/drop by the player have been on the making for a while. For finding lost items on NPC, something similar is on the list but it's more relating to finding a specific NPC.
Respawn wise I don't think I'm changing the approach of how we manage sleep, just as a fallback to stashes. BUT there is something in the making that will be able to give a similar experience.

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santii90 Author
santii90 - - 31 comments

quest items should never drop or be lost. Let me know if you face a specific scenario with a mod.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

I'll keep you updated!

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Grokitach
Grokitach - - 896 comments

Super nice. Wanted to do it as well, but you are acing it. Will add to gamma when it’s stable and tested enough :)

My concern is that you can easily “cheat” the respawn point by creating stashes on the go, defeating the purpose of the addon. I would rather see something like first respawn point is starting base, then you can have one for free. Then to set new ones you need something like 15k Roubles. Setting up a spawn point could be an expensive and very heavy item for instance to limit both its stacking and usability on the go.

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santii90 Author
santii90 - - 31 comments

Hey Grok! thanks! Really happy that you are considering adding it to gamma! Feel free to reach me with suggestions/questions on the mod's post at your Discord ;-)

Totally agree on your concern, I have been thinking on different approaches to avoid cheating using multiples stashes. I was thinking of just limiting the player to have one active stash, and do not overwrite it with a new one unless you remove the previous one, but I like your approach more. I was thinking of putting together a specific item to set the respawn point instead of a stash (for example a bed as furniture), and setting a high price for it makes sense, after giving the player one for free.

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TheDailyXPerience
TheDailyXPerience - - 202 comments

Instead of a bed, what about a radio or something similar? Maybe actually a shovel placed into the ground with a mound of dirt, and you would have a animation of digging or burying to "place the stash/spawn point" which would require a shovel (Consuming it in the process).

I am not really a fan of having it cost money as the just doesn't sit right with me "lore" wise and kinda would break my immersion.

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santii90 Author
santii90 - - 31 comments

I'm testing the using an item approach. Money cost related, it will be optional :-)

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Enduron
Enduron - - 10 comments

Something seems to have broken between .5 and .62
On a new game the script crashes on death if no stash has been created

[error]Arguments : LUA error: ...er anomaly\gamedata\scripts\dude_where_is_my_gear.script:464: attempt to index field 'position' (a nil value)

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santii90 Author
santii90 - - 31 comments

Sorry about that, I just uploaded a fix 0.6.3), it was a leftover of a debug that affected as you said, fresh games with non stash created. Thanks!!

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Enduron
Enduron - - 10 comments

The heal function is running too early most times leaving me injured on respawn. Also the stash respawn switches to a sleep or base spawn on a later death. Is the function actor_on_stash_remove() called when i pick up my dropped gear maybe ?

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santii90 Author
santii90 - - 31 comments

Not full health on respawn is intended (you can increase the chance of getting full health on MCM menu), still I'll take a look just in case. The second one I'm actually investigating that issue. I expect to release 0.6.4 today with fixes related to exactly that! thanks

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santii90 Author
santii90 - - 31 comments

Actually I was able to reproduce what you mean with health, I was wrong, I'll also fix that thanks for letting me know!

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santii90 Author
santii90 - - 31 comments

0.6.4 should fix the issues, thanks for reporting!

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Enduron
Enduron - - 10 comments

Much better - thank you ! although there's an edge case scenario where if i create a stash and delete it before having slept it will crash on death trying to reference a nil value on line 490 - but I wouldn't worry about it :)

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santii90 Author
santii90 - - 31 comments

good catch! it's an edge scenario as you said but I'll fix it for 0.7 (I have been working on next update and some new features are in the way) Will add that issue as a know issue!

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santii90 Author
santii90 - - 31 comments

Actually couldn't resist leaving the issue and just fixed it and released 0.6.4.1

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osm101
osm101 - - 13 comments

i found a bug when using the ppsh, when i die and go back to the stash i get extra ammo of a different type i didnt have before

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osm101
osm101 - - 13 comments

And if you don't click take all when looting the stash, it doesn't go away and stays there forever

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santii90 Author
santii90 - - 31 comments

That looks to be a vanilla behavior with the stashes that you can create with backpacks. The workaround that I use is to transfer anything into the stash and clicking take all or using take all shortcut. Still it’s on my to-do to check this again. Thank you for all the feedback !!

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santii90 Author
santii90 - - 31 comments

Oh that is an interesting one, I’m using mostly external function to determine the ammo. Are you using the mod with vanilla anomaly or a pack like GAMMA or EFP?

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osm101
osm101 - - 13 comments

Im using gamma

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santii90 Author
santii90 - - 31 comments

great thanks for the info will do some testing, it's happening every time for you?

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osm101
osm101 - - 13 comments

only tested it for 15 mins, i died 3 times and i got extra 16 rounds of ammo that didnt belong to me each time

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santii90 Author
santii90 - - 31 comments

Thanks, are you using mags redux by any chance?

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