Fixing, tweaking & editing whatever catches the eye of the perfectionist.
Greetings fellow stalkers!
If you have OCD issues like me and spot anything that annoys you (and it's within my rookie abilities), please feel free to post your request and/or your feedback.
The more the merrier! I will always try and if I cannot, I will let you know.
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MODULES DESCRIPTION =========================================================
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[Actor tweaks (DLTX)]: Various actor stat tweaks, including: player's physics collision (and probably hitbox) radius reduced by 25%, implementation of realistic fall damage, more balanced base thermal resistance (for vanilla values only, incompatible with ARX), and reduction of radiation damage by 50% at the cost of a much slower dissipation rate, for a more realistic take on the 'radiation sickness' effect.
[Campfire save]: Increases campfire save distance significantly and adds 'save only when lit' feature by hardstuph & collision02.
[Companion tweaks]: Tweaks companions' behaviour when they are following you. They should no longer bump into you all the time when you ask them to 'stay near', and they will not frantically run around all the time when you ask them to 'stay far'. Special thanks to Dhatri, for including his moving animation fixes.
[Devices tweaks (DLTX)]: Tweaks the positions of detectors, flashlights and PDAs, fixing some clipping issues along the way. PDA position parameters are borrowed from BaS addon. Also, slightly increases the range and width of the light emitted from flashlight and headlamps.
[Dialogue edits]: Edits and corrections to many dialogue lines, either because of syntax/spelling errors or to better match the actual events ingame.
[Encyclopedia edits]: Edits and corrections to texts regarding the PDAs encyclopedia tab. Also includes image fixes (Kalancha's portrait replacement was my first fix, hence the addon thumbnail!) and some other subtle visual improvements (spacing, paragraphs, suitably colored headlines and highlights etc.).
[Fetch quests tweaks (DLTX)]: Reduces minimum and maximum amount of items required to complete fetch quests. Useful when using addons that reduce the quest givers' lifetime expectancy and/or mutant meat expiration dates! Also, fixes the generic Duty mechanic toolkit quests not rewarding the player upon completion.
[Good pseudodog fix (DLTX)]: A small tweak that makes all pseudodogs have almost zero collision with the player. Useful when Doctor's or Noah's pet dogs annoy you, by shoving you around and breaking the immersion (in my case at least). More of a temporary solution, so activate it only when needed.
[HUD repositionings (DLTX)]: First person view weapon position adjustments. These include: improved weapon positioning with better alignment relative to the actor's view perspective, weapon fire point (muzzle flash position) fixes, corrected shell casing ejection positions, consistent aiming/scope zoom levels, nearly pixel-perfect precision adjustment for all sights, more realistic lowered weapon positionings, as well as addressing various clipping, misalignment and animation issues. The main idea is to normalize the positioning of all weapons of the same type (i.e. all pistols are drawn in the same position), bring them more to the center of the screen (seems a bit more realistic), and give more emphasis to the weapon models (some looked really small), without obstracting much of the player's view. With each update, new weapons are added in the list.
[Interface edits]: Various inventory tooltip interface improvements, including: massive text description edits/corrections for the majority of Vanilla weapons/items and from several other addons, item properties' consistent classification per bulletin color, addition of helpful tips on several items and other more subtle (borderline OCD) touches for visually tidier inventory interface.
[Main menu tweak]: A small tweak, placing the 'Last Save' option on top of the main menu list, for convenience reasons.
[Portrait fixes (DLTX)]: Missing Mercenary LC-S suit portrait fix merged with a DLTXified version of the Fixed_Portraits addon by [Tourist].
[Rain sound reduction]: Rain sound files with a 30% volume reduction. Recommended for headphone users.
[Weapon & Attachment repositionings (DLTX)]: NPC's and actor's (3rd person view) weapon position fixes, along with fire point (muzzle flash position) and strap position adjustments and fixing some serious vanilla floating or clipping issues. Also included here, are the inventory weapon attachment repositionings (silencers, grenade launchers). Credit goes to _EverybodyLies_ for the attachments' rotation and shadowing fix. With each update, new weapons are added in the list.
[Weapon sound fixes (DLTX)]: Restores missing weapon sounds like: reload, empty (dry), grenade launcher switch or firemode switch sounds.
[Weather tweaks]: Tweaks that greatly improve the wind factor of the weather system, by adding realistic tree swaying depending on the weather, and eliminating the sudden transitions observed in vanilla. It also slightly increases the overall fog distance.
