(Updated 2019.12.27) Ammo counter, durable tools, useful medkits, sell at any condition, no heavy breathing, less annoying cats and possibly more.
This is a collection of tweaks that me and a few fine people over at the Anomaly Discord have made.
If you have questions, or require support, the best way to contact me is to @Audixas me on the Anomaly Discord, in the #mod-discussions channel, that way I can see the messages as soon as possible.
All tweaks are separate and can be installed individually. The files within do not conflict with each other (apart from the ones with several options).
Changelog and credits are now included in the archive. As of 2019.10.06, also includes a list of files that have been updated, for an easier update process.
Compatible with all Beta 3.0 versions, unless specified otherwise.
Full list of tweaks as of right now is as follows:
1. Full Ammo Counter
- Based on AA2 HUD, displays the full ammo counter on HUD, including fire mode, current ammo, reserve ammo and other ammo types for your gun.
2. No Asthma Attacks
- Disables heavy breathing sounds. Comes in 3 versions:
- Version 1 - No health asthma, disables heavy breathing on low health.
- Version 2 - No stamina asthma, disables heavy breathing on low stamina.
- Version 3 - No asthma on both.
3. Useful Medkits and Bandages
- Improves the usefulness of Medkits and Bandages. Comes in 4 versions:
- Version 1 - Medkits have 4 uses and heal bleeding.
- Version 2 - Same as Version 1, but cheaper bandages (1000RU -> 500RU)
- Version 3 - Same as Version 2, but standard medkits are also cheaper (2500RU -> 2000RU)
- Version 4 - Same as version 3, but toned down bleeding control to fit the new bleeding tweak (not recommended for now, most likely needs tweaking).
Note: Vendors need to restock for changes to take effect in their inventories.
4. Durable Tools
- Increases the durability of all weapon and armor repair kits to 10. Files, Ramrods and Sewing Threads now have 5 uses instead of 2. Durability of the Multi-tool now lasts around 2.5x as long.
Note: Vendors need to restock for changes to take effect in their inventories.
5. Sell Any Condition
- Traders will now buy items at any condition. By default the item had to be at least at 50% for them to buy it.
6. Less Annoying Cats
- Changes the damage of cats to be on par with dogs.
7. Improved Flashlights
- Increases the range of all flashlights and headlamps.
- Flashlight goes from 20 to 40.
- Headlamps go from 25 to 50.
8. No Head Bobbing
- Removes the head bobbing effect when walking running and limping.
9. Ammo Price Reduction
- Reduces the prices of all ammo to half, some a bit more (7.62x54R and Buckshot, for example).
10. SCAR-H 5.56 Conversion
- Replaces one of the first fire rate upgrades for the SCAR-H with a 5.56x45 caliber conversion. To compensate for the replaced 5% fire rate upgrade, the first one has been bumped up to 10% from 5% and cost has been adjusted accordingly.
11. Universal Gun Inertia and Recoil Rebalance
- Standardizes gun inertia on all weapons, so they all have the same aiming sensitivity.
12. Improved Starting Loadout
- Brings back the SIG-552 and TOZ-34 as starting options, Geiger Counter now costs 150, 2 bandages and 2 medkits are included by default. All item costs now come in multiples of 25 to avoid uneven leftover points.
13. Better Condition NPC Equipment
- Slightly increases the minimum and maximum condition that NPC weapons and outfits spawn at.
14. Less Annoying Snorks
- Reduces the attack hitbox of snorks and a few other things, such as vision distance.
15. No More Haemophilia
- Increases the amount of wound healing over time, so small injuries can heal faster. Comes in 2 versions:
- Version 1 - Just faster wound healing.
- Version 2 - Wound healing combined with Gergin's health regeneration tweak.
16. No More Ninjas
- Increases footstep volume of other Stalkers so they can no longer shadowstep always.
17. Smoker's Delight
- Matches and all smoking items (with several uses) now have 10 uses.
