I really want to explore the Zone in ANomaly with this mod so I'll just wait until this comes out so I don't spoil the experience of exploring a open and modded ZONE in anomaly before this mod comes out.
Though I'm wondering how long I might have to wait. I've done stuff for other games so I know its not easy to come up with a release date but I'm just wondering if the mod will come out any time soon or am I going to be putting off playing ANomaly for Months or even years.
Not exactly sure I want to be blown up again by stashes but hey, might make for some interesting gameplay along side with the possibility of tiny mutants like rats, tushkinos and possibly cats to spawn in boxes (though maybe leave cats to wooden boxes since the cats are a bit too big for cardboard. Perhaps some STALKER meant to ship out a cat in a box and you just happened to come across one and break it :D )
BTW, if you figure out how to do all that, you could make things OPtional in a simple manner...
Just provide more than one script
~Normal/Boring~ (No mutants or explosions)
~Dangerous Mutants~ (has a chance to spawn mutants but nothing explodes)
~Explosive Stashes~ (No mutants but **** can occasionally explode)
~Boxed mutants and explosive stashes~ (Get loot form paper boxes, mutants have a slight change to spawn in some boxes, and stashes occasionally explode as a booby trap)
WOW Thanks man, I was actually wondering the other day how to do this since it was a thing in Dead Air (and thats where I came from after Finishing up Call of Pripyat)
So far though with modding ANomaly I'm noticing most stuff seems to be forward compatible like Boomsticks and Sharp sticks though I suppose that'd be something left up to the tests to figure out if thats possible.
I just hope I dont have to wait too much longer to have TAZ in Anomaly (I dunno about you and others but i'm not super picky about making things 100% perfect so long as things work well and theres no weirdness like missing textures, bad positioning, etc)
ANYWAYS, keep up the good work buds, I look forward to playing with TAZ again (having played with it in CoP back in 2019)
In some cases its not that theres true duplicates, its just that theres varients added of various rifles.
To be honest evne though theres not too much different between "varients" I kinda like even the smallest amount of variety.
ALSO Anomaly already has a bunch of weapons, I dunno if buddy would want to go through the time and effort to replace a bunch of stuff that works just fine.
While its not impossible, if you look at pictures of an AK with a full PSO scope you'll soon realise the eye relief goes pretty far back which means you'd have to hold the rifle in a very silly and uncomfortable manner to use the scope.
Goto your "ANomaly/gamedata/Scripts" folder and find "quickdraw.script" and open it with a Text editor like Notepad.
Find the section below (its near the beginning of the file anyways)
===============================================
function on_key_press(key)
if (key == 16) then --V
hit_key()
end
end
===============================================
And change the "key == ##" number to another keyboard scan code
IN this case I've set it to 16 which is the Q key (which I think is fairly convient since i dont use the leaning thing in the STALKER games)
The gear switching profile pic is an option in the Anomaly settings (I think it was something along the lines of Outfit changes actor portrait or something like that)
It seems to work in RC21 like most of the other mods I've gotten from this site for the ANomaly RC versions.
So far I haven't had any crashes related to my mods (the only crashes I got previously where about npc pda drops and something about squads, both things happened even without mods in RC18/19)
One can change the Key used by Quick Draw for the knife attack by changing this line
if (key == 47) then --V
47 corrisponds to a key code or what ever its called.
47 = V
16 = Q
This has been working well for me since I started using the quick draw mod (i played dead air for over a year and rather enjoyed the quick melee/knife attack included in that which had a configurable button in game)
So with the original version and the lastest version v0.4.0.1 I keep running into issues where sometimes the magazines can't be added to the load out (the option just doesnt appear in the rlight click menu when right clicking on the magazine)
There doesnt seem to be any specific weapon that it happens with as so far I've had it happen with a variety of weapons from the base game weapons and BaS.
The magazines still work if I manually drag them over the weaon to load them into it but it wont let me add these "cursed" magazines to the load out.
Been using this since it came out, its realy nice to have and it was something that was missing in ANomaly that I liked in dead air (the ability to have 2 primary weapons, a pistol, and a knife).
To be honest, I barely even use binocs since I tend to go for scoped rifles and use the scope on them to survey the area for hostiles and mutants.
I know what your getting at, and I know my thoughts aren't inline with what the mods intended for.
Its just that I also like the idea that you can use this mod to allow some guns to use larger magazines (like putting an RPK Magazine on a AK47 if you want a higher capacity assault rifle) As well as allowing you to shove all your random good and junk ammo into a magazine when low on ammo (especially if you just pick up a gun in a fire fight and only get a couple rounds of good and bad ammo)
ALSO I'm not very patient sometimes and lately I've been playing the game without item animations after having similar stuff or at least item use delays in CoP, Dead Air, and Anomaly.
