Talk to everyone, suppressor changes, companion disguise fix, QoL changes, and other small optional tweaks.
This is a collection of small tweaks I've done for my own personal game. Most of them have few/no conflicts with other addons, but are too small to release as their own individual addon. Here, I've collected them together with a FOMOD that allows you to pick and choose the features you want.
All features are optional. The features are:
Allows you to talk to everyone, even if they aren't a squad leader. You can also trade and take quests from non-squad-leader NPCs.
Full credit goes to Dawn/Strider for their original fix for Anomaly 1.5.0.
Suppressors now apply positive effects at the cost of increased maintenance. Thus, they are meant to be used by experienced STALKERs who can afford to pay the extra costs associated with them.
Adding a suppressor to your gun now applies the following:
+3% bullet speed
+1% gun accuracy
-18% hipfire recoil
-18% aimed recoil
+5% hipfire accuracy (stationary)
-10% hipfire accuracy (moving)
-15% hipfire accuracy (turning)
25% faster gun degradation (due to increased back-pressure and suppressor needing cleaning)
These are all easily editable in the weapons_silencer.ltx file. Not compatible with any addon that modifies this file (B&S).
A simple 2 line fix that stops companions from affecting the disguise system or blowing your cover.
Best used alongside he is with me, otherwise your companion(s) might get shot at by the other faction you're disguised to.
Alters gameplay_disguise.script
Changes the 'take-all' key combo to Shift+Space. Also changes menu functionality so that a single click on an item while holding Shift will transfer it between inventories or select it for buy/sell.
Full credit goes to MrAus10 for their original alt+click variant (available on Discord here).
Removes auto-aim from the attacks of cats and pseudodogs.
REQUIRES Soundscape Overhaul - Real Mutant Sounds.
Tones down NPC jamming to less-extreme levels, especially for more experienced STALKERs. It just seemed odd how an expert would be jamming every 10 rounds.
Gets rid of the grey radiation post-processing effect from entering radiation fields or getting close to 'old' mutants.
Increases the chance for an injured NPC to surrender to 45% (originally 25%).
Also makes NPCs much faster about putting down injured NPCs. This prevents the endless NPC strafing when a huge group is trying to execute a single injured guy.
Human non-Monolith NPCs will enter the 'wounded' state at 30% total health instead of 20%.
Suited for players who typically set high bullet_hit_power in their game settings, but find it weird that a leg shot can kill a person outright.
NPC loot range has been expanded from 35m to 50m. They will still abide by your "corpse loot distance" exclusion setting in gameplay options.
The 1L Bottled Water's uses have been adjusted from 3 to 5.
Each bottle still provides the same amount of total hydration, satiation, and radiation removal - just less per each use, now (60% compared to previous).
Compatible with FoodDrugDrink Animations. Will likely conflict with anything that changes drink items.
1.1 - (2021/04/02)
Dawn/Strider for the original 'talk to everyone' for Anomaly 1.5.0. I used it to guide the needed changes for Anomaly 1.5.1.
MrAus10 for their original alt+click grab modification. I used it to guide the needed changes for a single-click grab (without holding alt).
I take no credit for this addon/these changes. They can be easily done by most people, anyway.
Warfare Alife Overhaul
Separated Helmets Outfits Backpacks
Bounty Squads Expanded
NPC Loot Claim
Modular Miscellaneous Tweaks
Y+F Fluid Dynamic Relations (maintained by me)
Average
9.890 votes submitted.
I was sold at "talk to everyone".. thank you so much for this! (you and Dawn/Strider, ofc)
but that also means you can't sit near a campfire without stalkers getting up and staring at you, right?
The NPC behaviors aren't changed, so you should be okay. The squad leader might stare at you if you get to close, though...
So many much needed changes. This goes on the community list during the weekly update ;) !
Great addon! Def putting some of these on my list. Question: Is the suppressor tweak compatible with BaS?
Does B&S change weapons_silencers.ltx? If so, then no. You would need to copy the changes from this addon's file into the B&S one. It's pretty straightforward to do using a program like WinMerge to compare the files.
It does change it, thanks for the tip though.
Very nicely done Sir. BIG thanks for sharing this tweaks for more immersive zone....
You deserve a cookie :)
nice tweaks thanks for this!
changed take all,put all to shft+s,shft+w cant locate the click function wanted to revert it back to double click
You can try the original by MrAus10 here (alt+click transfer) Discord.com
great, thanks for the link !
thank you, i was waiting for this
Could any tweaks be done to increase NPC accuracy VS other NPC's + Mutants?
Especially to make the companions more useful
I don't know how to change accuracy ONLY vs non-player entities, sorry.
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I'm quite new to modding so how do I install this one?
I use the 'Talk to Everyone' mod, it works really great as always with most of your mods. however, what i've noticed is that none of the stalkers use their "greetings" anymore (before, the non-talkable ones would say something to you when you try and talk to them). This is a very small thing, but it would be great if the soundbytes would still play whenever you would talk to them. Anyway, small QoL mods like these are really appreciated, especially the no mutant auto-aim one
That may not be possible, since it's a voice line that plays only when the dialogue is rejected, but I could take a look later
Does Remove Mutant Auto-Aim work for snorks?
