Description

This mod adds constant drain of psy health due to the stressful environment of the Zone and wounds and updates ranges of adverse effects of psy damage. This is a legacy version

Preview
Psy stress v0.0.5b, v0.8.3 and v1.00.01
Post comment Comments  (0 - 50 of 102)
EricSol
EricSol - - 280 comments

Cool af dude. We should think about how Emissions and Psi-Storms would increase the drain of Psi Health and if you want to go a step further i can provide sound files to make the character talk to himself / laugh madly / cry / shiver or anything that would fit a man losing his sanity.
But someone is needed to make the scriptwork for it..

Reply Good karma Bad karma+15 votes
stormeyes0
stormeyes0 - - 68 comments

This is................it needs to happen.

Reply Good karma Bad karma+9 votes
livvan Author
livvan - - 105 comments

Thanks!
And another thanks for ideas.

If we are talking about just constant loop of sound, it's possible to do pretty easy. If about saying random from the set of phrases from time to time, that would require additional research from me.

Can I just DM you, if I figure out, how to do that?

Reply Good karma+4 votes
EricSol
EricSol - - 280 comments

Alright! I´m glad you want to try it man !

Yes i meant a random set of sounds for different levels of Psy Health which are maybe triggered by damaging factors.

Damage from Controllers or other Mutants could trigger a set of fearful sounds while Psi-Fields and Anomalies could make you hear demonic voices and commands to kill yourself.
I am just ******** out ideas atm lol

Of course let´s collaborate and make it happen :P

Reply Good karma Bad karma+2 votes
toxicpuppy
toxicpuppy - - 17 comments

I think maybe some heavy or erratic breathing would work better than voice lines to avoid voice addon conflicts

Reply Good karma Bad karma+5 votes
***MuZilla***
***MuZilla*** - - 145 comments

All those ideas sounds just great.
I like the idea when a controller can make you commit suicide, like the gunslinger mod.

Reply Good karma Bad karma+8 votes
EricSol
EricSol - - 280 comments

Btw the best controller sounds u can find in this addon . Moddb.com
Its lore friendly and unsettling af. Listen to the monsters folder

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Checked the file structure, it's compatible with my changes.

Reply Good karma+1 vote
DmitryZaharov
DmitryZaharov - - 90 comments

Moddb.com

No thanks needed.

Reply Good karma Bad karma+1 vote
lsandoval0000
lsandoval0000 - - 104 comments

for some reason, the script is going to gamedata/gamedata/scripts instead of gamedata/scripts

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Thanks.
It was my mistake while moving the mod from one folder structure to another.

Update uploaded.

Reply Good karma+1 vote
CS-Eden
CS-Eden - - 31 comments

Hey, the addon seems great ! That's some good work here :)
I still have to ask, is there a way for it not to be constant ? I mean, I get that the zone is a harsh place, but I feel like some calmer places (without a campfire really nearby) could at least have your character "catch a breathe", meaning that this "constant drain" would be halted for the time being until you either get out again or attacked

Reply Good karma Bad karma+3 votes
livvan Author
livvan - - 105 comments

Well, I have that idea, but with just slowed stress, which felt more correct for me. Maybe I just don't like being awake :D

Probably, it makes sense to have a zero drain or some recovery in camps for thous who don't use altered stats for smokes option.

I don't think I would be able to identify just 'calmer places' but I definitely will be able to change behavior in camps and undergrounds.

Reply Good karma+2 votes
CS-Eden
CS-Eden - - 31 comments

I'm asking this because I don't think thrre is the use of these two options in G.A.M.M.A., the idea in itself is definitely interesting, but I can see stressful events being when you are under attacks, or being close to mutants as well

I can see labs and undergrounds being quite stressful because of the atmosphere, while camps, campfires, even having companions. All of that would either help slower the drain, halt it or even give some recovery.

The zone is a mortal place yes, but even in game some stalkers are clearly seen to enjoy the place, the scenery, when nothing bad happens

Reply Good karma Bad karma+1 vote
livvan Author
livvan - - 105 comments

I think, that any moment in Zone is a little bit stressful, because you need to be constantly attentive and focused. Any familiar place might be dangerous and unpredictable.

I did not yet do exactly what you asked for, but it's a little closer.
Psy health will be slowly recovering in places, protected from surges.

I want to try to add detection of any camps, static anomalies and expose more variables into MCM, so player will be able to configure it for slow recovery.

I'm really not sure how much research it would require for me to be able to detect situation like fighting with other stalkers of monsters, but I probably try.

Also, maybe you can suggest an AI mod, which makes AI a little less supernaturally sensitive or customizable?

Reply Good karma+1 vote
niandica
niandica - - 47 comments

hi! I'm using the version with inclusion of Calming Campfires but I don't know if the mod is working? I walked from cordon (newbie village) to the fleamarket and the psy healt didn't drop... no other mod is conflicting with yours and yours has higher priority (and doesn't overwrites anything).

