This mod adds constant drain of psy health due to the stressful environment of the Zone and updates range of adverse effects of psy damage.
Mode is in a maintenance state now. I will update it for reported compatibility issues and new versions of base Anomaly.
versions 0.0.5b, 0.8.3 and 1.00.01 are archived here Moddb.com
If you have any idea why psy-auras of monsters don't work, please contact me. Other than that, no new features are planned.
DESCRIPTION
In basic Anomaly psy-health is rarely affected, with exceptions of psy anomalies and controller attack, which felt underused.
Idea of this mod is to consider psychological state of stalker as directly related to psy-health stat and affected by multitude of different conditions.
If you have any feedback or bugs are found, please, write a comment or DM.
OPTIONS
[gamedata] – basic version of the mod.
Includes Calming Campfiresmod (Voland33, Moddb.com ).
Compatible with voiced actor mods, like1.2.0 VOICED ACTOR ( Moddb.com )
[o1_with_ARX] – patch compatible withARX - Artefact & Anomalies Restoration eXperiment ( Moddb.com )
[o1_with_EFPv4] – patch compatible with Escape From Pripyat v4. WARNING: Due to comparative lack of resources, I can't 100% test for unexpected effects.
Disabling ‘Cozy Campfires’ and setting Campfire stress reduction to 0 in MCM is recommended.
[p1_stats_for_drinks_n_smokes] – optional addition with changes for alcohol and tobacco effect which should help manage stress and increases amount of uses for vodka bottles to 5 and for cigarette packs to 12.
INSTALLATION
Just copy files into you gamedata folder or use MO2.
No new game is needed on installation or removal of the mod.
It’s recommended to clean up “psy_stress/“ entries from “..\gamedata\configs\axr_options.ltx” file on update or removal.
IMPORTANT
Mod is not directly compatible with any mod which changes arszi_psy script, but ARX version should work with most mods.
For Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1, alternative items option can be just ignored, but any version except Classic Alcohol would go well with it.
COMPATIBILITY
Anomaly 1.5.2/1.5.1
Compatible with Arszi's Controller Overhaul 1.1 ( Moddb.com )
Compatible with Arszi's Burer Overhaul 1.0 ( Moddb.com )
Compatible with Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 ( Moddb.com )
Compatible wiht Best Artifact Mod v18 ( Moddb.com )
Compatible with PHANTOMS ( Moddb.com ), disabling local phantoms is not required.
Compatibility switch for VOICED ACTOR mods is available. *1.2.0 VOICED ACTOR ( Moddb.com )
Compatibility patch for ARX is available. Artefact & Anomalies Restoration eXperiment ( Moddb.com )
Compatibility patch for EFPv4 is available. Escape from Pripyat v4
Changelog
1.06.03
Code improvents for compatiblity:
- Init for some psy_env_state in case something triggers psy health update externally.
- Reverted get_psy_health_change() back to get_psy_health_regeneration() for all versions.
- Minor code and comments cleanup.
1.06.02 Coldfix
- EFT-compatible version only: Removed code improvements which interfered with "monkey path" for campfires.
1.06.01 Coldfix
- Corrected calculation of stress reduction which worked as a stress increase.
1.06.00
- Rebalancing for psy damage Overhaul
- Fixes in related logic and mcm config handling.
1.05.03
1.0.00
RELEASE
0.9.01
Release Candidate
0.9.00
Release Candidate
0.8.3 (https://www.moddb.com/mods/stalker-anomaly/addons/psy-stress-legasy)
0.8.2
0.8.0
0.0.5b (https://www.moddb.com/mods/stalker-anomaly/addons/psy-stress-legasy)
0.0.5
0.0.4
Average
9.947 votes submitted.
Could you maybe do a compatibility patch with Phantoms?
This one?
Moddb.com
I will definitely try, seem a good fit.
Thank you!
Done
You are an absolutely legend!
