ATTENTION!!! ACHTUNG!!! ВНИМАНИЕ БЛЯТЬ!!! if you encountring animations freezes, controlls locks - please go to the MCM settings -> FDDA and enable ea_debug
ATTENTION!!! ACHTUNG!!! ВНИМАНИЕ БЛЯТЬ!!! #2 for anomaly 1.5.2 you DON'T NEED TO USE BINS FROM THIS ARCHIVE
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This modification adds many animations to the game for food, drinks and medicine.
THIS IS STILL IN BETA. some visual glitches/bugs/crashes could happen
CREDITS:
Models and animations authors: LilGabe,denis2000,ValeroK,Patrick Sutton,Blindside, (the most awkwards - Feel_Fried =) )
Models/animations taken from Gunslinger authors:MaxG3D -pills jar, Synap - syringe injector, STRIFER
(animations were converted to CoC hands rig so they looks much worse then the originals ones)
Script authors: thales100,Grelka, (adaptation for Anomaly and rewriting: Feel_Fried)
Items textures: Mr White aka Hector Shiroi - cigs (UV maping and Iskra texture), Andrej Chudoba - syringe, Patrick Sutton, Backpacks - Morthland
Special thanks: Lucy, Tronex, tdef,LVunter, GRIZZY, RavenAscendant, Igigog
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If u enjoyed addon pls support author =)
PUSH ME, AND THEN JUST TOUCH ME:
![pngfind com donate png 726382]()
Boosty(для рушейхомуннити): PUSH ME
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Skinning effects:
Backpack animation:
<==============================Installation============================>
Without MO2:
Drop gamedata and bin folders from archive to your game root folder with override.
With MO2:
After installing addon via MO2 addons installer, open addon archive and drop Bin folder from it to your game root folder with override. (UPD YOU DON'T NEED TO DO IT IN ANOMALY 1.5.2).
All additional animations such as skinning, backpack, items pickup animations can be disabled/enabled inside MCM settings.
ATTENTION (CRASH ON SMOKING/mod_cig_smoke CTD)!!!! If you using any addons that has own game executables (bin), such as Duty expansion, 2D shader based scopes, etc then you can download combined all in one exes from here ->>Github.com and install it AFTER FDDA and all other engine addons.(UPD YOU DON'T NEED TO DO IT IN ANOMALY 1.5.2).
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Video instruction for those who think that it's over complicated:
GUIDE FOR MO2 USERS:
<===================================Known Issues=============================================>
-CTD with item visual or animations with wrong items Fixed - drop bin folder from archive to your game folder.
-Pickup animation plays anytime player got new item in inventory ( will be fixed with new callback in engine) Fixed but may accure if your fps drops below 50, to fix it go to FDDA settings in MCM and change distance trigger to 0.3-0.5.
-Animations freeze controlls after sleep Fixed - if u still get this bug then some of your addons overwrited ui_sleep_dialog.script and u need to merge them or send a patch request in comments with addon name. (You can find patches for Immersive Sleep and Arsizi Radiation Overhaul inside patches folder of the archive or install them via MO2 (in this case FDDA should be installed AFTER this addons))
- damage_fx\mod_cig_smoke CTD - Re read the installation section of description, yes several times, yes bin folder, yes put it inside your game folder, yes with override, yes MANUALLY.
Combined engine bins for all existing Anomaly engine forks addons can be found here -->> Github.com
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Full changelog can be found here
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SUPPORT MY WORK: PUSH IT IT"S LINK ->> Donationalerts.com
ANSWERS TO FREQUENTLY ASKED QUESTIONS:
-CTD with item visual or animations with wrong items - Fixed - drop bin folder from archive to your game folder (UPD YOU DON'T NEED TO DO IT IN 1.5.2).
-Pickup animation plays anytime player got new item in inventory - temporally fixed but may accure if your fps drops below 50, to fix it go to FDDA settings in MCM and change distance trigger to 0.3-0.5.
-Animations freeze controlls after sleep - Fixed - if u still get this bug then some of your addons overwrited ui_sleep_dialog.script and u need to merge them or send a patch request in comments with addon name. (You can find patches for Immersive Sleep and Arsizi Radiation Overhaul inside patches folder of the archive)
- damage_fx\mod_cig_smoke CTD - Re read the installation section of description, yes several times, yes bin folder, yes put it inside your game folder, yes with override, yes MANUALLY. (UPD YOU DON'T NEED TO DO IT IN 1.5.2)
Combined engine bins for all existing Anomaly engine forks addons can be found here -->> Github.com
FOR THOSE WHO DIDN"T UNDERSTAND ( download STALKER-Anomaly-modded-exes.zip archive from github link, unpack it to your game folder, done, if you using also arx - download from arx folder )
"THIS ADDON CRASHES MY GAME/FREEZES CONTROLS" - if it's not the case from above - turn on ea_debug in FDDA MCM settings, then send me FULL log file ( for example by link from Pastebin.com ) if problem repeats and describe step by step what exactly you did before bug happened, also if you using EFP or REDUX modpacks send reports to THEIR servers cuz they use modified FDDA version.
