Updated 10.04.2021 You won't drop your weapon when you take damage or punches. Neutral stalkers won't try to steal your weapon when you talk to them. A new version for 1.5.2 has been uploaded, see text or comments below
A new version for 1.5.2. has been uploaded Moddb.com
Don't let your weapon get away! With this mod, you won't let your weapon slip from your fingers and fall to the ground, even if you get shot, electrocuted, punched, or suffer any other sort of damage.
Tosser made a patch to make this mod work with Talk to Anyone: Moddb.com
Made after the example of TimMiner's older mod, but this one works with 1.5.1 Final (the older one makes my game crash after loading). actor_effects.script was modified in a different way, which should work better (see Feel_Fried's comment below).
I have tested it, but please report any bugs or problems.
2021.04.10: Added xr_meet.script Neutral stalkers won't try to steal your weapon when you talk to them.
How to install
Manually: drop the folder in gamedata in the main Anomaly folder. However, I advise learning how to use JSGME to manage your mods.
If you want, there also is a version for use Beef's Shader Based NVGs v0.9 for 1.5.1 First install Beef's mod, then this one's version for it. There will be some overwriting, but everything works fine. (04.03.2021)
How you make this mod
This is some instruction for mod-makers, in case something in Anomaly changes and I can't make a different version, or if you want to integrate these changes in a different mod that modifies the same files, or tell me how to do it better.
In xrs_facer.script:
vanilla: local enable_drop_item = true
modded: local enable_drop_item = false . This removes dropping weapons from punches.
In actor_effects.script:
commented lines 1072-1077
--[[if (math.random() < (prev_health - actor.health)/2.5) then
local active_item = actor:active_item()
if active_item and (not opt.health.no_drop_wnp[active_item:section()]) then
actor:drop_item(active_item)
end
end--]]
by adding --[[ and --]] (thanks Feel_Fried!)
This removes dropping weapons from damage.
In xr_meet.script
vanilla:
-- Проверяем включать ли обижание на заюзывание
local abuse = xr_logic.pick_section_from_condlist(db.actor, self.npc, self.a.abuse)
if self.abuse_mode ~= abuse then
if abuse == "true" then
xr_abuse.enable_abuse(self.npc)
else
xr_abuse.disable_abuse(self.npc)
end
self.abuse_mode = abuse
end
modded:
-- Проверяем включать ли обижание на заюзывание
local abuse = xr_logic.pick_section_from_condlist(db.actor, self.npc, self.a.abuse)
if self.abuse_mode ~= abuse then
if abuse == "true" then
xr_abuse.disable_abuse(self.npc)
else
xr_abuse.disable_abuse(self.npc)
end
self.abuse_mode = abuse
end
This way, friendly and neutral stalkers won't try to punch your weapon away when you try to talk to them.
Keep in mind that new versions of the game might shift these lines around and put them into different files (the old mod for example edited txr_actor_effects.script instead of actor_effects.script).
Average
9.960 votes submitted.
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS i love you.
I was just setting up my mods and this was one of them that was old and didnt work.
Now someone just needs to redo
Modern flashlights/headlamp,
EFT Ads gun rattle,
Knife works in inventory,
and some mod for fixing those god awful scopes and collimators ( i swore they were better)
And ill be completely happy.
(plese, someone, im dying uuughg)
Very good. Was wanting something like this. Thanks!!
Thanks!
thx
Finally, what a GREAT addon. 10/10
Great work man! This was one of the thing I hated the most in this mod. Jeezz!!! It is so freaking annoying having your weapon being, literally, stealed from your hands everytime a npc gets near you (which is the most common behavior of human enemy AI).
is it possible to make a version that only blocks dropping it when enemies melee your character? I like it that I can lose my gun the other ways, just not their OP yoink.
Yes, after you install the mod, you can remove gamedata\scripts\actor_effects.script and it should work the way you want it. Let me know if there are problems.
