Description

This little mod 'removes' mobile flying ball anomalies that move/fly around the map. No new game is required.

Preview
Sayonara, Moving Ball Anomalies
Post comment Comments  (0 - 50 of 51)
NekousagiKorouYTttv
NekousagiKorouYTttv - - 226 comments

(buried)

"I've had multiple playthroughs and I already know how to get around the moving anomalies"
That's some weird reasoning. Then you know how to get around static anomalies, right? Why not remove all of them? If you know you'll succeed anyway why play the game? You can always quickload for infinite lives, why play if you know you're essentially invincible? I think you should have written that the mobile anomalies are simply not fun for you or something since I don't really understand this reasoning.
You say anomalies are a waste of time but you like to take time exploring, fairly contradictory. Static anomalies are also a waste of time to get around/through but that's where you draw the line. Strange choice.

Cool mod for people that don't like fireballs I guess

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Little_Lion Author
Little_Lion - - 88 comments

Static ones are fine for me and I mentioned I actually like them. In the 'Rationale' section above, I explained that I didn't wish to waste time waiting for the mobile ones to move out of the way (their windows of opportunities movement-wise, so to speak) - you know when to move around them for a safe path already, it's just that I don't wanna waste time waiting. Call me impatient.

Static ones are fine, since I can just move around them without having to wait and those are still fun for me, even if I accidentally step into one and get hurt - That's on me, myself and I. The MAIN difference between the 2 I'm trying to point out is that one has waiting time while the other one doesn't (I just don't like the waiting time even if they are not much, bite me).

As for taking the time to explore, I think I've explained it in the description. If I didn't get my explanation across clearly enough, life goes on. If I'm weird, I'm weird :)

Thanks for your comment :)

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TacoWithChela
TacoWithChela - - 306 comments

cry about it dude, stop being a little snowflake and let people enjoy a SINGLEPLAYER game like they want to, if someone just wants to play anomaly in his free time after work or just to relieve some stress without wanting to deal with this fireball anomalies then just let them play the game as they please to.

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NekousagiKorouYTttv
NekousagiKorouYTttv - - 226 comments

(buried)

No one's crying, I'm trying to understand his reasoning. Your pathetic and meaningless white knighting is unnecessary.

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TacoWithChela
TacoWithChela - - 306 comments

ok weeb

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Little_Lion Author
Little_Lion - - 88 comments

@Rex: Totally agree, but that's ok, really :) As long as the folks who don't want the moving balls in their game find this little mod helpful, then I'm glad and that's all that truly matters at the end of the day.

Good hunting, Stalker :)

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-Ghost-
-Ghost- - - 255 comments

For me it's more I've always felt like the moving anomalies have wonky hitboxes. I've been hit by a fireball plenty of times when I appear to be like 6-7 feet away from it because they're a very binary kill/don't kill, rather than ramping up and giving you a chance to move.

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Little_Lion Author
Little_Lion - - 88 comments

When I was new to the game, I once got instakilled by that fireball in the Wild Territory tunnel when I thought I was at a safe distance from it, LoL.

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JadeyMoyaison
JadeyMoyaison - - 123 comments

So, ZCP already has an option to remove dynamic anomalies, which means that it should do a similar job as this addon.

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Little_Lion Author
Little_Lion - - 88 comments

Hey there. I have not tried ZCP yet, so I'm not sure what to tell you. If ZCP has the same option, that's great :)

EDIT: I went to take a look at ZCP's page and it says:

"Added "Anomalies" menu with options to control the amount and types of dynamic anomalies."

I'm not sure, since I have not tried ZCP, but if they meant "Dynamic Anomalies" as in, those static anomalies that change locations after every emission, then that is a whole different thing altogether from my mod though, since I didn't alter the static ones at all.

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nb79
nb79 - - 332 comments

The ones at blood sucker village are annoying. The tunnel one also. Thanks.

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Little_Lion Author
Little_Lion - - 88 comments

You are welcome, I'm glad this is helping someone out there. Happy gaming :)

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modguyman
modguyman - - 33 comments

This is a great mod. The on-rail moving ball anomalies are stupid and are yet another idea of GSG's that should have been dropped in one of the earlier builds. They just look bad and act in ways that are nonsensical to the rules the game sets.

