Adds high-definition models, high-quality item retextures, detailed item descriptions, new items, and medical system rebalancing for use with Food, Drug, and Drinks Animation and Grok’s Body Health System Redux. ----------------------------------------------------------------------------------------------------------------------------------------------------- *Note: You do not technically need either Food, Drug, and Drinks Animation or Grok’s Body Health System Redux installed. ----------------------------------------------------------------------------------------------------------------------------------------------------- *Update 1.4: Fixed code error. Nemiroff vodka FDDA animation now works again!
‘Quality vodka’ is now out of the black flask and in its own bottle, a full wrap-around, high-quality label has been added for beers, and Nemiroff vodka now has a proper back label, with updated, high-definition textures for all.
The hideous can of ‘sparkling water’ has been replaced with Coca-Cola, a new mineral water bottle with label has been added, and Ukrainian NON STOP energy drink has replaced the generic can, all featuring high-definition models and textures.
Also includes matching Food, Drug, and Drinks Animations for Coca-Cola bottle…
…and NON STOP energy drink.
New high-definition models and textures for MRE field rations, IRP-B field rations, and ZNSP field rations.
High-definition models and textures for bread and ‘Hercules’ performance drink, and a repurposed model with new textures for the tin of cocaine.
Bandages, epinephrine syrettes, and metamizole syrettes have new high-definition models and updated textures.
Complete with better matching textures for Food, Drug, and Drinks Animations.
Numerous types of pill capsules also have updated high-definition models and textures…
…with matching Food, Drug, and Drinks Animations textures.
Tablets for numerous drugs have also received new high-definition models and textures…
…also with matching Food, Drug, and Drinks Animations textures to go along with them.
Civilian and military medical packages have received updated textures or models to make them more unique, instead of just being different colors of the same medkit as it was in vanilla.
In addition, numerous other medical items have received high-definition models and textures as well, and new types of items have been added.
Medical items, drinks, food, ammo, and many other items have received new, detailed descriptions.
And lastly new, high-definition icons have been added for all of the items, courtesy of Maid’s, Cr3pis, and myself.
Also included in the pack are changes to Grok’s Body Health System Redux, to help make the system seem a bit more realistic. ‘First aid’ has become ‘analgesia’, and is based on the concept of how much an item can work as a painkiller to keep a person in the fight until they can properly heal themselves. This made more sense, as ‘healing’ with these items is a temporary effect designed to keep someone alive and fighting. ‘Post-heals’ has become ‘first aid’, and the strength of the item is based on how well that item can patch a person up after a fight. Bandages, medkits, blood coagulants, and antibiotics are the strongest items here, used to stop bleeding, seal up open wounds, and prevent infections.
For example, let's say you get badly hit in a firefight, and duck behind cover to heal your wounds. First you would inject a painkiller like morphine to dull the pain, allowing you to bandage yourself up to stem the bleeding and cover up your wounds, then you would take a handful of antibiotics to fight infections from the bullets, shrapnel, and other foreign bodies inside of your wounds.
Along with this updated system, medical healing items have also been changed to give them more variety and have different situational strengths. Stimpacks are designed to be used to quickly restore health in the heat of battle, to keep the user alive and fighting. However, they do not do much to restore damaged limbs. On the other hand, medkits heal far more slowly, but are better able to heal damaged limbs. As such, they are more designed for healing up after the fight is over, and you are spending your time loading fresh magazines, looting bodies, or other such tasks.
In addition to the medical changes, drug and consumable effects have also been altered. There are items listed as 'stimulants' and items listed as 'depressants'. Depressants work to repress the central nervous system, and can provide more ways to help combat psi damage. For example, if you find yourself in a tight spot against a controller with no good psi protection, you can now chug a bottle of vodka to grant yourself a bit more protection to help yourself come out on top. On the other side, stimulants ramp up central nervous system response, and are useful for increasing stamina regeneration and strength capacity, combating sleepiness, and most importantly, helping to reduce the 'alcohol' dizziness effects that you get from abusing painkillers during a firefight.
Update 1.4: Fixed typo in anims_list code. Put "hemuphob_vodka" instead of "hemupob_vodka". Nemiroff vodka FDDA animation now works properly again.
Update 1.3: Fully compatible again with latest version of Food, Drug, and Drinks Animations, included animation for old meat, and modified FDDA texture for old bread.
Update 1.2: Fixed localization files, cleaned up install folders, and further split up mod options into separate folders.
Update 1.1: Added initial Russian localization of all important text, and broke up mod into more modular format for better compatibility.
