The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
(READ DESC, INSTALLATION CHANGED) Adds sounds and animations for some movements such as jumping, sprinting and moving while prone. Conflict-free, MCM support.
This is my first Anomaly addon so there can be bugs or imperfect behavior. This is only a starting point though, I have plans to improve it over time.
I'm not an animator myself so only vanilla anims are used. Due to this fact sometimes they may not perfectly fit the movements, but that's something to start with.
Be sure to check the changelog because it also provides better detail on new changes/features.
Just in case, my discord Ethereal #8022
REQUIREMENTS/COMPATIBILITY
MCM is highly recommended. Other than that, the base addon doesn't have any hard requirements.
Scripts and LTXs don't overwrite the vanilla files.
Requirements for optional parts:
1) One of the features (Alternate sprinting animation) requires Hax's Bolt Reanimation addon. (#1 in Changelog - Beta 4)
2) Prone camera height tweak part requires DLTX (or any other set of .exe's that has it included). You can also edit your actor.ltx manually with the new values. (#3 in Changelog - Beta 5)
Compatibility notes:
1) I've introduced a few tweaks for better interaction with FDDA animations. This needs more testing since I can't check every single thing myself. (#2 in Changelog - Beta 5)
2) If you have the HUD FoV control option enabled, it will not work if you're holding an item that has a predefined hud_fov value in its config. For example, there are such guns in BaS and it also sets it for PDAs and detectors. There's no way around it unless you remove this parameter from the respective config or get a reposition addon where there is no predefined hud_fov in the files.
3) 'True Prone' module will overwrite the animations .omf files. If you have the Animations Remade addon that changes these, it is safe to overwrite. (Details in the respective section below)
4) May not be compatible with addons that change the actor camera height or actor size in low crouch mode too much (such as Squeeze Through Stalkers, for example). Either disable these (vanilla camera settings should be fine) or install the optional camera tweak. This is relevant if you intend to have the crawling animations enabled. (#3 in Changelog - Beta 5)
INSTALLATION
Fomod installer for MO2 is now included. You can also do it manually by picking the desired parts (but be sure to install the main part in 'gamedata' folder).
CHANGELOG
Beta 1: Initial release.
Beta 2, Day One Patch:
1) Added MCM (RU and ENG). Options:
a) Adjust new sounds volume.
b) Toggle crouch/leaning sounds.
2) Much better crawling animations with weapons.
3) Attempt to fix some of the inconsistencies.
Beta 2a: MCM crash fix for those who don't have it installed, removed debug prints leftovers.
Fixed a stupid typo in one of the MCM variables name.
Beta 3 (March 20):
A few fixes for crawling:
1) Disabled aim while crawling. If you try to move while prone and aiming, you'll stop aiming and after a really small delay will be able to move, aim and do other things again. This also fixes the trouble with scoped guns.
2) If you go prone from crouch stance while aiming, aiming will also be cancelled.
3) It's not possible to reload while crawling (prone and moving specifically) anymore. Reload is also cancelled when going prone or getting up. It is still possible to reload when prone and not moving.
Immersion-wise, that's more realistic. Gameplay-wise, less inconsistencies and bugs.
4) Crawling anim is now properly stopped if you crawl and lean sideways.
Beta 4 (March 23):
1) Added new empty hands sprinting animations, MCM togglable (either use this one or the vanilla one). OFF by default.
REQUIRES Hax's Bolt Reanimation ADDON! Credit goes to its original creator, TheShinyHaxorus.
If you don't want to download it, just leave the 'Use alternate sprint animation' option in MCM off, in this case it's not needed. Obviously, this addon is only required if you'd like to have this new anim instead of the vanilla one.
2) Fixed aim cancelling when Toggle Aim option is on.
3) Now you can draw weapons while sprinting or crawling with emty hands.
4) Freelook when these anims are played now also works. The anim will be hidden while you're holding the freelook button, it's the only way to make it work properly.
5) Syncing between crawling sounds and anim was a bit improved.
6) Weapon shaking when jumping/landing are now smoother.
7) Improvements of anims positioning, applied a few fixes for hands flickering when an anim is started.
8) Most of empty hands anims are now played with a fixed hud_fov value (0.5). When the anim is finished hud_fov is reset back.
9) An experimantal sprint animation when you only have a detector in your hands.
Beta 4a (March 23):
1) Fixed crash when spriniting with a detector with the vanilla sprint anim enabled.