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NekousagiKorouYTttv
NekousagiKorouYTttv - - 226 comments

(buried)

Didn't know stalker had rules

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modguyman
modguyman - - 33 comments

the fact you know so little about the game explains why you're making a fool of yourself in this comment section

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NekousagiKorouYTttv
NekousagiKorouYTttv - - 226 comments

(buried)

Stalker has no rules, there's something wrong with your head I feel like from all this hostility I see.

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Little_Lion Author
Little_Lion - - 88 comments

@modguyman: For me personally, the moving ball anomalies were ok during my first and second playthrough. By the time I got to my 3rd run (when I've already learnt how to get past them), having to wait for them to move out of the way started grating on my patience, LoL.

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TomasaurusREKT
TomasaurusREKT - - 331 comments

Thank you that one under the bridge going from Wild Territory to Yantar is stupid af lol

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Little_Lion Author
Little_Lion - - 88 comments

You are welcome. Happy gaming and good hunting, Stalker :)

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[πš›πšžπš‹πš’]
[πš›πšžπš‹πš’] - - 606 comments

Can't say I agree on removing them all, but the one on Wild Territory? **** yes. that **** gets me on my nerves.

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Little_Lion Author
Little_Lion - - 88 comments

I can understand your POV, but I suspect that if I were to pick and choose individually which ones to remove and which ones to keep, and if I'm not mistaken, I would either have to:

1) Alter the different multiple smart terrain spawn files (eugh!), or

2) Dive into the all.spawn file, maybe? That would require a fresh new game.

Those 2 options are cans of worms I ain't opening, LoL. Besides, I wouldn't know exactly how to with my current knowledge (or lack thereof). I honestly consider myself a tinkerer more so than a modder.

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crushgame
crushgame - - 113 comments

ΠžΡ‚Π»ΠΈΡ‡Π½Ρ‹ΠΉ Мод!

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Little_Lion Author
Little_Lion - - 88 comments

Google translate:

Π±Π»Π°Π³ΠΎΠ΄Π°Ρ€ΡŽ вас :)

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TySG
TySG - - 110 comments

Help with potatoes :). Thanks!

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Little_Lion Author
Little_Lion - - 88 comments

πŸ‘ I feel ya. There was a point in my life when all I had was a potato PC to game on. Don't give up, the day may come when you will have a new & powerful PC to game on.

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morgannoor1991
morgannoor1991 - - 475 comments

hey man great addon i actually found this things are so annoying i play stalker from years and i never like this flying things ever ..someone finally removed them thank you

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Little_Lion Author
Little_Lion - - 88 comments

Thanks, I'm glad the mod is helpful for you :)

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Tegarccio
Tegarccio - - 130 comments

not putting even more moving anomalies
bruh

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Little_Lion Author
Little_Lion - - 88 comments

Concur. Which is why this mod removes them, bruh.

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fitrieliass
fitrieliass - - 23 comments

I'm sorry in advance I had to ask. Is there any addon that removes anomalies completely?

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Little_Lion Author
Little_Lion - - 88 comments

No need for apologies at all, there's no harm in asking questions :)

So far, there is no mod that I've come across yet that removes anomalies completely. However, it may be possible to 'remove' them (by making them invisible, inaudible and harmless) by tinkering with their ltx files. Well, at least theoretically.

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fitrieliass
fitrieliass - - 23 comments

Thanks. I really hope someday there's an addon for that.
*no anomalies but a lot more mutant and human

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Little_Lion Author
Little_Lion - - 88 comments

You are welcome. I do not know if you've tried the following yet but if you haven't, you can give them a try. They've been working really well for me:

Disable pulse anomalies: Moddb.com

Make static anomalies a lot more visible: Moddb.com

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fitrieliass
fitrieliass - - 23 comments

I've used both of them. In modder perspective is it hard/tedious/need a lot patching to make it work with other mods to make such mod? (removes anomalies completely)

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Little_Lion Author
Little_Lion - - 88 comments

Considering there's not too many files in the 'zones' folder where the anomalies files reside, it shouldn't be too tedious or time consuming, I'd imagine.

Using my mod's ltx file as a guide, I imagine you can comment out the light and sound values for the anomalies to make them all invisible & inaudible, as well as setting their 'ignore creatures and objects' parameters (off the top of my head) all to true to make them harmless. I can't guarantee success though, as I haven't gone down that route yet to modify all of them.

But wait, there could be a catch: disabling all of them could mean you can no longer find artefacts, which means artefact hunting quests can never be completed.

