I've updated Rezy's mod to RC+ Betas with the help of Feel_Fried and Rezy himself. As I've taken files from their mods.
To install it just drag and drop in Anomaly's root folder. It works will all betas, RC15, RC16 and so on.
The mod is compatible with Feel_Frieds animations (as of 30.09.2020), just copy this mod (Feel_Frieds Anims gamedata) or his over the other one, it should not matter.
Credit to Rezy, Feel_Fried, Tris, Nuor, LilGABE and thales100. All creators and contributors to the update of Quick Melee Mod.
To use the quick melee just press V. The way it works hasn't change.
Update 05.10.2020
Fixed crash when skinning mutants in Vanilla Anomaly because of a conflict in a script about harvest animation.
Fixed rare crash when tapping V repeatedly. Attempt to compare nil with number.
Thanks 👌
You're welcome Mich. I hope your weapon pack makes it to RC+ soon!
So in the absence of this mod I had bound V to the new quick-nade function.
Suffice it to say it is a good thing I can now muscle-memory panic knife attacks again.
... mistakes were made
EDIT: bind quick-nade to quick-knife button and the game will USUALLY prioritize the knife-attack. Usually. It's like Russian Roulette. Fun for the whole family.
EDIT2:
Playing with this mod, I noticed I very often use the knife to finish off bleeding enemies on the ground. It's just cool to quickly put your primary weapon away, slash the guy's throat and put your primary weapon back up.
YOU KNOW WHAT WOULD BE EVEN COOLER?
Put the primary weapon away, pull out my pistol, fire one shot and put my primary weapon back up.
Oh, the hilarity when I inevitably forget to reload my pistol after upgrading it, and it just goes *click*.
Would this be hard to implement in a similar fashion as the quick-knife button?
It could be done but it's a lot of hassle for what you get. You can get that by simply changing weapons, muscle memory. Quick knife attack is substantially quicker than changing to knife and knifing.
I think an interesting concept would be that your first weapon / primary is being held up with straps, so when your not holding your primary gun its technically just resting on your chest. This would mean that you could technically speed up the swap time between primary to anything, because your not putting the gun on your back or on your side or in a bag, your just letting it go and let it hang off your neck. So you could use this concept as a way to implement your quick-pistol swap idea into the game.
Frankly, I think this idea is rather genius, it would add a lot to the gun-play of Stalker, Sometimes I end up dying because I'm stuck swapping weapons and animation can be rather lengthy, so it would be really awesome if you could pull out your pistol really quickly and only be able to hip-fire.
To concept this, here's two different ideas:
1. Your Primary is strapped around your neck, so you can let go of the gun and pull another weapon out faster, this would make quick-knife more immersive.
2. You hold your primary weapon in your off-hand and pull out your pistol with your main-hand, an interesting draw-back to this idea is that you wouldn't be able to ADS, only hip-fire. So imagine, that you run around a corner with a gauss-rifle and need to engage in close-quarters, your character could hold the gauss by the barrel with there off-hand and pull out the pistol with the main-hand, You could make this be a hold or toggle function too, so you just let go or press a button and you put the pistol away and bring the primary weapon back into your arms.
That's a lot of work for what we'd be getting.
Max Payne 3 did it so well. I'd definitely mod this in if I knew how, just so I can look cool killing things.
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Краш при попытке разделать мутантов
ошибка исправлена
Thanks for uploading this! I love it!
crash when trying to butcher mutants
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CObjectAnimator::LoadMotions
[error]File : ObjectAnimator.cpp
[error]Line : 47
[error]Description : fatal error
[error]Arguments : Can't find motion file 'itemuse_anm_effects\harvest_lean_down_main_headbob.anm'.
Thank you for reporting! The issue has been fixed, I've addded two gamedatas, one for Feel_Fried's Anims and another one for Vanilla Anomaly.
delete "item_animations.script" and enhanced_animations.script from gamedata/scripts
no idea why, it just works
Yes, but you can still get crash when pressing V repeatedly. I recommend you use the new version I've just uploaded :)
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can someone tell me what is RC 15, RC 18 ? wtf, its so confusing i have anomaly 1.5 update 4 hotfix 8 what the hell is rc 15 and so on ?
It's a new open beta. You can download it from Anomaly's discord, I recommend you do it as it is pretty stable imo. Go into #update-feedback and take a look at pinned messages.