If you are using DX8 or DX9, go into gamedata/scripts and delete 'aaa_rax_icon_override.script' if you are not using it for anything else (it's not strictly needed for this mod), or go into gamedata/configs/icon_override and delete 'ico_maid_drinks.ltx' and 'ico_maid_meds.ltx'. This should fix any issue with stretched icons.
Some have noticed an incompatibility with 'Food_Drugs_and_Drinks_EXTRA_ANIMATIONS_DLTX' and my mod, as they are both changing the animation files. Please remove that mod if you are experiencing any crashes.
Also, other icon addons my have conflicts with the mod, so try uninstalling them if you are experiencing any crashes.
I would like to thank AngryWO1F for the high-definition meshes and original texture bases used in this mod.
I would also like to thank maidresidence and KerGar) for use of many of their icon textures included in this mod.
I want to thank HellblaueHoelle for providing the starting point for many item descriptions.
And lastly, I would like to thank all of you, for being a wonderful community and working to bring the S.T.A.L.K.E.R universe to new heights. Thank you all!
If you have any feedback that may be helpful, need help merging my work with another mod, or run into any crashes or issues, please feel free to reach out to me.
Also, if you are enjoying the mod, please feel free to give it a rating, so that ModDB's algorithm can place the mod further up in the search results, and more people can find and enjoy the mod. Thank you!
Average
8.842 votes submitted.
will there be a texture only version? i don't wanna bother making compability patches for the other mods in my mod list tbh
*Update to comment: The issue lies in that it is not just textures, but meshes (models) that are changed. 'items_drink', 'items_drugs', 'items_food', and 'items_medical' must be included because that is where the new meshes are referenced. Nothing in the script file is really needed if you are not using Grok’s Body Health System or icon override. An easy way to make it work with whatever 'items_*.ltx' files you currently have is to go into each of those files and make the 'visual' lines (that have the .ogf file reference) match with mine. Then you will have the updated models.
Which files are you having conflict with? You do not technically need to have either Food, Drug, and Drinks Animation or Grok’s Body Health System installed. The 'items_drink', 'items_drugs', 'items_food', and 'items_medical' files must overwrite though, because that is where I changed the mesh references.
mainly it's zzz_player.injuries from weapon sway i could manage the rest but that one is a mess
Are you using the Body Health System version? I can PM you a version of the zzz_player.injuries script from that mod with my changes included if you would like.
sure
PM'd you.
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В папке gamedata\configs\text - нет папки "rus". Опять переводить все (((((
Обновление для комментария: Я собираюсь работать над созданием файлов русской локализации (пока машинный перевод) для следующего релиза, чтобы вы тоже могли в полной мере насладиться модом. Еще раз прошу прощения, что не включил их изначально.
Извинения! Я не так хорошо знаю русский язык. Я надеялся, что кто-нибудь сможет помочь мне с переводами, так как просто машинный перевод может быть не лучшим решением.
Thank you for your good work
EFTMO compatible? This is really well done addon
Thank you! I'm not sure. I will have to download that addon and see what files it changes when I get a chance.
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After looking at the files, it seems that EFTMO changes some of the items_*.ltx files that I use to reference the new HD meshes. EFTMO does this in order to replace items (like turning antirads into a splint, or analgetics into medical waste), so it looks like it will not be compatible with my changes.
Hey, thanks for looking at it. I'll see what I can do with it
Need to have Grok’s Body Health System installed?
dido. im not a fan of GBHSR
You do not technically need it. Just delete the 'zzz_player_injuries.script' in the script folder. Only thing is the descriptions will have a slight reference to 'analgesia' and 'first aid' values that won't mean anything to you.
I did what you told us, deleted the zzz_player_injuries.scrip ect, but i get this error:
Expression : <no expression>
Function : CInifile::Load::<lambda_ec64b35e8aa0aeb0970bc80bf034f482>::()::<lambda_84ef1a8812c179d2b2d7097563ce696c>::operator ()
File : Xr_ini.cpp
Line : 330
Description : fatal error
Arguments : Duplicate section 'beer' wasn't marked as an override. Override section by prefixing it with '!' (![beer]) or give it a unique name.
Was this on an existing save? Could you see if you still get the same error with a new game?
it didn't let me load the game, got CTDed launching the game.
This thread might be useful. See if there is an errant 'beer' somewhere in the defines.ltx Also, is there a way to send me the whole log?
Reddit.com
I sent a PM with the log.
I cant find the defines.ltx file anywhere in my game, can you tell me in what folder it is?
I have PM'd you
I have similar problem, when I start the game with this addon, it just crashes at launch. I didnt find any 'beer' line in defines.ltx
Im getting this in log:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 305
[error]Description : fatal error
[error]Arguments : Duplicate section 'beer' found.
stack trace:
For Takion, the issue ended up being having 'Food_Drugs_and_Drinks_EXTRA_ANIMATIONS_DLTX' installed, as both mods are changing animation paths, and were fighting. If you have that installed, try to remove it, or delete 'mod_animations_settings_Food_Drugs_and_Drinks_EXTRA_ANIMATIONS.ltx' and 'mod_anims_cigga_smoke_Food_Drugs_and_Drinks_EXTRA_ANIMATIONS.ltx' in the gamedata/configs/items/items folder and see if that helps.
Sadly no, I am not using that, I have the regular FDDA only. Didnt find any of that ltx in items/items folder.
I managed to fix it, I was using some kind of icons addon, which replaced the same icons as your addon does, so it conflicted with each other. For other people with this problem, navigate to gamedata/configs/icon_override and delete/alter this, or the other addon's .ltx file and the problem is solved.
Wow, good job! Thanks for all that. Love you guys!
Can you add more russian and ukrainian brand made meds and drinks? Like Beluga vodka or the drug Arbivir/Arbidol.
If you can find me good reference pictures and descriptions of what the drugs do, I can look into it. I had difficultly hunting down some new Russian and Ukrainian meds to add because I do not speak the language and it is hard to Google for them.
it's a great addon, I wanted to try it, but it modified something for me essential in the game, that makes it become a garbage, and is that the game time flies by (half an hour of game is 6 of the game) I use this old addon (an addon of 2019) that a visionary put it in Moddb (2 TIMES REDUCTION IN TIME FACTOR [3.0]), for me is essential to enjoy this wonderful game (3 hours of our time are 6 of the game) Thanks for your work.
From looking at the file for 2 TIMES REDUCTION IN TIME FACTOR [3.0], the only thing that mine would touch from that is 'items_drink', 'items_drugs', 'items_food', and 'items_medical' files. The only change that the "2 Times reduction" author seems to have done with those files is change the duration of some item's effects. I have done this as well, to have longer lasting drugs and other effects, so there would not be any major conflict that would change the core way that that mod works by using my files, which are needed for the new HD meshes to appear.
No, it's not like that, the time runs as the original game is almost a spring, it modifies everything. I like the idea but I like to play with a slower "paused" time like that 2019 addon that still works. Your work 10/10
icons appear broken for DXT8 and DXT9
I was able to reproduce this. Go into gamedata/scripts and delete 'aaa_rax_icon_override.script' if you are not using it for anything else (it's not strictly needed for this mod), or go into gamedata/configs/icon_override and delete 'ico_maid_drinks.ltx' and 'ico_maid_meds.ltx'. That should fix it.
Can be used with EFP3?
I'm not sure. I would need to get signed on to their Discord to get a download link first, then I can start to compare their files with mine. Is there anywhere else it can be downloaded from?
here bro discord.gg/stalker-efp
It would be nice if you can try EFP 3 ant tell us about your mod compatibility. To install follow the instruction in the install channel and the tutorial video, it will take you less than 10 minutes to install, once downloaded. For any other info you can PM me.
I've made a Discord account and gotten it downloaded. I'll set up a fresh install with EFP3 and see what sort of conflicts I get when I get a chunk of free time. Grad school doesn't give you much!
From giving EFP3 an initial look, it seems that there is the same issue as with 'EFT Medic Item Overhaul' (which EFP3 seems to have incorporated), which is that a bunch of medical items have been replaced with other items, such as turning antirads into a splint, or analgetics into medical waste. Since this is the case, as of right now my mod will not be compatible. I was floating the idea of putting together a version that will work with 'EFT Medic Item Overhaul', so when that is complete, it will also work with EFP3 by extension.
i can't find psy block for rogue
Psy block has been renamed, but it still works the same (if not a slight bit better!) They are called 'Alprazolam capsules' now.
very nice 10/10
Thank you so much! I'm glad you're enjoying it.
Anyone know how to get rid of the GBHS detailed descriptions on the items or an update soon that will give you a choice to not have them ?
Update to comment: Descriptions without GBHS notations are included in the latest update.
dltx version of this mod could be really helpful, and is not hard at all to convert any addon into dltx with this now: Moddb.com
Thank you for the link! I'll look into testing out a possible DLTX option for a future release.
great to know man!, im hopping we can have it soon!