CHANGELOG: Pastebin.com
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ПОДДЕРЖАТЬ ПРОЕКТ: ЖМИ НА ССЫЛКУ, ОНА НЕ КУСАЕТСЯ ->> Donationalerts.com
ОТВЕТЫ НА ЧАСТО ЗАДАВАЕМЫЕ ВОПРОСЫ:
-Вылет со ссылкой на визуал предмета или анимации одних предметов с моделью от другого предмета - Исправлено - Переместите папку bin из архива в папку с игрой с заменой (Если вы используете аддоны меняющие движок то ниже есть ссылка на движок со ВСЕМИ правками ВСЕХ таких аддонов). (УПД: ВСЕ ИЗМЕНЕНИЯ ВНОСИМЫЕ FDDA СОДЕРЖАТСЯ В ВЕРСИИ 1.5.2 АНОМАЛИ ТАК ЧТО С НЕЙ ЗАМЕНЯТЬ ПАПКУ НЕ НАДО!!!)
-Анимация поднятия предмета воспроизводится каждый раз когда игрок получает новый предмет в инвентарь - временно исправлено, но может произойти, если fps упадет ниже 50, чтобы исправить это, перейдите в настройки FDDA в MCM и поменяйте расстояние срабатывания на 0.3-0.5.
-Любая анимация вызванная после сна отключает управление - Исправлено - если у вас всё ещё это происходит, то какой-то из ваших аддонов переписывает ui_sleep_dialog.script, и вам надо их смержить, готовые патчи для Immersive sleep и Arsizi Radiation Overhaul лежат в архиве в папке patches а так же могут быть выбраны при установке через MO2.
- Вылет со ссылкой на damage_fx \mod_cig_smoke в момент курения - Перечитайте описание аддона, раздел INSTALLATION, да несколько раз, да папка bin, да поместите ее в папку с игрой, да с заменой, да вручную!!!. (УПД: ВСЕ ИЗМЕНЕНИЯ ВНОСИМЫЕ FDDA СОДЕРЖАТСЯ В ВЕРСИИ 1.5.2 АНОМАЛИ ТАК ЧТО С НЕЙ ЗАМЕНЯТЬ ПАПКУ НЕ НАДО!!!)
Объеденённые экзешники для всех аддонов меняющих движок можно скачать ТУТА -->> Github.com
ДЛЯ ТЕХ КТО НЕ ПОНЯЛ ( Сачиваем STALKER-Anomaly-modded-exes.zip по ссылке с гитхаба, запихиваем в папку с игрой с заменой, готова. Те кто используют ARX качать соответственно из папки ARX )
"ЭТОТ АДДОН КРАШИТ МОЮ ИГРУ/ФРИЗИТ УПРАВЛЕНИЕ" - если это не случай описанный выше - включите ea_debug в настройках FDDA MCM, затем пришлите мне ПОЛНЫЙ лог-файл ( например ссылкой на Pastebin.com) если проблема повторится и опишите пошагово, что именно вы делали до появления ошибки, а также если вы используете модпаки EFP или REDUX, отправляйте отчеты на ИХ серверы, потому что они используют модифицированную версию FDDA.
CHANGELOG: Pastebin.com
Братушка, а где смотреть инфу по обнове версии?
В описании аддона, в самом конце ссылка на фулл лог.
Purge bomb has been fallen, from now on I will delete comments immediately if they contains questions from description/faq.
Just got a crash pointing to "enhanced_animations.script" for the first time ever. The log ended with the following:
! [SCRIPT ERROR]: ...er - anomaly\gamedata\scripts\enhanced_animations.script:259: attempt to index upvalue 'used_monster' (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: ...er - anomaly\gamedata\scripts\enhanced_animations.script:259: attempt to index upvalue 'used_monster' (a nil value)
stack trace:
Is this just a fluke? I've been using this add-on for many hundreds of hours and this is the first time this has ever happened.
EDIT: forgot to mention, this happened when I was about to skin a snork. I hit the interact key and the screen froze and then went black for a few seconds, and then crashed to desktop.
U are using not the latest fdda version or overrided it with some other addon
Thanks, yeah I was using v0.8.8i_h3. I'm updating to the newest version now.
This may be a stupid question, but if I use the updated modded exes from Github, and I don't use the Duty expansion or screen space shaders add-ons, will it cause a problem? Just curious, as I don't see an option available without them.
no
Awesome, Thanks!
Hi, first of all good job, the mod is awesome. However, I realized that when I try to play as a zombie stalker (pressing z on the new character screen) I always get a CTD when I open the inventory, but when I disable the mod there's no problem. Could it be that it crashes because the "zombie faction" doesn't have a backpack animation?
yes, disable backpack anim in MCM menu if u playing as zombie
EDIT: added backpacks for zombified, thx for report, will push to the next update
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Can we expect to have more animations? Around 1/4 of Sidorovich's bunker consumables are not animated and it would be nice to be able to roll up tobacco... Smoke weed... Eat some mixed nuts... Chew on some altoids. (cheap radiation remover) But yeah creating animations for a janky engine isn't exactly fun...