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CHANGELOG ===================================================================
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v3.3:
- True to the fixpack's nature, I've fine-tuned the iron-sights and ACOG aiming position of all weapons already listed, to ~98% pixel-oriented accuracy. [HUD repositionings (DLTX)]
- In the same spirit, I've fine-tuned the muzzle fire and shell ejection positions in 3rd person view mode, for all pistols, SMGs and shotguns, as well as many of the inventory attachment positions. [Weapon & Attachment repositionings (DLTX)]
- Removed the '(after modification)' attachment notice from the descriptions of several more weapons that didn't apply correctly. [Interface edits - Vanilla]
- Edited some medical items' properties to be simpler and more immersive. Also made various description text edits/corrections. [Interface edits - Vanilla]
- Updated the artefact text descriptions for the latest version of ARX (Anomaly 1.5.2). [Inventory edits - Artefact_Anomalies_Restoration_eXperiment (1.5.2)]
- Corrected the bolt's throwing trajectory: the bolt now lands closer to where you aim (closer to the center) and the bolt itself 'leaves' the actor's hand (not from somewhere above). [Devices tweaks (DLTX)]
- Incorporated the addon Fixed_Portraits from [Tourist] (many thanks for the permission!) to my fixpack, since it greatly satisfies my OCD! DLTXified and merged with my merc scout portrait fix in a new module. [Portrait fixes (DLTX)]
- Incorporated my weather tweaks into a Michikos_Weather_Revamp_Revised + SCO3.0 compatible patch. [Weather tweaks - Michikos_Weather + SCO3.0 (Patch)]
- Removed the annoying restriction were you could not use multiple consumables applying the same effect at the same time (i.e. radiation protection). If that doesn't bother you or just conflicts with some other addon, simply delete the itms_manager.script file. [Actor tweaks (DLTX)]
- Minor adjustments to [Companion tweaks].
- Removed everything related to Kimber Desert Warrior pistol, since it is blacklisted in Anomaly 1.5.2.
- Made the fixpack's file structure more install-friendly (hopefully).
v3.2:
- Added HUD repositionings for: 9A-91, AN-94 (& camo), AEK-971 (& variants), AK-47, AKS-47, Galil ACE-21, AK-12. [HUD_repositionings_DLTX / Vanilla weapons]
- Added HUD repositionings for: AK-101 (& camo), AK-102, AK-103 (& camo), AK-104, AK-105, AK-74N (& variants), AK-74M (& variants), AKS-74UN (& variants), AKMN, AKMSN (& alternate), AKS-74N (& new). [HUD_repositionings_DLTX / Blindsides weapons]
- Added Weapon and Attachment repositionings for: AK-105, AK-12. [Weapon_&_Attachment_repositionings_DLTX / Vanilla-Blindsides weapons]
- Fine-tuned the muzzle fire (grenade launcher's too) and shell casing ejection positions in 3rd person view, as well as the inventory attachment positions for all the weapons listed above. [Weapon_&_Attachment_repositionings_DLTX / Vanilla-Blindsides weapons]
- Added missing fire mode switch sound for: AN-94, AEK-971, AK-12. [Weapon_sound_fixes_DLTX]
- Added missing grenade launcher switch sound for: AN-94, AEK-971, AK-12, AK-101 (& camo), AK-103 (& camo), AK-74N (& variants), AK-74M (& variants), AKS-74N (& new). [Weapon_sound_fixes_DLTX]
- Re-adjusted 1p29, PSO-1 and Kobra HUD aiming position for all weapons already listed. The 1p29 and PSO-1 scopes were especially tweaked to make the transition from the 3D model zooming to the 2D scope as seamless as possible. (Disclaimer: best results achieved with settings FOV 70, HUD-FOV 45) [HUD_repositionings_DLTX]
- Fixed incorrect vanilla grenade launcher (attachment) fire points and aiming alignment for all weapons listed. [HUD_repositionings_DLTX]
- Fixed incorrectly inverted g.launcher/regular weapon holding animations for AK-74N (& variants). [HUD_repositionings_DLTX / Blindsides weapons]
- Removed Kobra sight compatibility from AK-74N (custom), as it breaks the weapon model's magazine position when equipped (noticable when reloading). [Weapon_&_Attachment_repositionings_DLTX / Vanilla-Blindsides weapons]
- Removed 1p29 and PSO-1 scopes compatibility from AKS-74N (& new), as they are very ugly when zooming, very inconsistent compared to the rest of the weapons (3D) and very broken when aiming with a grenade launcher when either scope is also equipped. [Weapon_&_Attachment_repositionings_DLTX / Vanilla-Blindsides weapons]
- Removed PSO-1 scope compatibility from: Saiga-12S, Vepr-12 "Hammer" and PP-19 Bizon, due to the broken zooming level animation when aiming. Besides, this scope wasn't making much sense on these short-range weapons anyway. [Weapon_&_Attachment_repositionings_DLTX / Vanilla-Blindsides weapons]
- Fixed animation/sound timing for empty reload animation of Saiga-12S and Vepr-12 "Hammer". [HUD_repositionings_DLTX / Blindsides weapons]
- Various other animation/sound sync corrections. [HUD_repositionings_DLTX / Blindsides weapons]
- A valiant effort to upscale the shitty 1p29 scope texture on HUD weapon models. It's still shitty, but 20% less (maybe). [HUD_repositionings_DLTX]
- [Inventory_improvements] module was renamed to [Interface_improvements].