-The magazines take for ever to load (might be nice if there was an instant loading option/version, perhaps following the item use animations option)
-Can't find pre-loaded magazines on traders or bodies
-Loaded and empty magazines all cost the same (so one has to spend all day unloading a bunch of magazines if they want the money from the ammo in them instead of just a measely small fee for the magazine it self, which on the lowest sell value option of 0.5, is only 16RUB)
I wonder though if maybe for knives if maybe there was a way to have number of hits/slashes and "kills" (be it just successful one hit kills like with stealth kills or perhaps just all kills made with a knife)
ANYWAYS, thanks for the mod, might just help me figure out where I should focus my weapon usage and skills towards (though most of the time I lean towards scoped rifles for the dual role of sharp shooting and scoping out an area).
Nice idea, but the game crashes when using a knife
Expression : <no expression>
Function : CInifile::r_string
File : Xr_ini.cpp
Line : 560
Description : fatal error
Arguments : Can't find variable weapon_class in [wpn_knife]
stack trace:
(This happens when knifing someone normally with an equipped knife, or with the quick melee mod which uses a varient of that, anim_wpn_knife or something like that)
andrejchudoba Some of the crashes people are experiencing when hovering over items was something I ran into and it was an easy fix.
Just delete the script folder form Dialogue Expanded. Its not compatible with RC18 and will cause a crash when ever the help text pops up when you hover over ANY items, even in the new game load out editor.
Dialogque Expanded has a script that needs to be deleted for RC18 otherwise it'll crash the game when mousing over items.
I had the same issue at first when remaking my mod pack and forgot about that issue and was pulling my hair out rebuilding he mod pack several times and running into the same issue.
The crash from the help/text pop up on mousing over Items is from the Dialoque Expanded Mod, if you dont delete the Scripts folder form that mod it'll crash anytime you hover over items.
So far I've been able to make my own "modpack" using other mods and than installing this over them and so far things have been good (aside from the random but rare stack trace: crash)
Does this mod not work for RC18? I tried the sleep anywhere mod and it jsut crashes when trying to sleep.
I tried fixing things but in the end I couldn't figure it out.
The first error that stops a player form using any sleeping item or bed is this...
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...er anomaly rc18/bin/..\gamedata\scripts\item_tent.script:151: attempt to index global 'ui_sleep_dialog' (a nil value)
I tried going down the rabit hole of fixing stuff by making sure the script files or code that where being referanced to was included in the script folder and had the scripts being pointed out include stuff using the LUA > require "file.extention" command which seemed to work until I got stuck at it complaining about toggle_feature in the game_difficulties.script.
I really want to explore the Zone in ANomaly with this mod so I'll just wait until this comes out so I don't spoil the experience of exploring a open and modded ZONE in anomaly before this mod comes out.
Though I'm wondering how long I might have to wait. I've done stuff for other games so I know its not easy to come up with a release date but I'm just wondering if the mod will come out any time soon or am I going to be putting off playing ANomaly for Months or even years.
works fine for me, than again I downloaded the mod years ago and kept my STALKER SoC install around since.
Not exactly sure I want to be blown up again by stashes but hey, might make for some interesting gameplay along side with the possibility of tiny mutants like rats, tushkinos and possibly cats to spawn in boxes (though maybe leave cats to wooden boxes since the cats are a bit too big for cardboard. Perhaps some STALKER meant to ship out a cat in a box and you just happened to come across one and break it :D )
BTW, if you figure out how to do all that, you could make things OPtional in a simple manner...
Just provide more than one script
~Normal/Boring~ (No mutants or explosions)
~Dangerous Mutants~ (has a chance to spawn mutants but nothing explodes)
~Explosive Stashes~ (No mutants but **** can occasionally explode)
~Boxed mutants and explosive stashes~ (Get loot form paper boxes, mutants have a slight change to spawn in some boxes, and stashes occasionally explode as a booby trap)
WOW Thanks man, I was actually wondering the other day how to do this since it was a thing in Dead Air (and thats where I came from after Finishing up Call of Pripyat)
So far though with modding ANomaly I'm noticing most stuff seems to be forward compatible like Boomsticks and Sharp sticks though I suppose that'd be something left up to the tests to figure out if thats possible.
I just hope I dont have to wait too much longer to have TAZ in Anomaly (I dunno about you and others but i'm not super picky about making things 100% perfect so long as things work well and theres no weirdness like missing textures, bad positioning, etc)
ANYWAYS, keep up the good work buds, I look forward to playing with TAZ again (having played with it in CoP back in 2019)
In some cases its not that theres true duplicates, its just that theres varients added of various rifles.
To be honest evne though theres not too much different between "varients" I kinda like even the smallest amount of variety.
ALSO Anomaly already has a bunch of weapons, I dunno if buddy would want to go through the time and effort to replace a bunch of stuff that works just fine.
While its not impossible, if you look at pictures of an AK with a full PSO scope you'll soon realise the eye relief goes pretty far back which means you'd have to hold the rifle in a very silly and uncomfortable manner to use the scope.
Goto your "ANomaly/gamedata/Scripts" folder and find "quickdraw.script" and open it with a Text editor like Notepad.