18. Mercenary Faction Relation Tweak
- Makes Mercenaries and Free Stalkers neutral, now Mercenaries are enemies against Bandits.
Requires new game.
Credits:
Amanda Bynes - Sell Any Condition tweak
AschTheConjurer - Original universal gun inertia tweak
Axis - Less Annoying Snorks tweak
Dawn - Sell Any Condition help, Improved Starting Loadout tweak
Gergin - Health regenration tweak in No More Haemophilia
Hardy - No More Haemophilia and No More Ninjas tweaks
iAlcatrazZ - Feedback and suggestions
LedzQQ - Original SCAR-H Conversion mod
Megapuncher - Ammo Price Reduction Tweak
pecheurman - Recoil Rebalance tweak
Smud - Less Annoying Cats and Improved Flashlights tweaks
ThaHouseKid - no zoom version of Universal Gun Inertia and Recoil Rebalance
Suggestions for more tweaks are welcome, but don't expect much, I'm not a magician :D
Average
9.635 votes submitted.
Okay, this is looking good.
Must just ask that we wait until all the hotfixes are out though.
If people use addons all the time already, finding and squashing legitimate bugs in the base game is going to be a lot harder.
This. Yes, the mods here are amazing and these tweaks make some great QoL changes. Literally the only mod I've installed is one that replaces the UI Fonts so they're 4K compatible, because otherwise I'm squinting to death. Kinda forcing myself to play vanilla aside from that, however tempting it may be to indulge in the fruits of the community.
People need to remember to report bugs too Bitbucket.org
I don't see the need. Every single update that has been released so far has not impacted any of my tweaks at all.
One can never be too careful with X-Ray. You do good work though, and I'd love to see some of this stuff (Cats, Flashlights, Loadouts, Bandages) included by default.
Thank you,this is great.
You're welcome :)
Yes, thank you! Those damn cats are OP.
Audixas would it be possible for you to normalize all the weapon inertia factors?
(Pretty much, as in here: Moddb.com)
I'll look into it.
You actually did it already! Thank you so much! ^^
If possible, please try stopping automatic scrolling back to top from happening everytime you transfer an item to partner's inventory
I believe that is beyond my skills, but I'll see what I can do.
I've been playing with your addon and looked in to the files and here are my opinions so far, hope you don't mind:
1. Full Ammo Counter
- the 3rd ammo counter is misplaced so I modified the x value to 910 instead of 905 so every counter is 15 point from each other
- the 3 counters only count fmj, ap and fmj damaged ammo, I looked into the file, desc is right there
- this addon is very useful but it needs to be rewritten to fit anomaly, I think it should show amount of each status in one category
3. Useful Medkits and Bandages
- Bandages should have max of 2 uses, bleeding stop value should be cut to 60%
- Reduce the bleeding stop value of medkits as well to be 80% the value of bandages
4. Tools and Items
- Increase box_matches max uses to 10
- Increase cigarettes max uses to 10
5. Starting loadout
- head lamps, geiger counter, night visions are like one-time upgrade, once buy, use forever. those are invunerable items so there is no need to make head lamps default and geiger counter free from the beginning, they should be given some value, like 250 or more
- I'm trying to bring back part of the old loadout as well. I hope someone would rollout an addon that adds old ammo and consumables to traders' inventory
1. Thanks, I'll include this change in the next update.
2. There is no way to change it that I know of right now, I would love to do but don't know how and no one could help me.
3. Might implement these changes when I add one of the new tweaks.
4. Will include as a separate option.
5. I didn't make this, only included it. Will most likely end up re-working it a little.
Thanks for the feedback!
seriously mate, I like the way you name the 17th addon Smoker's Delight =))
Idk how, but it just came to my head :D Hope you enjoy!
Is there anyway to edit jam frequency, gun seem to jam way too much.
Yes, there is a way. Just edit the files about the guns.
Oh, tweaks are separate, much thanks for that!