- Removed the '(after modification)' attachment notice from the descriptions of several weapons that are natively compatible with that attachment. DLTX is required and can only be used in tandem with my 'st_items_weapons.xml'. [Interface_improvements / Vanilla]
- Replaced almost all command messages given to companions with more immersive ones. [Interface_improvements / Vanilla]
- Replaced the word 'scope' with 'optics' in most inventory instances, since it makes more sense: sights are not scopes, but both are optics! [Interface_improvements / Vanilla]
- Replaced the words 'phychic' (psy) with 'psionic' (psi) wherever encountered, since it is a more fitting term to describe the mind-related abilities and hazards of the Zone. Names like 'Psysucker', 'Psy-dog' and 'Psy-block' were not edited for lore protection reasons. [Dialogue_edits][Encyclopedia_edits][Interface_improvements]
- Various other text edits and corrections. [Interface_improvements]
v3.1:
- Fixed conflicts in BaS implementation of Weapon_&_Attachment_repositionings to support the latest update, adding several weapon entries that somehow slipped my attention during the conversion to DLTX format. As always, please report any crashes/conflicts in case I missed something.
- Fixed conflicts, updated and edited the BaS implementation of Inventory_improvements for all the descriptions of weapons and attachments. Also removed all 'BaS' and 'Van' tags while at it.
- Actor_tweaks got DLTXified. Also added some radiation balancing: halved radiation damage, at the cost of a much slower dissipation rate, to promote a more realistic 'radiation sickness' effect.
- Good_pseudodog_fix got DLTXified.
v3.0:
- Converted Weapon, Attachment and HUD repositionings to DLTX format. NOTES: Since Weapon & Attachment repositionings are considered fixes, and HUD repositionings are visual tweaks of a more subjective nature, I've stored them in separate modules for your choosing. Vanilla and/or Blindsides share the same Weapon & Attachment repositionings.
- Heavily reworked and fine-tuned (with utmost care!) the HUD repositionings of all Vanilla/Blindsides pistols, shotguns, SMGs and explosives to address some issues and achieve uniformity in the positionings of same weapon types and aim/scope zoom levels. [HUD_repositionings_DLTX]
- Fixed incorrect Kimber Desert Warrior empty reload sound (although obsolete as a weapon in 1.5.2). [Weapon_sound_fixes_DLTX]
- HUD repositionings for: UMP45, PP-19-01 Vityaz, RPG-7, RG-6, M79. [HUD_repositionings_DLTX]
- Replaced USAS-12 moving animation with a less choppy one. [HUD_repositionings_DLTX]
- Disabled most of the aiming swaying/jittery animations from the Blindsides weapons pack, in favor of more precise adjustments on their ironsights aiming. If you don't like this tweak, simply delete any 'anm_idle_aim' lines from 'mod_system_hud_repositionings_blindsides.ltx' file. [HUD_repositionings_DLTX]
- Weapon and Attachment repositionings for: PP-19-01 Vityaz, RPG-7, RG-6, M79. [Weapon_repositionings_DLTX]
- Fixed text description and designation for a couple of weapon sights, based on real-life information. [Inventory_improvements]
- Removed HFX3.0_Blindsides_patch_DLTX, as the author of Hollywood_FX released an official one.
- Updated Perk_Based_Artefacts texts for the addon's latest version. [Inventory_improvements]
- Tweaked a few more fetch quests and DLTXified the module. [Fetch_quests_tweaks_DLTX]
- Minor text edits related to companion management notifications. [Inventory_improvements]
- More conversions into DLTX format will follow in future updates.
[...]
For the full changelog, please see the ReadMe file included in the addon.
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INSTALLATION =================================================================
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- Using any mod manager out there, always load my fixes last in the mod priority order.