2) hud_fov management when anims are played is now customizable via MCM. You can toggle it on/off and set a specific HUD FoV value to apply (refer to 8 in the previous update).
3) Replaced the vanilla variant of sprinting animation and crawling animation with a bit better one.
Beta 4b (March 25):
1) Fixed sprint anim getting stuck when sprinting with a detector.
2) New MCM option: now you have to options for sprinting with a detector only.
a) The detector is held in the left hand as usual when sprinting.
b) The sprint anim is played on both hands. Try these out yourselves and choose what suits you best.
3) Change in MCM hud_fov management option: now you can input your own value. Make sure this is a number! From 0.1 to 1. Separate the numbers with a dot (.).
4) A bit better behavior when going prone/getting up.
Beta 5 (April 22):
Renamed the addon to better reflect what it changes.
1) Sprinting, crawling and jumping animations are now also togglable in MCM.
2) Better interaction with FDDA anims. Can't crawl when having crawling anims on while using a FDDA item, both for immersion and technical reasons. Also, sprint animation is now properly continued after using FDDA items and jumping anims also behave a bit better.
3) Added optional tweak that alters the camera height in prone mode. Apply this if you have incorrect behavior when having crawling animations on and going prone (this may happen if you have an addon that changes actor camera height in low crouch mode too much). Requires DLTX. Not necessary if you prefer an alternate low crouch style and not going to use the crawling animations from this addon.
4) Now there's also 'True Prone' module. This is described in the corresponding section below.
5) Better behavior with sprinting after jumping.
6) If FoV control option is enabled, the original value will be also applied each time you leave the game or the actor dies.
7) Added a convenient FOMOD installer for optional modules.
CONTROLS SETTINGS
The addon features are based on having Toggle Crouch + Toggle Walk settings ON. For now these are the recommended settings.
Having Toggle Crouch OFF leads to improper behavior when going prone. I'll try to fix it later.
IMPORTANT - If you have the crawling animations enabled, be sure to have your Walk and Crouch binds set as primary keybinds, not alternative ones. The engine doesn't handle the alt keybinds properly and crawling animations will be bugged because of it.
You don't have to worry about it if you choose to disable the crawling anims though.
ANIMATIONS
- Going prone.
- Moving while prone.
- Jumping\sprinting with empty hands.
- Weapon shaking when jumping, landing, crouching, getting up or leaning.
- Optional 3rd person prone animations. Also affects NPCs to some extent.
SOUNDS
- Changing stance (stand - crouch).
- Lookouts.
- Moving while prone.
TRUE PRONE MODULE
As of Beta 5 update, there's a new experimental feature. 'True Prone' means that now you have a choice to install new 3rd person animation which make you actually go prone in low crouch mode! This makes it possible to hide from enemy fire behind low obstacles.
The anim files are based on Remade Animations v4 by ChadStalkerEnjoyer. I may make a vanilla version later if there's request.
Since it will also affect NPCs, I included two options.
Option A (Idle only): only idle low crouch anim is changed (i.e. when you're not moving). This may make you more vulnerable to enemy fire when crawling but the other NPCs are less affected by the changes. Demo:
Option B (Idle and moving): low crouch moving anims are also changed. This gives you more protection when crawling but affects NPCs more - in some occasions they may behave strange. Yes, looks a bit dumb because there are no actual crawling anims in the game and I can't made new ones. Demo:
Unfortunately, I was unable to also alter the low crouch turning animations because the game seems to use the same turning animations both for plain crouch and low crouch modes.
These are far from perfect but they generally do the main thing - you'll be able to actually cover yourself when prone.
KNOWN ISSUES
1) Sometimes the sound when going prone or getting up is played twice. (Should be fixed - 0/10 in my tests)
2) It's better not to swap weapons when moving prone - the anim may get stuck. (Should be fixed with the new behaviors)
3) If you sprint with empty hands, you can only draw your weapon after you stopped sprinting. (Fixed)
4) Sometimes the movement anims are interrupted by FDDA animations. (Mostly done, needs more testing)
5) When crawling with a detector anims like mask wiping or torch toggling don't look consistent but the respective actions are still performed. (TODO)
6) When you crouch with Toggle Crouch option set to OFF and walk mode is active the anim works incorrectly. (TODO)
7) Incorrect behavior when reloading tube magazine shotguns (like MP-133) when crawling. Can't fix until the next Anomaly patch.
TODO
1) Animated ladders climbing.
2) Interaction with objects like doors.
3) General improvement of anims visuals (not the anims themselves, but from the code side).