Reply Good karma Bad karma+2 votes
Juan_ARG
Juan_ARG - - 8 comments

Same here, I don't see any difference

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Sorry, it was my mistake.

Corrected file uploaded.

Reply Good karma+2 votes
niandica
niandica - - 47 comments

now it works :D and I really like this change, it adds to the overall "taking care" of the character... now I have 2 questions:

1.- is it compatible with Dynamic Radiation Zones? Moddb.com using the modified cigs and/or alcohol overwrites items_drink but maybe a merge will suffice.

2.- is not compatible with Voiced Actor Moddb.com (I'm using Grok's updated framework for this addon Moddb.com but this doesn't conflict with yours)... I tried to just merge the file arszi_psy but it just CTD, so there is another problem apparently :c

Reply Good karma Bad karma+2 votes
Juan_ARG
Juan_ARG - - 8 comments

Found the problem, the fomod is installing the mod incorrectly: gamedata/gamedata/scripts/arszi_psy.script

Reply Good karma Bad karma+3 votes
livvan Author
livvan - - 105 comments

Actually fomod did exacly what i told it to do, by I made mistake in folder stricture.

Corrected file uploaded.

Reply Good karma+1 vote
incbox
incbox - - 134 comments

FINALLY SOMEONE UNDERSTANDS

Reply Good karma Bad karma+2 votes
zoust
zoust - - 355 comments

Interesting. Seems a bit hardcore. So... I like it :)
Definitively keeping an eye on this mod development.
Ty and gl for your work

Reply Good karma Bad karma+2 votes
NOMADs_Reviews
NOMADs_Reviews - - 180 comments

Superb! I remember saying stalker needed something like this back in 2016(ish). And now you have made it happen 👍😎 If you are looking for ideas about other effects then: Hunger, thirst, and sleep deprivation increase loss of psy health. Poverty too perhaps (if your bank balance goes below 1000ru perhaps?). Companions dying. Being wet. Being cold (might be tricky in Anomaly, easier in AREA since AFIK that measures wetness and temp). Being in the dark (if it’s dark and the batteries on your nvgs or flashlight run out it would be pretty scary). If anomaly adds a sickness system then being physically unwell could reduce mental health too. Eating rotten food. Etc etc.

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Poverty probably is too much. Also, in that case player wouuld probably feel stress without additional game play systems :D

Thanks for the ideas I'll look around and probably try to implement some of them. We will see what I works out.

Reply Good karma+1 vote
Wookienator
Wookienator - - 1,023 comments

This is a really cool idea!

Suggestion: Some of the effects could have a smaller impact on psy health the higher your rank is.
Like "just being awake in the zone" or bullet wounds.

Cheers

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

I will think about it, but stalker games already have a huge issues with reversed difficulty curve and I'm not sure I want to increase it even more.

Reply Good karma+3 votes
Сер-Оругу
Сер-Оругу - - 152 comments

"i didn't test it yet with Arszis Controller and Burer overhauls for unexpected effects, but they can be compatible." this part sound dangerous cause i'm using both of it Burer and Controller so i'm not sure if this mod is safe with them

Reply Good karma Bad karma+2 votes
Gangst3r
Gangst3r - - 32 comments

Yeah, i think that its not compatible with controller overhaul

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

I think that both should be compatible, because they do not change arzy_psy.script or have any direct calls to functions in it.

However, I didn't have enough free time to test them yet.

I've already made a save with couple of Controllers present in neighboring locations.

If you can suggest respawn location of Burers (I alredy killed ones in Agroprom and Meadow and forgot to make testing saves), it will help me test it faster.

Reply Good karma+1 vote
Сер-Оругу
Сер-Оругу - - 152 comments

oh and can you give me more detail about the stats for drink and smoke? Cause i saw several variants but i can't understand a thing so i'm not sure if i should use it or not. thank you

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Should probably add more about them into readme.

It's completely optional.

Basically it's my first mod ( Moddb.com ):
- Alcohol and smokes do not recover any radiation positioning, but give some stamina recovery and psy protection (which means - regeneration of psy-health).
- Alcohol also grants carried wight boost.
- Amount of uses increased for smokes to 12 and to 5 for vodka, with proportional changes in prices. Because of that they will disappear from traders until next restock.

Alternative versions include:
1) smokes do note recover stamina but give a little more psy protection
2) original anomaly boosts for alcohol but my boosts for smokes
3) ARO compatible version
and different combinations of all three.

Reply Good karma+1 vote
Сер-Оругу
Сер-Оругу - - 152 comments

what's ARO?

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

This one Moddb.com , one of many from Arszi.

I'm not actually sure how to best abbreviate it, but the file with the mod itself if called Arszis_Radiation_Overhaul_V2_1.zip, so I abbreviated it into ARO.