- Load "Patch" files after their "Vanilla" counterparts.
- HUD repositionings look best with display settings: FOV 70, HUD-FOV 45 and widescreen aspect ratios. Shell casing ejection and firing point adjustments look best with HollywoodFX_v3.0 addon installed.
- DLTX is required for some modules, as indicated accordingly in their folder name. If something goes wrong, or something from another addon you prefer gets overwritten, or simply you don't like a specific feature, simply delete the conflicting entry from my DLTX file(s). If you have a hard time detecting it, post a comment and I will answer as soon as I can.
- Everything is compatible with Anomaly 1.5.2.
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CREDITS =======================================================================
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Kidzukami: for helping me with the Mercenary LC-S suit portrait
hardstuph, collision02: for the original campfire 'save only when lit' code snippet
_EverybodyLies_: for the weapon attachment rotation/shadowing fix in inventory
Dhatri: for the animation fixes implemented in Companion_tweaks
[Tourist]: for his original work on Fixed_Portraits
And everyone else for your feedback!
Weapon Repositionings:
Inventory attachment repositionings:
HUD Repositionings:
Average
9.866 votes submitted.
Hey! Can you add an icon for the Mercenary Scout Light Armor Suit? Since it does not have the icon in vanilla
Just use the standard LC suit icons. The ones with the guys wearing the M40? The scout LC suit is the exact same thing, just green and lighter, and the icons don't let you see the suit at all, just the M40 mask.
Are these inventory related icons?
Currently I'm rummaging through the PDA encyclopedia files... when I get the handle of it, I will certainly look into yours and any other inventory discrepancies too :)
yeah, its inventory icon and it have no image o_o (vanilla bug)
Thank u so much ! =)
That's tied to the suit description in the configs
go to gamedata\configs\items\outfits\o_lcs.ltx and find the merc_scout_outfit.
Then the line character_portrait make it equal to ui_inGame2_merc2 and it will be fine.
P.S.: I kind of misinterpreted your issue. . . Sorry 😬
i checked vanilla file o_lcs , but this line already had this parameters o_o
You all motivated me to look into it!
Can you please provide a screenshot of the issue? (missing icon and tooltip description)
Because the only merc scout armor I've encountered has already a black and dark green pattern icon. (4 kgs weight if we talk about the same one)
send u a screen to PM
I was actually looking through all the armor and ui textures (so I could tie it to the corresponding config) and couldn't find the culprit. If anyone has any pointers, I will gladly investigate it further.
Edit: fixed thanks to Kidzukami
thank u for your work!=)
I can see this addon becoming a greater thing in the future.
Will there be an adaptation for "HD Models"?
Personally, I don't use HD Models. So no promises. :(
Cheers mate this is a great plugin but I'm afraid I have a little conflict with this other plugin Moddb.com as both plugins They have a patch compatible with Soundscape Overhaul. Could you show me how I can fix it? so I can enjoy both accessories
Go into MY patch files (w_storm1.ltx, w_storm2.ltx, night.ltx) and edit the lines: far_plane and fog_distance (for every hour) like the ones from the draw distance addon you linked. Hope it helps.
Thx so much for credits <3
Nice work man! I believe you'll make this one into unofficial fixes pack in the future. I hope anomaly devs include your fixes for next version =)
A suggestion if this doesn't weigh you down, there's lots of various fixes scattered around anomaly's addons page, would be awesome if you can include them in your mod
Thank you! A very good suggestion and no it doesn't weigh me down :)
The wind fix is a must have
Not a fix per se... but is it possible to craft items in any amount at once?
For example, sometimes I have the materials to craft 10 heavy sewing kits, but the system lets players do 1 per time, and the animation takes way too long. I know this defeats the purpose of renting the workbench for 5 minutes, but I (and I assume other players too) fully completed all the quests of all technicians to unlock the workbench for free.
I know the engine is made of vodka and black magic taped together, so if it is not possible, it's all good too.
Thank you for posting but I'm afraid something like this is beyond my current capabilities. :(
Vodka, black magic and a little bit of love it seems!
No problem man.
this?
Moddb.com
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Nevermind the guest reply, I wasn't logged in from my work. It doesn't seem to let you craft multiples at once, but it can accelerate the process. Thanks.
Edit: This comes very close to what I was searching for. Cheers.
Can you please explain in more detail what the fix does in v1.3? I don't understand because I use a translator and English is not my native language)
It adds wind where there was none before and made the overall wind transitions more smooth. :)
EDIT: As of v1.6.1, it moderately increases draw distance too.