Yeah, I should probably mention that :D
I keep getting a an error when trying to start a game it crashes with a Fatal Error
Full error report
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\Script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error f;/stalker/mods/anomoly\gamedata\scripts\_g.script:82: attempt to compare number with bolean
stack trace :
end report.
I don't think this is in any way related to my mod.
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11. Universal Gun Inertia
- Guns in Anomaly have different Aim Inertia - reducing or increasing your aim sensitivity based on what weapon you're wielding. This tweak changes this inertia to 1 on all weapons, so they all control the same.
Based on AschTheConjurer's Universal Gun Inertia on ModDB (complex method). Updated for 3.0.
Suggestions for more tweaks are welcome, but don't expect much, I'm not a magician :D
OH HELL YEAH ! FINALY
11 - Outfits also have their own inertion values. Should probably make them all 1.0f.
You could also integrate this mod, it makes more sense in a general tweak mod than on its own: Moddb.com
The food prices was also too high close in the prices to ammo, but now food cost more than ammo. Can you please lower the price of food by 1/2 with another version to make it 1/3 the price?
I'm gonna rebalance the ammo prices a bit and see about the food prices. Thanks for the suggestion!
(How about updating Moddb.com ?
The vanilla Anomaly scopes are just underwhelming.)
EDIT: Actually, nevermind. Figured out how to make it work myself. lol
Just placed it ...gamedata\textures
Do all of the db files have to be unpacked for these 'loose files' to work? I unpacked them to the gamedata folder, but Sid' won't buy my 26% AEK, and files are still set to 2 use.
Think I found it... the items_repair.ltx file is one items folder too many. You have the path as:
gamedata\configs\items\items\<files>
Whereas I think it should be:
gamedata\configs\items\<files>
Useful medkits has this too.
OK, Sid' now buys <50% condition, but my rasps/ram-rods still use uses: 2.
No, those files are indeed located at configs/items/items
You don't need to extract anything. Keep those files packed and just put mine in your game folder.
Hey,
does '5. Sell Any Condition' work for freedom trader? For example Screw from freedom at starting area dont want to buy damaged things.
It should work with all traders, but remember that not all traders buy everything.
What exactly does the recoil re-balance change?
I... don't really know. I just got a request to merge it and so I did. I've been told it's been based off of OGSE recoil.
So basically lower recoil
Pretty much, though I find that spraying something like an AK-74M is still a no-go.
Thanks for the tweak ack, I appreciate that it's modular and we can just take the ones we want. Can you do a faction relations tweak to make Mercs neutral with free stalkers? Or maybe some other ones for people that want to start neutral with a faction that's everywhere like them? I'd rather be neutral to loners and hostile to bandits than vice versa.
I'll make Mercs neutral with Free Stalkers and hostile to Bandits.
Thanks, I appreciate it!
see its little quality of life mods like this that really change the game almost if not better then a full mod in it self . there is like 6 huge things in the list that are 10/10 changes
Glad you like them :)
Thanks for the great tweaks, they deferentially make the gameplay a lot better!
Could you please add an option to restore the friend/neutral/enemy/dead minimap markers? For some reason they are disabled in even when the Minimap is on in the settings and looting bodies is a chore without them.
Cheers!
Yet another thing I would like to implement but can't. I'd need the Anomaly devs themselves to add this back.
Really?
This is very weird, i know there's a config file somewhere that allows you to tweak the visibility and colors of the npc markers, at least in most mods there is, but anomaly has all of it's loose files packaged and i have no idea how to get to it myself.
I checked all the files, tried everything. I know where they are located, but no matter what, they just won't show up.
Hmm, i think i know why, you are right, they did do something to hide them because there's an option to buy an upgraded PDA that shows them, however the highest "tier" version i was able to find at a trader, v3.1, only highlights friendly and neutral stalkers, so no use in combat or looting for ~70k.
Maybe since that item modifies the minimap you'll be able to figure out what it does and add the markers for everybody in every PDA?