4) Find better anims/sounds to use.
5) Add OGG comments to the sounds.
Feel free to modify this addon with your custom anims if you have better ones.
RECOMMENDED ADDONS
I used these while recording the showcase. Try them out for muh immersion!
ESCAPE FROM CRYSIS FOOTSTEPS AND GEAR RATTLE
CAMERA REANIMATION PROJECT - I.N.E.R.T.I.A. V1.2
Knife, Bolt and Grenade Holster Sounds - Anomaly 1.5.1
CREDITS
bvcx, RavenAscendant, Lucy and Anomaly Discord community for useful advice.
Feel_Fried for his FDDA addon and theRealBeef for his NVG addon. I used these for reference when setting up the anims.
TheShinyHaxorus for making his bolt reanimation addon with a new good looking sprint animation.
CryoManne for assistance in testing and sharing ideas.
SHOWCASE
I should've done this earlier - here's a 'standalone' showcase that only shows the anims/effects introduced by this addon specifically. Recorded with Update 5.
This is the very first version with the other addons mentioned above. An example of an immersive setup that can be achieved.
P.S. Simple bolt animations can do more than you may think.
Average
9.698 votes submitted.
If you've just downloaded the latest Update 5 - please redownload, made a few small fixes (removed the leftover debug print and fixed one of the default MCM values that I forgot to change). Sorry about that!
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Changelog (highlights, details in description)
UPDATE 5 (April 22): FDDA compatibility, True Prone module, FOMOD installer
UPDATE 4 (March 23): new sprint anim, crawling aim fixes, working freelook and weapon drawing when crawling/sprinting, other changes
UPDATE 3 (March 20): Crawling fixes
UPDATE 2a: MCM hotfix, removed console spam
UPDATE 2: MCM support, improved crawling anims, a few possible fixes
Thanks everyone who shared their feedback and bugreports!
But why Slow Light from the HL2 OST? I got u there bud
HL2 OST is really 10/10. That's from the game, didn't do any editing with this video - don't remember where it did I get it from though, maybe one of the addons here. It's been a long time since I touched music in my mod setup
Oh my god, i was waiting for it. Gonna try it out now!
But now i have a question: if you was able to "insert" some animations in the first person, is it possible for you to change the third person animations from default ones to the ones that NPCs use? I mean, the 3rd person stand, walk, run and sprint, crouch and etc. Is it possible?
That's a whole different thing from what I know - not sure if it's possible without engine modifications. 1st person anims are relatively easy to manage because there are special functions like game.play_hud_motion(), but I dunno what's about the 3rd person anims
it seems like is a whole different thing, probably yes, it need some type of engine modification or maybe just maybe is easy as just editing some animations files?, who knows, better ask the devs on discord before doing anything that could broke the game tbh.
I was afraid of this, but anyway, your mod is a huge booster for atmosphere and immersion in anomaly, good luck with todo's!
Is possible MCM to set the volume?
Not yet, going to add mcm support in the next update which will hopefully happen soon. You think sounds are too quiet/loud?
In principle seeing the video, Loud... But in Game is better to have the possibility to regulate it.
Groovy!
Awesome start, very cool additions already
in my opinion,
The sounds added on crouch and lean are cool for a few seconds, but they are a bit much especially in the case of leaning.
Its been best to holster weapons when crawling as most of them flip backwards, and the knife is through my hand :p
Very much enjoyed this, already a great quality for your first addon, thank you for sharing
Thanks for your feedback! Yeah, some weapons might behave strange with it, I haven't found a better way for now. Maybe I'll add an option to hide the weapon while crawling.
Very cool mod, thank you for the effort! The only thing that looks a bit off is the crawling animation with a rifle in hand. Perhaps, rotating the weapon could help. Here's an example of crawling animations that look really good imo:
indeed, only odd thing is that animation it seems like the rifle is just clipping through the ground but in general this addon is an nice addition to anomaly animations!
Yea, there's definitely room for improvement xd
nice to hear it from you, i will try it anyways, also expecting that new improved animations soon™
For now my experiments with rotation/position didn't do anything but there's gotta be something that'd work. Don't forget these are seamlessly repurposed vanilla animations which definitely weren't supposed to be used like that :D
My man just beat EFT animations lmao, Also 100/100 this is a must have addon
Whoa...-...I'm downloading this as we speak.
The animations look very interesting. A little more polish and it will be generally cool.