What software do you use to create animations in Stalker Anomaly. Maybe I could dip my hand into it and see what I can do.
Blender
Do you use Github.com?
yes
I have no idea what I'm doing. Would you mind giving me a quick tutorial?
welcome to the stalker modding, nobody knows, we just pushing random buttons and look to result
Edit: I have been doing some research and I want some clarification. The OMF file is responsible for the animations correct? If I want to edit the animations I need to edit the OMF file in blender? Do I need Github.com to convert the OMF files into STK file? Do I need to convert the OGF files into Object files?
yes OMF contains skl anims.
yes you can import/export ogf and omf by pavels blend plugin.
to Object files you need to convert models only if you wanna use SDK
Hmmmmm. I've been importing OGFS just fine but OMFs are giving me trouble. It gives out a lists of motions but I can't play the animations of the motions. I turned on play active motions too. Am I just importing the wrong omfs to the wrong ogf? Can you send a pair of OGFs and OMFs that were built for each other?
in fdda for example in folder gamedata\meshes\dynamics\weapons\wpn_eat\injectors ciga1 ogf and omf
yup nothing happened. i put play active motion ON. I played all 3 motions and nothing happened :/
Edit: I am supposed to use ANIM player correct?
you need to switch to the pose mode
I think I have pose mode on. I have active motion on. I have cigar1.ogf and cigar1.omf imported. What is going on? Still isn't working... Maybe my blender addon is bugged? Does my blender version HAVE to be a specific one?
Edit: I'll try using blender 2.93 instead.
Edit2: AHA IT WORKED!!! I downgraded to blender 2.93 and it worked perfectly...
At around this time in the video ^ (If the link doesn't jump automatically go to 55:07 approximately.)
He shows off two objects getting "glued" together into one. How can I do that? Also when I try to play two motions from two different objects only one object will play a motion. How can I also fix that?
he use some weapon premade rig, never used it, so idk
How do you animate the hand, object, and camera same time then.
by adding constrains
what?
Edit: I'm trying to experiment with messing around with the cigar1 animation. I found the hand's position but I can't find the cigar1's position. Where can I find that?
alright i see what you are talking about now.
If anyone asks you any questions about stalker anomaly modding you can hand them this website: Igigog.github.io
absolutely love the new backpack animation but it seems to be quite buggy - it gets stuck a lot during selecting a long rifle by double clicking it for a quick placement in a slot: the rifle is then stuck horizontaly on top of the backpack animation and nothing can be done aside from reloading the game.
EDIT: Fixed in the last version (*d_h1) with the power of another X-ray undocumented behavior, god... I love X-ray... bugs helps fix other bugs xD
thanks for responding FF.
In my case it is not possible to return to inventory as in the video you'd attached - once it's closed and the backpack is stuck with the vertical gun, it'd done and all the controls apart from movement are locked up like a classic stuck animation from the past. All I can do at that point is to reload the game to get out of it. Any ideas for why this may be?
EDIT: I have created a quick new installation to test and it's possible to get it unstuck like in your video. It means that another mod is causing this to be permanent. I will try and narrow down and let you know if I find it.
Lol. Amazing timing... I'd literally just this moment concluded after 4 hours of testing that the full lockup culprit was this mod Moddb.com
Glad you solved it, and to deepen your knowledge - let it be known that the skin mod makes the animation lockup fully unresolvable once occured.
ps. cigarette animation still about 10 times too long for comfort. Just saying ;) thanks for the mod
Use Asnen's Cig Anim for the short version. Personally I love this long version of the anim.
You won't love it once you get jumped by some little **** while in the middle of a long and relaxing smoking animation that you cannot cancel ;) thx for suggestion, just what I was looking for
yeah S.K.I.N patches some of my functions with the ones that was used in very old FDDA versions, that's may cause some problems, as well as his redefines can cause stack overflow
Moddb.com
Use this instead then.
thanks all for replying and suggestions. I can see you have now included that shorter smoking animation in the pack FF, thanks for that - super useful and on even keel with length of other animations now.
Not exactly, I made it longer then original with aditional puffs
Is cancelling anims possible in xray engine?
yes but it will despawn hands immediately, there is no way to make fluid transitions
hey, yes, just noticed and still prefer the shortest one for gameplay balancing reasons. I think you should definitely include an option in the MCM to allow breaking certain animations (cigarettes are a great example) - they could then be longer but you can choose to cancel the cig, medkit or bandage when in trouble. It may not be pretty but it's only fair to give that for gameplay balancing considerations.
no I wouldn't, long unskippable animations is my vision of how animations should affect gameplay
totally understand and respect your vision but it's completely arbitrary and giving people a simple choice against 30 second lockup animations makes good sense. just saying
perhaps make a spitting out cig animation that plays after you click cancel. you can only cancel when your hands are out of sight.