This singleplayer map has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest singleplayer map.
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
This is a legacy version, current one is here: Moddb.com
DESCRIPTION
In basic Anomaly psy-health is rarely affected, with exceptions of psy anomalies and controller attack, which felt underused.
Zone is a dangerous and unpredictable place and just being there might eventually break a stalker.
If you have any feedback or bugs are found, please, write a comment or DM me.
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OPTIONS
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INSTALLATION
Just copy files into you game folder. MO2 compatible.
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IMPORTANT
Mod is not directly compatible with any mod which changes arszi_psy script, but ARX version should work with most mods.
No new game is needed on installation or removal of the mod.
It's recommended to clean up "psy_stress/" entries from ..\gamedata\configs\axr_options.ltx file on update or removal.
For Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1, alternative items option can be just ignored, but any version except Classic Alcohol would go well with it.
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COMPATIBILITY
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Changelog
1.00.01
*RELEASE*
- Changed calculation of psy regeneration from helmet in ARX version to reduce chances of helmet protection overpowering stress.
- Code improvements.
0.9.01
*Release Candidate*
- Compatibility updates.
- Fixed xml with texts for MCM options.
- Removed forgotten debug message from news network.
0.9.00
*Release Candidate*
- Reworked environment conditions handling, added detection for camps, anomalies and static anomalious zones.
- Hallucinations on low psy-health are added.
- Zombification restored.
- MCM options greatly extended.
- Fixes:
- Issue when character could not die from psy-damage while any psy recovering affect is present.
- Several possible issues due to handling of log messages.
- Overall refactoring and improvements to reduce chances of actor state conflicts with other mods.
0.8.3
- Fixes:
- log and message functions protected, will not cause crashes anymore.
- distance calculation corrected.
- Controller psy attack damage calculation corrected.
- voices volume calculation corrected.
- code style improvements.
0.8.2
- Hotfix.
0.8.0
- Environment is considered for stress change.
- Controller damage with distance is fixed.
- 1.5.2 compatibility.
- Code cleanup and version convention update.
0.0.5b
- hotfix
0.0.5a
- Installation and readme update.
- ARX support.
0.0.5
- Psy health is recovering in safe places, protected from surges.
- Stress is increased in undergrounds and during surges.
- MCM support is added.
- Compatibility patch for Voiced Actor v1.2.0 mod ( Moddb.com )
- Compatibility options for Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 ( Moddb.com )
0.0.4
- First release
Average
9.629 votes submitted.
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..
This is................it needs to happen.
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?
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
I think maybe some heavy or erratic breathing would work better than voice lines to avoid voice addon conflicts
All those ideas sounds just great.
I like the idea when a controller can make you commit suicide, like the gunslinger mod.
Btw the best controller sounds u can find in this addon . Moddb.com
Its lore friendly and unsettling af. Listen to the monsters folder
Checked the file structure, it's compatible with my changes.
Moddb.com
No thanks needed.
for some reason, the script is going to gamedata/gamedata/scripts instead of gamedata/scripts
Thanks.
It was my mistake while moving the mod from one folder structure to another.
Update uploaded.
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
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.
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
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?
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).
Same here, I don't see any difference
Sorry, it was my mistake.
Corrected file uploaded.
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
Found the problem, the fomod is installing the mod incorrectly: gamedata/gamedata/scripts/arszi_psy.script
Actually fomod did exacly what i told it to do, by I made mistake in folder stricture.
Corrected file uploaded.
FINALLY SOMEONE UNDERSTANDS
Interesting. Seems a bit hardcore. So... I like it :)
Definitively keeping an eye on this mod development.
Ty and gl for your work
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.
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.
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
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.
"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
Yeah, i think that its not compatible with controller overhaul
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.
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
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.
what's ARO?
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.
thank you for the info. Now i know what i will choose
You are welcome.
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.
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.
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?
Compatibility version is added.
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)
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.
Thank you so much! It works perfectly now :) This is such a great mod
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:
I'm sorry, should not have uploaded in the evening.
Hotfix uploaded.
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
Great idea.. something I was looking for! Unfortunately with this addon active I can't repair outfits at mechanics.. any idea?
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.
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.
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.