Hi, there is one little problem in your addon - never send nils to engine functions, most of them don't have checks for nils and it could cause engine bugs ( in your case it **** ups UI system which freezes LUA )
to implement your addon just comment whole IF statent in actor_effects from line 1072 to line 1077
=)
Thanks for telling me! How do I comment it, do I add -- at the start of the lines?
--[[ at the start of line 1072
--]] at the end of line 1077
Thanks! I have updated the file and the description!
I like it but I also use this one Moddb.com which is cool but when I add your addon it doesent work anymore, can you make a compatibility patch please
Hi, thanks for linking that mod, I had been wanting to try it for some time! I have added a compatible version. You can already download it if you want. Let me know if there are problems!
cool ty a lot, tomorrow I will test it and come back with result
mate im back with the result...so its working but probably it worked before also...why I say that, because the author of NVG addon says something about deleting shader cache before start the game, which I did it in the begining but then later probably because other addons something change and it didnt work anymore, so now I re-read again the description from NVG and deleate again that shader cache and now its working
I don't think this mod is working. I installed it with no mod file conflicts, but when a friendly slaps me I loose my gun.
How did you get slapped by a friendly? I don't think that's ever happened to me.
The mod works against enemies yanking your weapon away and against dropping the weapon from damage, for example when you enter an electric anomaly.
I was in Rostok and I'm trying to wedge myself out of the bar, but this clear sky butthole keeps disarming me and stealing my gun. Strange, the mod works but only enemy disarmaments.
Hi, I have updated the mod. Let me know if the problem is solved!
This happens when you spam interact with a friendly non squad leader or a busy stalker. Probably because in anomaly the default "Talk to the boss/squad leader" voice when you interact with secondaries is disabled. Hope this helps pinpoint the issue. Generally why i wanted this mod, because it was annoying you couldn't get your gun back.
Oh, OK! I think that this hasn't happened to me in over ten years, there was something similar in SoC and I just learned to avoid it. I have updated the mod and tested it, now they just start walking circles and tell you to put your weapon away, instead of actually trying to steal it. Let me know if there are problems!
It would be cool to have something like this that added slings as an attachment for all 2 handed weapon which therefore prevented you from dropping it.
10/10!
THANK YOU!!! YOU KNOW I ALWAYS GET ANGRY WHEN MY GUN GOT DROPPED, WHO MADE THE GUN DROPPING MUST DIE AND THAT'S THE DEV.
thank for this was one of the most annoying thing for me when they take my gun
Yo I am late, but my game crashes everytime I load this up. Thanks for this btw.
Hi, do you have a crash log? It's possible it isn't compatible with some other mod.
If there are crashes, please post a crash report. I have been using the mod, updates and all, since it was uploaded, and it never caused a problem. However, conflicts with other mods are always possible, which is why a couple of patches are already available (see description), and more can be made.
Hello friend, could you make the enemies not drop their weapon when they die and it remains in their inventory? pd: very good mod I was already tired of going through an acid anomaly losing my weapon and when I got it back it was destroyed.
Take a look at this mod, maybe it's what you need
Moddb.com
Also this one Moddb.com
Omg thank you very much,
i'm tired of losing both of my weapons to boars
and pseudodogs.
Thanks, I was looking for this!
The Burer mutants still use telekinesis to make me drop my gun though. Would appreciate if you can fix!
The 1.5.2 version has optional files to stop the Burer effects. Moddb.com
Needs to be updated to be compatibale with Anomaly 1.5.2, the update makes changes in actor_effects.script
Also the Beef's NVGs patch is unnecessary and will probably break things now. Beef's NVGs is now implemented in a non-conflicting manner (which makes me want to note Beef has done awesome work here!)
A new version has been uploaded for 1.5.2 Moddb.com
Nice! Thanks for this. I've gone back to 1.51 seeing as though they ruined smarts for warfare in 1.52 and didn't fix anything in it either.