This is a really cool idea and I'd love to play with it. But it is incompatible with "best artifact mod", presumably because the arszi_psy.script is conflicting. It crashing upon loading the save. I tried the ARX compat patch but that did not work. Can you tell me how to patch it for compatibility or perhaps make a patch? I'd be happy to do it myself if you explained how.
Actually i just made one myself. unsure of how well it works but the game starts and nothing feels broken
edit: it is broken, i might be able to fix it, but I would appreciate guidance on how to make the patch
My guess is this one Moddb.com?
I will check it out and try to make a patch.
If you can, send me a error log form <game folder>/appdata/logs/xray_<username>.log
In general I make a comparison of original arszi_psy and one from mod, looking for changes and new functions. Comparing mine would show too much differences.
Then I'm checking out how this functions used in the mod's code, to understand what is needed and for what purpose.
After that I usually have an idea how to design a resolution in mine, but but unfortunately it's not something that I can make into easy to follow instruction.
Upd: Done.
Also, seen your drugs mod, nice idea.
Did you try if my mod interferes with it?
Great mod! I use it with some adjusment. Thank you.
Havent tried it out yet but it would be awesome if corpses would affect on the enviroment too
doesn't really make sense, you would normally be more than prepared to witness corpses (especially not mutilated) in the Zone, as you aren't ignorant and you knew that **** awaits you in your journey.
Well, usually being forced to hang around bodies might have unnerving effect even for veteran soldiers
I'll dig some graves for rookies meanwhile
They probably dont even know what the true horros of the zone are
Wow, this is incredible! Survivng becomes more challenging and psybar now MORE useful. But there's one thing. Debug messages in local news appears even if debug mode disabled ("ENTER LEVEL 0")
Oh, thanks!
Missed that, because most of the testing is done with debug enabled.
Will update with a fix in about a week.
UPD: Fixed
Great Mod, very nice addition to create a haunting atmosphere when there are !^^
A Suggestion: maybe make lack of sleep, or maybe hunger/thirst (low meter multiplier) a factor for increased psy-stress!
Because you know, when you are getting exhausted, malnourished etc., you might start to see/hear things that are not there, making you more paranoid.
Thanks for the idea, I will consider it for future versions.
There are two points which make me worried, though.
1) It might create a 'death spiral' effect, when one thing going wrong make other to go wrong, which makes impossible to recover from the situation.
2) Other such system does not seem to have direct connection in the game, so it might feel out of place.
On the other hand, I'm making everything into an option anyway, just will need to decide if it should be enabled or disabled by default.
Would this mod make sense in a monolith playthrough?
Depends on you head canon probably.
For me it seems like they don't lose sense of reality and instinct for self-preservation, it's their worldview gets overwritten by C-Consciousness.
But you can just reduce default stress or set modifiers for some conditions to 0 if you feel that they would not effect a monolith stalker.
Ah, alright then.
Thanks for clearing it up haha.
10/10 Mod bossman.
After using the mod for a long time I noticed that the passive psy stress is affected by the player's psy protection, which can end up completely negating the stress once you get a good helmet like the Apocalypse.
Would it be possible to make the psy health protection not affect passive psy stress? Or at least make it ignore part of the player's protection? It sucks to have psy health become as useless as it used to be once you get a decent helmet.
I guess you could kind of headcanon it away in that by the time you get one of those you're probably more seasoned in the Zone so the effects aren't as bad. Same with using meds, etc. to temporarily boost your mental state enough to not be bothered by it.
Yes, I am aware of the issues with too high psy protections and know the frustration of gameplay system losing effect.
I want to address that but it would cause a chain effect making low level items even less effective, so full balance recalculation will be needed.
I might try to do that in the future but it probably will be out of scope for 1.0 this RC aims to be.
And thanks for being continuing user it helps a lot to keep motivation.
Aside from ^that^ I love the mod by the way, as I commented in the legacy versions the add-on gives you another preocupation to take care of while in the Zone, and also expands upon a neglected game feature that is psy health.
I just wanted to say, fantastic work so far! I'm working on a project that would tie in beautifully with you addon. I'm adding auditory hallucinations to low psy states. If you wanted to work together in implementing this, send me a DM on discord or on moddb! I've linked my work below
Holy **** do you have a rough ETA for that?
