Description

[READ DESCRIPTION PLEASE] Massive overhaul of dynamic anomalies system, adding new anomalies and enhancing old ones. Based on work by DoctorX and Eugenium Hazardous Anomalies

Preview
[1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)
Post comment Comments  (0 - 50 of 319)
Wang_Laoshi
Wang_Laoshi - - 328 comments

No less than 10/10!! That new behavior adds so much cool detail!
About compatibility:
1) What about Duty Expansion and Heat Vision mods?
2) Seems like it has loose particles not to overwrite particles.xr, right?

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

The loose particles loading is the only reason why modified exes are required, they are particles for new anomalies. otherwise i had to create tens of patches for different mods. As long as those mods support them - it should be fine (Heat vision does support it and duty expansion should be included also in it)

The loose particle loading should be included in anomaly 1.5.2 as well from the start

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]{oNtrAst
]{oNtrAst - - 261 comments

I have a request for your help - in Dead Air, if you get close to the fire, the screen will turn orange due to the post-process effect, I think the post-process effect from the fire anomaly is applied. So, I want to implement this in an Anomaly, I tried it myself, but nothing worked out for me.
I'm asking for your help, because if you created this addon, I'm sure you can help make a post-process out of a bonfire)

P.S. And the addon is already installed on 10/10 and loaded - because it's brilliant!)

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Jurkonov
Jurkonov - - 375 comments

None taken :)

You are the best thing to happen to anomaly in this year :)

Though, it might be true that in the origins of an awful lot super cool addons there is mysterious person asking:
"... you know I was thinkin´ but what if ... " :D :D (but who knows :D )

hehehe ... lookin´ forward to finally playin´ this will be essential thing

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templario1453
templario1453 - - 95 comments

Do i need a new game for the new anomalies to spawn? Can i install it in my current playtrough? Its safe to unistall?

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

1.new game is not required
2.its safe to uninstall, there is an mcm option for deleting all new anomalies. Follow instructions in its tooltip if you plan to uninstall

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templario1453
templario1453 - - 95 comments

Thanks! I will test it now.

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templario1453
templario1453 - - 95 comments

There is an incompatibility with Dynamic tonemap mod, in the demonized script. No big deal really.

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Valzanar
Valzanar - - 13 comments

The modding community never cease to amaze me. 11/10!!!

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

Quick question, cause i will try this tomorrow with time:
Lets say the AI dies on anomalies on my game wink wink

Will the npc be affected by this anomalies? And I mean human ones

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

Only one way to find out

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kRePiN
kRePiN - - 86 comments

Just found a bug, sometimes the anomaly just disappears momentarily (sound is gone too) and then it comes back again, i think this happened with those gravitational anomalies (not the vortex one) and electro anomalies too, will do more testing too see if this occur with fruit punchs for example (Running the modpack Escape from Pripyat 3.0 Plus).
Edit: It's intended apparently, demonized using jedi mind trick on me, just got blasted by a new anomaly.

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

U just got pranked by the "youtube prankster Anomaly" leave ur like on it or it will **** you up like the black smoke poltergeist.

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be‎rtㅤ
be‎rtㅤ - - 113 comments

do the new anomalies show up on svarog?

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drFaus
drFaus - - 117 comments

Not sure, but they shouldn't so far. However, you can easily enable them by editing items_devices.ltx, detector_scientific section. It's pretty much straightforward.

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Silberfuchs86
Silberfuchs86 - - 75 comments

They don't appear on Svarog.

But I ask myself: why shouldn't they? I'd like an option to toggle this maybe.

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drFaus
drFaus - - 117 comments

There is a "regions - копия" folder in configs\hazardous_anomalies :) Not sure if it might cause issues but it's better to delete it, I think.
Also a question: do the artefacts spawn randomly or only after emission/psy-storm?

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

Nothing will happen with this folder, it's just a copy that slipped by

Artefacts can spawn with the zone after the emission/psy-storm

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ST0NER
ST0NER - - 211 comments

Great work!! Thanks.
If I add only the Enhanced behaviour of old anomalies, Is it also necessary to replace the .exe?

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ST0NER
ST0NER - - 211 comments

So... ok, it is not possible to do that.
But is there the possibility that in the future do you do a separate Addon only with Enhanced behaviour of old anomalies?

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

just put the spawn chance to 0, that will effectively disable any spawns

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M4K5P0W3R
M4K5P0W3R - - 284 comments

Привет, а можешь создать exe чтобы работало вместе с arx и heat vision, при установке последней версии arx с его exe файлами heat vision не работает

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

Use heat vision exes

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M4K5P0W3R
M4K5P0W3R - - 284 comments

А ARX аддон будет работать правильно ? В описании его написано что нужно его после всех устанавливать с его exe файлами.

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zoust
zoust - - 355 comments

Sick ! gj

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Grokitach
Grokitach - - 896 comments

Awesome work as usual Demonized !!! This one is very impressive, can't wait to test this final version !

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Razarač.
Razarač. - - 69 comments

Amazing job going to try it out. One question so I have ARX and FDDA already installed in my current mod load out. So all I would need to do is download is one of the exes as seen on point 5 in the before you install section? - Or given I already have one of these mods installed I would just need to download you mod now for it to work? - Hope that made sense. Regards

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

You already has everything you need. Just download the mod

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Razarač.
Razarač. - - 69 comments

Perfect, thanks for the response. Appreciate it! Will try it now and let you know if I encounter any bugs!

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Zmey13
Zmey13 - - 25 comments

I have Heat Vision and FDDA which exe to install?

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

You already has everything you need. Just download the mod

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Zmey13
Zmey13 - - 25 comments

Спасибо, брат!