Since your fixes include actor.ltx... maybe you could include Indescript's Thermal Resistance fix? Which reduces burn_resistance values to 20% of vanilla (which caused instadeath the moment you touched a flame).
Lol, I wasn't even aware of this issue. Thank you for bringing it to my attention. I will incorporate it asap with a slightly different rebalance.
I really appreciate the work that you're doing!!!
Love ya
This is a phenomenal mod and you making it modular as well is very much appreciated. Thank you for your work! One thing i have noticed in my game is that the Fort-500 has missing sounds when pulling back the front thingy after a reload. I do use Loners animations and such but it also seems to be a vanilla issue as I tried playing without and the sound is still missing. Is there a possibility you could fix it?
If there's something missing, I will find it. If it's something that needs to be created anew, then I cannot :P
I'll see what I can do.
EDIT: Check v1.8.4 ;)
I cannot thank you enough! You've fixed my issue among so many other tinier ones that truly plug in the less noticable issues but go a very long way. I consider this mod one of the most important here :)
Thank you for your kind words sir! Anything for a fellow stalker!
Great job with fixing all of these small things! 10/10 mod for sure
I have a suggestion for two things that you could try to fix, if it's possible:
That weird bug when stalkers face the wrong direction when they sit, and the second one when they hold their guitars sideways
I know that there was an attemp to fix the guitar postion (https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-guitar-fix), and the author stated that it probably can only be fixed by the devs themselves since the problem goes pretty deep in the rendering engine, but maybe you could try and have a look on it
Thank you!
Regarding the facing position, I'm afraid it's a core animation issue, which is several levels above my expertise :P
About the guitar one, can you tell me where do you see it the most? (stalker rank, faction, camp etc.) Because I've seen it only once myself and I would require some decent replication for tests at least.
I think that this guitar thing happens randomly, but I've seen it pretty frequently at Skadovsk and in the Laundry in the Outskirts. I'm not sure about the ranks of the stalkers with the guitars, and their faction also seems to be random.
If I'll stumble upon this bug anywhere else I'll let you know
I've tried to tackle the guitar problem recently, to no avail unfortunately.
Stalkers play the guitar when in two different sitting animations. But when I fix the glitchy one, I ruin the other. Seems that both sitting animations (incorrectly) share the same attach position coordinates.
If someone could enlighten me how to assign separate sets of coordinates to each sitting animation, I would gladly do the coordinates calibration for each one afterwards.
Love your mod, thanks for fixing all of these minor things
I was wondering, are you capable of fixing weapon attachment inventory icons? For some reason, many silencers are wrongly rendered in them. Some scopes/grenade launchers suffer from this same issue.
My pleasure to help, but please clarify the issue or give me a specific item as an example (the worst render you can think of) to see if I can tamper with the corresponding .dds file.
Take any glock pistol for instance. The suppresor overlaps the gun icon. It looks weird when it is in your backpack, but when you equip it to one of the two main slots and the icon flips, it gets even worse. This happens to all kinds of attachments for all kinds of weapons.
Anyway, I've found out in this thread on reddit
reddit.com/r/stalker/comments/o8ihi3/is_there_any_mod_that_fixes_the_silencer_render/
That the coordinates of the attachments are determined in the weapon config file. So the fix itself is pretty easy, but doing it for every gun would be just extremely tedious. And I'm not sure if it will solve the icon flip problem that I've mentioned.
In any case, I now think that it's not worth to waste your time on this, it's not that big of a deal and it requires too much work, so nevermind. Your addon is really great already anyways
I will give it a try just for science though and see what happens!
EDIT: Seems your wish came true earlier than expected :P
Moddb.com
Hi, awesome addon! If you can, it would be really good to make ambient music be disabled, while PDA or Stalker's base radio is playing.
Thank you! I'm afraid that's beyond my reach for the moment :(
Even so, I presume that 'detecting' the proximity of the base radio sound is not feasible in coding terms, unless we mute the ambient music when entering a certain smart terrain. The PDA one seems a lot simpler to solve, but it requires quite some digging...
excellent work, do you have any idea if there is any way to have raindrops on the masks? since they are totally inactive in DXT8, leaving the "clean mask" button totally useless
Thank you! Since they appear normally in DX11, I guess its an engine thing... Several light years beyond my capabilities. XD
Awesome work. Can I use your 3rd person weapon reposition for my next EFT reposition update? With full credits
Sure thing :)
Thanks :)
Uhh can you explain update 1.9.6??
Mainly what the pictures in Description illustrate. Other than that, a few description text corrections/refinements. It's all in the changelog.