Among other things, the new open beta brings a new functional PDA, engine improvements, body collision and so on.
yeah but what about the mods ? i use like 50 U4H8 mods, its really hard to adapt, and im not sure my entire compilation is compatible with rc 15 or 18
There are also many other very nice mods for RC betas, mods like beef's nvgs, feel_frieds anims, things that we had never seen before in Anomaly!
thanks for explaining tho
No problem, anytime!
Почему-то этот мод ломает анимацию взятия ПДА в руки, из-за чего полностью ломаются руки. Оружие не достать, меню на ESC не открыть. Играю на RC18 и проверял на чистой версии игры. Не подскажете, что может быть не так?
Вы уверены, что играете с чистой версией? Удалите папку с данными игры и поместите данные игры из моего мода. Я только что протестировал и все работает нормально.
Абсолютно уверен. Но да ладно, что-нибудь придумаю с этим.
Не понимаю, что это могло быть. Я не могу повторить ошибку. Тестирую с чистой версией и глюков нет.
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] d:/game/stalkeranomaly\gamedata\scripts\bind_crow.script:34: attempt to call global 'load_var' (a nil value)
! [SCRIPT ERROR]: d:/game/stalkeranomaly\gamedata\scripts\bind_crow.script:34: attempt to call global 'load_var' (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: d:/game/stalkeranomaly\gamedata\scripts\bind_crow.script:34: attempt to call global 'load_var' (a nil value)
stack trace:
Any more info? Crash when starting the game? When doing an action?
Thanks!!I love this addon.
A quick blow with a knife is the best!!!
The explanation was insufficient....
It crashed for the first time when I jumped to the level.(Agro→Cordon)
After that, I couldn't start the game.
I can start the game by removing addon.
Wow, that's surprising. I'll try to replicate it!
Thanks for reporting!
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Such a simple mod yet so important, thank you for this! Is it possible to change the bind, for example to Q?
how to use this with food anims? (current version) i had it working with 0.6 version but now it crashes when quick knifing.
Hey, thanks for your work, this is an essential addon. Any idea how crows can be made harvestable again? I can't figure out which line in bind_crow.script is the culprit, but my hunch is the active_item check is because the quick knife isn't really active. A small detail, but my modder brain feels like there's got to be a workaround. Thanks!
is this mod working with 1.5.1? I'd like to add this feature. I've tried all the mods for quick melee including the one included in BaS and none of them worked. This version I was able to get a knife sound while pressing the v key, but nothing else happens, no animations, or damage dealt. If anyone has had this working please let me know your mod list to help figure out my conflict if there is one.
Would also like to get quick melee back. Works with 151, but not with Povaks 151 AIO. Shouldnt be different but somehow is.
Hey, probably way too late, but found a fixaround(though I don't know yet, if it breaks something else). Probably good for future users of the mod.
There seems to be 3 problems with the crow_binder(crow_bind.script file):
1) IsMelee(Obj) always returns false, probably because of objects are called. Also for some reason, it gets called quite often, so it spammed the hell out of the console, when I wrote a debug printf in.
Fix: Line 41: Replace 'IsMelee(obj)' with 'item_knife.is_equipped()'.
2) In the "if (not looted) and (knife_equipped) then" statement, there are mentions of a knife_manager. However no such thing exists and the code only "works" because the if statement is never true(see point 1)).
Fix: Line 46 and 49: Replace 'knife_manager' with 'item_knife', there's 2 instances of that.
3) In the function 'use_callback' there's an if statement with itms_manager. No idea what it does exactly, but the game doesn't find the itms_manager or callback and crashes(at least did for me).
Fix: Line 73: Replace the whole line with 'SendScriptCallback("monster_on_actor_use_callback",obj,who)'.
After these I'm able to harvest the crows again.(Though I seem to have another problem, as I can't get any beaks from them... But that's another problem for another day).
Figured these out after 3 hours of looking at the unpacked crow_bind and monster_bind script files and debugging/testing. Took way too long for this, but eh... whatever. :P
This is great, but I'd really like this to be able to redo the bound key because "V" is for switching to grenade launcher, but "Z" is for nothing.
Any plans to update this to make it work with 1.5.1
It already does work for me in 1.5.1
How do I remove it from existing save without CTD on load because game trying to locate animation which is not there anymore?
patch for BaS knives?
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