I'm not a great coder, so whenever someone wants to help me with the framework haha. I've slowly been making audio hallucinations for both indoor and outdoor areas though!
i like this idea, will be checking up on it every so often
Привет.)Аддон 11\10.Но есть небольшая проблема с переводом на рус языке..Последние 2 строчки в МСМ.)Настройки Урона Контролёра.
Thanks for spotting, it's actually a problem for both languages.
Спасибо за внимательность, оказалось это баг для обоих языков.
UPD: Fixed
yeah the campfire patch doesnt work for me
I'm not sure what you are referring to.
There is two options for campfire effect in the mod.
1) Legacy which uses functionality of CozyCampfire by Voland33 (https://www.moddb.com/mods/stalker-anomaly/addons/calming-campfires-for-anomaly-151), when this option is enabled, it regenerates psy health with speed controlled by 'Campfire psy regeneration' MCM option.
2) Current one, which is applied as modifier to basic psy-stress, same as all other environmental effects. This one is controlled by 'Campfire stress reduction' MCM option.
Just re-checked, both are working correctly in game, so I need more details like other mods you are using, or a debug log while character is standing near campfire.
Great mod!
is it compatible wth EFPv4?
Thanks!
ARX version should work, but psy-regeneartion from artifacts would not work entirely the same way.
I probably will made a patch for that too.
UPD: Done.
I'm not 100% sure about possible side effects, but EFP has too much mods for me to properly test everything.
Mod super. Respect to the author. How do I remove a stress pop-up message on my own? I don't want to wait for an update)
In arszi_psy.script, find all 'show_message_news("ENTER STAGE ' lines, and comment them out by adding -- in the beginning.
Thanks)
Does the ARX version also bring the benefits of the Calming Campfires mod?
Yes it does, Calming Campfires is included in all versions of the add-on.
Just make sure to enable it in the first place on it's configuration menu with MCM.
thanks for EFPv4 Patch!
keep up th good work!
Is it compatible with the 1.5.2 version of ARX available on the Anomaly Discord server?
Yes it is. ARX 152 uses exactly the same arszi_psy script as older ARX.
I like the idea, but I think the effort is misplaced. I totally agree psy-damage is underused in Anomaly, but I honestly don't want my psy-health to go down while fighting, or other circumstances proposed in your addon.
I would prefer it goes down in places where you actually get psy-damage, just like vanilla stalker games used to do.
You could add in to that certain mutants with psy-abilities that, for now, don't do any psy-damage (burrers, psy-dogs, psy-suckers, etc).
Hopefully such an addon will one day see the light of day.
I appreciate the suggestion, but fixing lack of psy-damage from monsters would be a whole different mod, because instead of updating main psy-helath system it is about re-modding monsters.
There are already some effort in that directions (burer and controller overhauls for example), so for now I can only suggest keeping an eye for other mutants mods and posting them here for compatibility requests.
Can you add an option for when it rains or night time making it decrease quicker? :) I would love weather and time based PSY damage.
Thanks for suggestion
I'm not sure how good weather detection might work, considering that game is not always sure how to load it, but I will consider it in future.
I love this mod it's come a long way! I do have a consensus question, of all the options, what do you think the most realistic/balanced is? Currently, I'm using [o4_classic_alcohol_only_psy_for_smokes] – combination of o2 and o3. What do you guys think is the best option there and why?
Well, I don't think that Anomaly is balanced at all in the first place, but I don't think that any smokes+drinks option is clearly overpowered or useless. Basically choose what feels for you like more realistic combination of effects.
Obviously, I prefer "Full" option, since that was what I made for myself initially. :D
Could you add in next version an option to get a psy hit every time you skin a mutant? So if you get 3 game hours shining mutants non stop you start to getting nuts
Thanks for suggestion.
Well, definitely not in the next, but I will research if it's possible and consider for future updates.
However, it's very unlikely that it's possible with changes only in psy script.