Reply Good karma+1 vote
Сер-Оругу
Сер-Оругу - - 152 comments

thank you for the info. Now i know what i will choose

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

You are welcome.

Reply Good karma+1 vote
Oktopus
Oktopus - - 81 comments

you can test pretty easily if you launch anomaly in debug mode (there's a box in the launcher where you can click on debug mode, just click it and start the game). load a safe, press f7 (which opens up the debug menu), then on bottom right corner select "spawn objects", then scroll down until you see "controller_somethingsomething", double click and it spawns at the crosshairs.

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Thanks!

Didn't even thought that there might be debug/developer menu.
Also, kind of forgot to google console commands.
Guess just not used to have an access to internals of a game.

Reply Good karma+1 vote
shadowask5
shadowask5 - - 12 comments

Thank you for making this as I use Voiced Actor mod this is great! However it's not compatible with ARX, is there a possibility for a patch with that?

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Compatibility version is added.

Reply Good karma+3 votes
shadowask5
shadowask5 - - 12 comments

Thank you so much! :D Though I am getting the following error when using it now :(

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: ...maly-1.5.1.2/bin/..\gamedata\scripts\utjan_skills.script:116: attempt to index global 'arszi_psy' (a nil value)

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Wow, that was a setup of four additional mods for testing.

And I should have waited until morning before uploading, sorry for the problems.

Hotfix is uploaded.

Reply Good karma+3 votes
shadowask5
shadowask5 - - 12 comments

Thank you so much! It works perfectly now :) This is such a great mod

Reply Good karma Bad karma+2 votes
SniperHellscream
SniperHellscream - - 981 comments

Greetings I get this error when loading my saved game, this did not happen in previous versions, apparently it is a compatibility problem with this addon, Moddb.com
since the utjan_skills.script file belongs to that complement

! [LUA] SCRIPT SYNTAX ERROR
! [LUA] ...ly files/anomaly-1.5.1\gamedata\scripts\arszi_psy.script:407: unexpected symbol near '='
! [SCRIPT ERROR]: ...ly files/anomaly-1.5.1\gamedata\scripts\arszi_psy.script:407: unexpected symbol near '='
! [ERROR] --- Failed to load script arszi_psy
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...files/anomaly-1.5.1\gamedata\scripts\utjan_skills.script:116: attempt to index global 'arszi_psy' (a nil value)
! [SCRIPT ERROR]: ...files/anomaly-1.5.1\gamedata\scripts\utjan_skills.script:116: attempt to index global 'arszi_psy' (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: ...files/anomaly-1.5.1\gamedata\scripts\utjan_skills.script:116: attempt to index global 'arszi_psy' (a nil value)

stack trace:

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

I'm sorry, should not have uploaded in the evening.

Hotfix uploaded.

Reply Good karma+2 votes
SniperHellscream
SniperHellscream - - 981 comments

thank you very much for solving the problem, I will try it in the morning, by the way this is an excellent complement, it makes much more sense to sanity care, great job

Reply Good karma Bad karma+2 votes
Rodhen
Rodhen - - 4 comments

Great idea.. something I was looking for! Unfortunately with this addon active I can't repair outfits at mechanics.. any idea?

Reply Good karma Bad karma+2 votes
livvan Author
livvan - - 105 comments

Hi.
Just checked, I can't reproduce on my test setup.

Which items and/or crafting mods do you use?
I would suspect some changes to psy protection which are getting interfered by the mod.

Reply Good karma+1 vote
Guest
Guest - - 690,584 comments

I have two issues with this mod, One is a pretty strange glitch, and the other is just preference.
Sometimes, after sleeping for any amount of time, my Psi-health is at zero, and I die instantly. Other times, It's full, and nothing happens. I tried removing the mod, and it worked just fine.

As for preference, The Psi drain is simply too fast. Playing the game turns into a race to find enough alcohol and drugs to mitigate the already fast rate of drainage, and to hopefully find somewhere to sleep before the same drugs you used knock your sleep deprivation levels to yellow, which accellerates the rate Psi health drains at. This, compounded with the glitch I've been experiencing, becomes very frustrating.

I really wish that the rate of drainage could be reduced even further to prevent the creation of an entirely new meta-game of sorts. Thanks for reading this far. If this issue is trivial, feel free to correct me.

Reply Good karma Bad karma+1 vote
livvan Author
livvan - - 105 comments

Thanks for the feedback! I'll try to adjust default value a little bit more.

I definitely will be able to update it in about a week, not likely before that. In the meantime it's possible to adjust psy drain and some other values it MCM options menu. If you find values you like, DM me or message here, they might become new defaults.

It didn't happened for me, but I definitely review sleep calculations, because there should not be any negative values there. If you can say what effects are on the character when it goes to sleep it might help. Other reason might be that I missed possibility for overflow of the psy health somewhere.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags