Allows you to use a knife for skinning without it being in the knife slot/in your hands.
Allows you to use a knife for skinning without it being in the knife slot/in your hands, now you can use the slot for a pistol without having to open your inventory all the time. Intended for 1.5 Beta 3.0 Update 2, though it will likely work with all other versions
I recommend using JSGME to install these files, but you can just drag and drop the gamedata folder into the root Anomaly directory.
90% of the credit goes to my faithful slave Feel_Fried from the Anomaly Discord.
Can you make one to take the knife out? Without needing to equip it?
you mean like in dead air? if u find script there that does it i can try to port it to anomaly
mods/stalker-anomaly/addons/more-equipment3 (can't include full link as quest :/ )
in there: quickdraw.script
In the description author says he adopted script from somewhere else, and does not want to put more effort into it, to make it work with latest release.
done mods/stalker-anomaly/addons/quickmelee-addon
***">YOU NEED A KNIFE TO SKIN THIS MUTANT<"***
Hell no.
I was hoping it was about equiping it :(
Nearly screamed
Haha, I can see how the title was misleading. Changed it.
All fine ^^. It's actually a lifesaver, not the first time I went to skin a mutant and then a bloodsucker appears.
Title was a bit misleading but description was nice.
heh ^^
I'm not being ungrateful or anithing, this IS a lifesaver. But when I saw it, my reaction was comic. Was like: **** YES!
Any chance you can make a version that is compatible with Moddb.com ? I tried adding the new knives to the knife_manager.script but it just doesn't work for me.
Nice, new game required?
No.
I’ll say more, a complete game restart is not needed, you can install this addon while game is runnig and just reload save ;)
Больше циклов богу циклов! Наверное можно было и аккуратней написать, но оно работает, а раз работает - то не трогай =)
Plz make hunt kits too!
There is already an addon for that.
Moddb.com
Hello
No, there is not. That mod changes more than that. We just want to have knife and backpack in inventory mod.
Thank you.
If you read the description of the addon carefully, you'd see that it says that it's a compilation of small files that you can pick and choose from. Each is standalone, including the hunter kit tweak.
Hi, I just took your script and added there three new knifes.. But I cant use this knifes for skinning (even when in my hand). What was wrong? Can you see it pls?
--[[
Modified by Faustle (2018)
]]--
local str 'boar', 'chimera', 'gigant' }
local knifes = {
wpn_knife = 0.04,
wpn_knife2 = 0.03,
wpn_knife3 = 0.02,
wpn_knife4 = 0.015,
wpn_knife5 = 0.01,
wpn_knife6 = 0.01,
wpn_knife7 = 0.01,
wpn_knife8 = 0.01,
wpn_axe = 0.01,
wpn_axe2 = 0.01,
wpn_axe3 = 0.01,
}
local knifesm = {
"wpn_knife3",
"wpn_knife4",
"wpn_knife5",
"wpn_axe",
"wpn_axe2",
"wpn_axe3",
"wpn_knife",
"wpn_knife2",
"wpn_knife6",
"wpn_knife7",
"wpn_knife8",
}
--// Функция проверки наличия ножа или топора в руках
function is_equipped()
if (db.actor) then
for knind = 1, 8 do
local obj = db.actor:object(knifesm[knind])
if obj ~= nil then
local s_obj = obj:section()
return knifes[s_obj]
end
end
end
return false
end
--// Функция получения состояние текущего оружия
function get_condition() local c
if (is_equipped()) then
for knind = 1, 8 do
local obj = db.actor:object(knifesm[knind])
if obj ~= nil then
return obj:condition()
end
end
end
end
--// Функция проверки возможности лута монстра
function can_loot(monster)
if not (monster) then
return
end
if (db.actor) then
for knind = 1, 8 do
local obj = db.actor:object(knifesm[knind])
if obj ~= nil then
local wpn = obj:section()
for _,k in ipairs(strong_monster) do
if monster:match(k) then
if wpn:match('wpn_knife$') or wpn:match('wpn_knife2$') then
return false
else
return true
end
else
return true
end
end
end
end
end
return true
end
--// Функция уменьшения состояния для ножа\топора
function degradate()
local num = 0
for knind = 1, 8 do
local obj = db.actor:object(knifesm[knind])
if obj ~= nil then local c
local wpn = obj:section()
if knifes[wpn] then
num = knifes[wpn]
end
if (cond > num) then
obj:set_condition(cond-num/4)
else
obj:set_condition(0.01)
end
else
return
end
end
end
--// Является ли оружие в руках топором
function is_axe()
for knind = 1, 8 do
local obj = db.actor:object(knifesm[knind])
if obj ~= nil then
local wpn = db.actor:object('wpn_knife')
if wpn then
if wpn:section():match('axe') then
return true
end
end
end
end
end
I guess it because of lines like "for knind = 1, 8" isnt it?
Yes,this for loops scans knifesm array you need to change 8 to the number of knifes
While you are skinning without knife in slot, ur knife doesnt spoil
In original If you skinning with equiped it didn't spoil either
Using this mod it does degrade when using knife3, but not with best knife (knife5).
I don't think the values are corect though, seems to use it less than 2% per use.
wpn_knife = 0.04,
wpn_knife2 = 0.03,
wpn_knife3 = 0.02,
wpn_knife4 = 0.015,
wpn_knife5 = 0.01,
wpn_axe = 0.01,
wpn_axe2 = 0.01,
wpn_axe3 = 0.01,
Thanks dudes! 😀
Hi there !
Doesn't work anymore with latest Anomaly ?
Any plan to update if no ? Any hint on what I'm doing wrong if yes ? ^^
It's working well when equipped but not in hand, but when the knife is put in the inventory the game soon crash, even without skinning anything or doing anything special. Just having it in inventory; it also become impossible to load a save where a knife is allready in the inventory. I crash with that log:
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: e:/stalker\gamedata\scripts\bind_monster.script:61: attempt to index global 'knife_manager' (a nil value)
Very cool! nice quality of life mod.
best mod, should be part of base. finally I use my pistol. sometimes.
Thanks for the addon!