Oh. My. God... You're doing great - keep going! I'm really looking forward to the opportunity to hone the animation of crawling with a weapon in my hands, as advised by previous commentators.
P.S. Is this compatible with food and drink animations?
Thanks!
It's compatible, but food and drink animations may interrupt the movements animations (sprinting with empty hands, for example), but nothing game-breaking based on my tests
for some reason the left hand doesn't show during animations, also during prone animation i can still aim and shoot
Which exactly animations you're talking about?
pretty much any
it might be because i'm using animation replacers for some of the animations like the bolt ones and binoculars
I also have these replacers and I was unable to reproduce this so need more info. Does this happen after a specific action or right after you load a game?
no it happens all the time
why not just make a custom anims folder in the mod with the default animations and just make the mod use those instead, also i figured out the issue, for some reason i downloaded bolt animations with binocular animations from Moddb.com and it hid the left arm, it was a mistake on my end
Okay, good to know it's fixed. For now I don't see a point of making a separate folder because all the used anims are purely vanilla so they're already in the game files
First of all, holy **** good luck with support ^^
Second, since I'm a ****, lemme add one thing to the burner :
Not sure of the cause (crawling with one handed weapons ? Switching weapons while crawling ?) but I tend to get stuck in the crawling animation as in it doesn't stop playing no matter the position.
Thanks for your support!
Yes, that's a known issue. I dunno how to fix it currently, sorry, so just try not to swap weapons while crawling for now xd
I'm prepping an update with MCM support, maybe an option to hide the weapon while crawling would do for now.
Sorry for the repeat, remove the comment at your leisure ^^
> maybe an option to hide the weapon while crawling
This might make things easier
If that doesn't do it maybe asking people who work a lot with anim can help. (maybe Feel_Fried) ?
No problem. Yea, seems I might need some advice from the masters
the new crawling animations are way more sick, thanks dude, also the running animations are a bit buggy so maybe a option in MCM for disable them may be cool :)
I dont have words to express how gratefull i am for this addon, i believe its every stalker dream these immersive details. 10/10!
indeed, must have addon right here
Very good work! Are you using any addon for the weapons position?
Thanks! I have EFT repositions but not for all the weapons I think
Wow updates already, way to go!.
hey man, im getting a lot of "prone_nogun_wpb_hidden_flag is nil" in the console, it seems like it has something to do with your addon, is not causing trouble related to crashes but i just wanna let you know, heres an screenshot.
Imgur.com
PS: tried to turn off your mod in MO2 and in the next startup the message vanishes so surely it has something to do with your addon.
Oh yes, thanks, that's just a debug print, forgot to remove
Awesome
It looks good, congratulations :D !
But I hope it doesn't generate "busy hands" issues (hands are locked in an empty state and you can't do anything until you reload your game), which is common with animations addon (like Food Drugs Drinks Animations)
yes, if somebody tests this and has this problem, please let us know.
I appreciate! Hasn't encountered this problem yet. Any idea why and when this could happen? Could be useful to know
what can it conflict with? I have a crash when loading a test card through the debug menu.
Need to see the crash log, can't say anything without it. Maybe it's not even related to this addon.
it crashes when this addon is installed, I checked it twice. I'll try to upload the log.
compiling shader model_def_hq_2
compiling shader model_def_lq_2
- Default community setup: stalker
~ Player used debug mode!
!Smart terrains no longer spawn squad. This is applied to this playthrough while debug mode is active
g_game_difficulty gd_novice
g_hit_pwr_modif 1
g_dispersion_base 2
g_dispersion_factor 3
- Water deprivation | Enabled
- Sleep deprivation | Enabled
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...les/stalker anomaly\gamedata\scripts\move_effects.script:452: attempt to index global 'ui_mcm' (a nil value)
! [SCRIPT ERROR]: ...les/stalker anomaly\gamedata\scripts\move_effects.script:452: attempt to index global 'ui_mcm' (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: ...les/stalker anomaly\gamedata\scripts\move_effects.script:452: attempt to index global 'ui_mcm' (a nil value)
stack trace:
Seems like you don't have MCM installed. I'd recommend to install it since it's really useful, but I'll add check if MCM is present to fix it, thanks for reporting
does the presence of MCM affect the effect? understood. I just don't use it because I can change the settings directly in the MCM file
Just uploaded an update that should address it. Yes, with the latest update a few basic MCM options were added
everything works, thanks for the addon!
if you still don't use MCM pls redownload, that fix didn't actually load the settings from the _mcm script. now it should be fine