Their autoaim was already removed in vanilla Anomaly
i'm a bit confused, were do i get Soundscape Overhaul - Real Mutant Sounds.
is integrated already on soundscape overhaul or I'm missing a "add-on" for real mutant sounds
Soundscape Overhaul is modular, you'll see there are a bunch of different parts you have to select when you install it. This mod requires the one titled 'Real mutant sounds'
thank you
thx brO adding this to my da modpack since it works
Dude, I'm not sure but I think your mod causes a bug that turns pseudodogs invisible
That's right, I was entering Agropom from Garbage and I got raped from all sides by a invisible pack of pseudodogs, they are not only invisible but immortal too! cuz I tried taking them out with my gp-25 several times and they still continued attacking me.
I don't have any other addon that changes pseudodog.ltx or anything similar. But as I said, I'm not sure.. this still need to be tested by others I think. Good thing this bug doesnt happen often, it is quite rare.
Umm... I've been using this for a few weeks now and killed plenty of Pseudodogs. In fact, the pseudodog.ltx file is literally the exact same as Solarint's file in Soundscape Overhaul except for 1 line (the auto-aim strength line).
But you can disable this addon and see if that fixes your problem.
Still having the issue after disabling it, yeah your addon is not related to this bug, sorry.
Как работает мод "Longer NPC Loot Range" ? просто нет в описании
This is such a great little addition - thanks! One small request if possible? I really like the single click to move from the previous version, if you could add that again but make it so that now shift+click moves the whole stack, it would be perfect. I had a look at the script files, but I'm no coder lol. Totally up to you though, and thanks again!
I switched to shift+click because using the right-click context menu and selecting an entry would transfer the item upon left-clicking, which got a bit annoying to do unintentionally. Similarly, combining stacks would transfer, too.
But if you can tolerate those issues, it's a really easy change:
- Open up gamedata/scripts/ui_inventory.script
- navigate to line 3281
- delete "and is_shift_pressed". Then save the file
Ohhh yeh that does happen, and it was annoying. Lol sorry to have bothered you then, I'll stick to what you've uploaded ^^
Man, this one is yours. It is supresor mini-mod that is causing it. Other than that everything works super nice.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_sil_kek12'. Please attach [*.ini_log] file to your bug report
kek12? Is that from Boomsticks and Sharpsticks? It's not a vanilla silencer (hence why you get a crash for missing it). Any conflict with B&S needs to be merged manually.
As a rule: any conflict is an incompatibility, and requires merging of the conflicts by hand... unless otherwise stated by the authors
Fair enough.
I might overlooked it, since the MO did not directly indicated problem.
Just got a fatal crash:
! [SCRIPT ERROR]: ...maly-1.5.1.2/bin/..\gamedata\scripts\ui_inventory.script:899: attempt to index local 'ci' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...maly-1.5.1.2/bin/..\gamedata\scripts\ui_inventory.script:899: attempt to index local 'ci' (a nil value)
Hope that helps
The lines that the crashlog refer to are unchanged by any of the optional modules of this addon. It has something to do with objects being the "child" of a bag, or something like that.
But could you remove the "shift+single-click take" and see if it goes away?
I'll try but I don't know if I'll be able to reproduce that bug any time soon, if ever, because I've been using that part of your mod for a long time now with no errors. Just today I got hit with that fatal crash out of the blue... no real idea why.
Hi what does TWEAKSfomod file do?
thanks
Nothing if you don't use Mod Organizer 2 (MO2). You really should be using it
fomod what does it do and how do i install it in game data too?
You don't. It's only used when installing via Mod Organizer 2 (which you really should be using)
Jesus, the "talk with anyone" is such a must! As if, in a real-life situation, people simply wouldn't respond to you.
Thanks a lot! A must-have addon!
I tried using the disguise fix and I still can't use a disguise when I have companions
Edit : Nevermind, I was just using it wrong. You have to make your companions aren't watching you.
Injured stalkers who then surrender seem to immediately jump from the injured animation to the surrender animation, and then when I finish talking to them, go back.
Love the mod! Trying to make a patch for this and Boomsticks and Sharpsticks (B&S) mod. So there are two areas which have something similar to this:
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 7
I've noticed the only difference between your mod and B&S in these lines is the inv_grid_x and inv_grid_y equals numbers.
Just wanted to ask what these reference too? So if B&S overwrites this file what does it actually stop your mod from doing?
Apologies if this will take forever to answer, just have no idea what these values reference and do.
*Help
Should I load this mod before or after SO - Real Mutant Sounds ?
I'm using MO2 *still learning
Hi,
I have a question about the suppressor changes.
How do these changes affect the weapon with an integrated suppressor?
e.g., AS VAL, VSS Vintorez.
Does this make this weapon degrade faster then? Thanks.
No, only weapons with detachable suppressors are affected.
My loner companion is being shot by the military on sight from 100m away, I have he is with me and your " companions don't ruin disguises " addon, what could be wrong?.
Shift+Space TakeAll and Shift+Single-Click Grab mod is conflicting with another mod, how can i fix it? A conflict arises in the "ui_inventory.script file", is it possible to somehow embed hotkey commands in the Full_upgrades_1_5_1 mod file?
Did you find out?