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rayshokecz
rayshokecz - - 63 comments

Are these dead air anomalies?

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CrimsonVirus
CrimsonVirus - - 83 comments

Another impressive mod, adding more variety to our beloved game!

A quick question: how can I disable the camera shaking near gravitational anomalies, or better yet, adjust its effect range?

EDIT: Nevermind, found it... but I also grew to appreciate it, so probably I won't be touching it! :P

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justawarlus
justawarlus - - 10 comments

absolutely amazing!

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Duty_Guy
Duty_Guy - - 71 comments

Looks really nice and I love the fact that some of the anomalies add positive effects.

Also, is the mod based on the dynamic anomalies script from Call of the Zone? Because it seems that you have used the 2.1 version instead of the newer 2.2 one from his own continuation in CotZ after looking into the "drx_da_main" script file and comparing them.

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

I rewrote absolute majority of the script, so it's irrelevant what version it was

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Duty_Guy
Duty_Guy - - 71 comments

Fair enough, I looked what has been changed between those version and I found out that Drx changed only one line inside the script (I believe it had something to do with disabling the generators in warlab or something). So it shouldn't really make that much of a difference.

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Razarač.
Razarač. - - 69 comments

Hey TheMrDemonized, when your bolt hits one of the gravitational anomalies in the last little video clip you play. it looks like it makes a much better looking on hit effect than the standard one. Is that included in this mod? As when I've tried in my game with your mod I get the standard effect, just wondering if something is conflicting with that. Regards

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

its cinematicvfx old version (3.0), here is the link: Drive.google.com

it is quite taxing for performance

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Razarač.
Razarač. - - 69 comments

Perfect thank you once again. Just a question are you still using the old version or have you updated to the newest version of CFX?

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oozish
oozish - - 315 comments

Hey! I'm super excited about this MOD! It Conflicts with a few of my mods; I'm not worried about the speed mod as it doesn't really change anything but Arzi's controller overhaul obviously, changing max power and start power etc. values for the anomalies. I guess we just let it overwrite?
specifically: zone_field_psychic.ltx and speed.ltx

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

those are just damages changes, DAO mod has a bit more strong psy fields. You can overwrite or not, its a matter of preference

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oozish
oozish - - 315 comments

Excellent thank you! I might be missing this already, but my suggestion is to put up floating anomaly tooltips in the MCM when you hover over each anomaly (where you can enable/disable each anomaly), so you could read a description of what that anomaly is/does? Sound cool? I think it would be great to have in game tool tip about the anomalies nature especially when people first install the mod! THanks again!

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

you know, there are encyclopedia articles for that. I prefer for player to explore them this way

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oozish
oozish - - 315 comments

Oh cool, I skipped that part in the description! 😀

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Sovat
Sovat - - 135 comments

Good to see some cool addon in the latest ******-meme mods dump. 10/10

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Gin_ToniK
Gin_ToniK - - 14 comments

Sweet mod, just need an AI that can evade these and old anomalies and we are good to go!

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jcyrel09
jcyrel09 - - 37 comments

This is great but i have to unfortunately disable the dynamic spawns because it can actually get you trap or completely block your path. Happend already 3 times, one time in the jupiter underground, theres no way for me to progress because multiple electros blocked the small tunnel.

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

you can pass through any anomaly due to their on/off behaviour, wait when they are off then move quickly through it

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jcyrel09
jcyrel09 - - 37 comments

I did try this when im in the underground but there were multiple sticking together, they cant turn off at the same time. 1 is turn off but then i have to worry about the other 2.
Dont know how the spawn work but maybe try not to stick them all together in the same area or can be configurable the distance between the spawned anomalies. This is only an issue if youre in a small space like the labs and the tunnels.

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Silberfuchs86
Silberfuchs86 - - 75 comments

I have disabled that on off behavior because I don't like so many anomalies popping in and out of existence, and it seemed to slightly freeze my game whenever they popped in (so far only have experience with this mod in Yantar, which admittedly has many anomalies in a small space).

But even with the on/off behavior activated, there was no option for me to make it through the tunnels under the lab, they were so full of Radar anomalies, that even if they popped in and out there was no passing. Let alone the area where you get attacked by a Pseudogiant also being full of Radar, so good luck trying to fight what is essentially a boss and dodging anomalies at the same time.

This mod is great, but for my taste it needs to be toned down a bit. I ended up having to lower the anomaly field spawn chance as well as the amount of anomalies within the field, and then I triggered a blowout via console. Luckily the anomaly field in the tunnels disappeared and I could continue.

I think the mod is awesome (which is why I didn't just want to delete the anomalies), and the new anomalies are great (I do like Radar a lot!), but I think sometimes less is more. Maybe smaller anomaly fields with only like 1-3 of them popping in and out ever and in general the chance of there being an anomaly field being the default setting would help. Otherwise at least Yantar was littered with anomalies which appeared and disappeared, and in this extreme extent it seemed... too much?

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TheMrDemonized Author
TheMrDemonized - - 1,054 comments

Well, the options are there for everyone to tailor the mod.
The Yantar tunnel can indeed be a nasty choke point, I'll see what can be done about it.

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Silberfuchs86
Silberfuchs86 - - 75 comments

Thank you. I absolutely do see that my personal taste is not the measure of all things. I basically just want to point out that if the "blinking" anomalies are really meant to be an option which the player can choose or not, disabling it should not come with punishments like I had it on the catwalks around the Mystery Machine, where an electro anomaly blocked the passage across the whole width.

Just as I am typing this, I am watching BarryBogs on Twitch. He can't get through the X-16 tunnels because whirlwind anomalies alternate phasing in and out.

I think your mod is great and really adds new, original content, so I am looking forward to everything you're going to do!

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