On the other hand, I think I remember seeing a switch in the ltx files that determines whether each anomaly cluster can spawn artefacts. Perhaps leaving that switch on might solve the problem- ie, disable the anomalies but artefacts can still randomly spawn?

Experimentation & playtesting need to be done to be certain, so to speak. You can just backup your existing 'zones' folder somewhere and start altering each ltx file using the guidelines mentioned & see if it works.

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TYGRE
TYGRE - - 45 comments

wow friend, what addon do you use for the hands of the exo suit? I love you

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Little_Lion Author
Little_Lion - - 88 comments

Hey there, I'm using the Thap Rework mod for the hands, which I consider a must have. Link:

Moddb.com

The mod changes not only the hands for the exo suits, but all of the hands for all the suits.

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Guest
Guest - - 690,440 comments

Interesting

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Little_Lion Author
Little_Lion - - 88 comments

I had a blast of a fun time figuring out how to make this work :) The beauty of this game is just how moddable it is.

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AVEismaschine
AVEismaschine - - 264 comments

A new must have for me. Framerate saver and a saves me a lot of headache. Makes the tunnel from Wild Territory to Yantar less of a dancing act to travel, makes Agroprom easier to maneuver in (even if I liked the sound that one made) and makes X-18 a bit nicer. Less noise and headache looting those boxes.

Thanks!

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Little_Lion Author
Little_Lion - - 88 comments

You are welcome, I'm glad this is helping you πŸ‘
Good hunting, Stalker.

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AVEismaschine
AVEismaschine - - 264 comments

Thank ya kindly!

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DemocracyWithWar!
DemocracyWithWar! - - 310 comments

"Sayonara"
Reminds me in a music called Sayo-nara...
What a depressing game...

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Little_Lion Author
Little_Lion - - 88 comments

I feel ya, since it means "goodbye" in Japanese. I had some good times with those moving anomalies and it wasn't that easy to bid them farewell, sigh..

And yeah, the game can get depressing at times, especially when you find out what those zombified stalkers say when you put them down:

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WeebSlav
WeebSlav - - 122 comments

is there a way to keep the visual effects on?

I mean, i love looking at them. Tesla Anomalies are beautiful, but i hate navigating through their path. Even more when there's a Lurker up in my ***.

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Little_Lion Author
Little_Lion - - 88 comments

Yes, you can. In order to make them all visible and audible again (it would be weird if you can see them but they don't make any noise) but still let them remain harmless, here's what you need to do - instead of telling you which lines to edit, which would be complicated, I'll use the easiest copy-&-paste method instead:

1) Open the zone_fireball.ltx file with Notepad found in gamedata > configs > zones

2) Press CTRL-A to select everything in that file, then press either Delete or Backspace to delete everything.

3) Go to this link I just made for you: Pastebin.com
(because trying to paste lines of code in the comments section here can cause errors)

4) Copy the code there in its entirety (just click 'copy' near the top) and paste it inside your zone_fireball.ltx file. Click File > Save and you're done :)

PS: Getting sandwiched between anomalies and a Lurker can be nerve-wrecking indeed, LoL. Stay alive in the Zone and Good Hunting, Stalker :)

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WeebSlav
WeebSlav - - 122 comments

Late to the party, but i really wanna thank you.

you really went above and beyond to help me, thank you!

ps: yes, i got stuck between a lurker and that anomalous underpass from wild territory to yantar, lost an iron man game there.. but overall this change makes the game a LOT LESS stressful and again i thank you for removing a bit of stress from people's lives.

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Little_Lion Author
Little_Lion - - 88 comments

You are most welcome, my fellow Stalker πŸ˜ƒ I am happy to help and it makes me glad to know that you are playing the game how you want to.

Helping others means helping myself too, as it gives me a chance to learn more about the mechanics behind the game: It's a Win-Win :)

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lok8
lok8 - - 24 comments

That electric ball in Agroprom underground is a Poltergeist btw, not an anomaly. It can also be killed

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Little_Lion Author
Little_Lion - - 88 comments

Wait, what? That's actually a Poltergeist? Hey, I didn't know that, what with the electricity noises it's making, LoL. Okie dokie, next time I go to that place again, I'll treat it a buckshot and watch it splatter :p

Man, I thought I've got the Zone all figured out, but it's time for me to chomp down on some humble pie & learn to respect the Zone again.

Thanks for the heads-up, stalker :)

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