Find the section below (its near the beginning of the file anyways)
===============================================
function on_key_press(key)
if (key == 16) then --V
hit_key()
end
end
===============================================
And change the "key == ##" number to another keyboard scan code
IN this case I've set it to 16 which is the Q key (which I think is fairly convient since i dont use the leaning thing in the STALKER games)
Nimble is at the Loner Farmstead north of the Rail bridge. He's in the same building as Xenotech.
Its january 2021 Boomsticks & Sharp sticks has already updated.
Any plans for an update or is this mod dead now?
The gear switching profile pic is an option in the Anomaly settings (I think it was something along the lines of Outfit changes actor portrait or something like that)
It seems to work in RC21 like most of the other mods I've gotten from this site for the ANomaly RC versions.
So far I haven't had any crashes related to my mods (the only crashes I got previously where about npc pda drops and something about squads, both things happened even without mods in RC18/19)
One can change the Key used by Quick Draw for the knife attack by changing this line
if (key == 47) then --V
47 corrisponds to a key code or what ever its called.
47 = V
16 = Q
This has been working well for me since I started using the quick draw mod (i played dead air for over a year and rather enjoyed the quick melee/knife attack included in that which had a configurable button in game)
So with the original version and the lastest version v0.4.0.1 I keep running into issues where sometimes the magazines can't be added to the load out (the option just doesnt appear in the rlight click menu when right clicking on the magazine)
There doesnt seem to be any specific weapon that it happens with as so far I've had it happen with a variety of weapons from the base game weapons and BaS.
The magazines still work if I manually drag them over the weaon to load them into it but it wont let me add these "cursed" magazines to the load out.
Been using this since it came out, its realy nice to have and it was something that was missing in ANomaly that I liked in dead air (the ability to have 2 primary weapons, a pistol, and a knife).
To be honest, I barely even use binocs since I tend to go for scoped rifles and use the scope on them to survey the area for hostiles and mutants.
I know what your getting at, and I know my thoughts aren't inline with what the mods intended for.
Its just that I also like the idea that you can use this mod to allow some guns to use larger magazines (like putting an RPK Magazine on a AK47 if you want a higher capacity assault rifle) As well as allowing you to shove all your random good and junk ammo into a magazine when low on ammo (especially if you just pick up a gun in a fire fight and only get a couple rounds of good and bad ammo)
ALSO I'm not very patient sometimes and lately I've been playing the game without item animations after having similar stuff or at least item use delays in CoP, Dead Air, and Anomaly.
Nice idea but theres a couple issues I have
-It crashes randomly on RC18 and RC19
-The magazines take for ever to load (might be nice if there was an instant loading option/version, perhaps following the item use animations option)
-Can't find pre-loaded magazines on traders or bodies
-Loaded and empty magazines all cost the same (so one has to spend all day unloading a bunch of magazines if they want the money from the ammo in them instead of just a measely small fee for the magazine it self, which on the lowest sell value option of 0.5, is only 16RUB)
There was an update recently for Boomsticks & Sharp sticks, will you be updating this Merge patch for that?
Well I'm not crashing on RC18 so theres taht.
I wonder though if maybe for knives if maybe there was a way to have number of hits/slashes and "kills" (be it just successful one hit kills like with stealth kills or perhaps just all kills made with a knife)
ANYWAYS, thanks for the mod, might just help me figure out where I should focus my weapon usage and skills towards (though most of the time I lean towards scoped rifles for the dual role of sharp shooting and scoping out an area).
Nice idea, but the game crashes when using a knife
Expression : <no expression>
Function : CInifile::r_string
File : Xr_ini.cpp
Line : 560
Description : fatal error
Arguments : Can't find variable weapon_class in [wpn_knife]
stack trace:
(This happens when knifing someone normally with an equipped knife, or with the quick melee mod which uses a varient of that, anim_wpn_knife or something like that)
Nice, will help me figure out what stuff is worth keeping when I'm getting bogged down.
ALSO, if your capable of doing it, maybe add a cost based on what a certain trader would buy that item for.
EXAMPLE
FN FAL
Value : 54,000 RUB
Sids Price : 1,000 RUB
[~Gun Info~]
Either way, I'll definately be checking this mod out.
Well if anything, so far it works and I like it. I think I'll keep it around
HUH, this is an interesting Idea, I'll give it a wirl and see how it goes.
andrejchudoba Some of the crashes people are experiencing when hovering over items was something I ran into and it was an easy fix.
Just delete the script folder form Dialogue Expanded. Its not compatible with RC18 and will cause a crash when ever the help text pops up when you hover over ANY items, even in the new game load out editor.
Dialogque Expanded has a script that needs to be deleted for RC18 otherwise it'll crash the game when mousing over items.
I had the same issue at first when remaking my mod pack and forgot about that issue and was pulling my hair out rebuilding he mod pack several times and running into the same issue.
The crash from the help/text pop up on mousing over Items is from the Dialoque Expanded Mod, if you dont delete the Scripts folder form that mod it'll crash anytime you hover over items.
So far I've been able to make my own "modpack" using other mods and than installing this over them and so far things have been good (aside from the random but rare stack trace: crash)
This isn't working for me, the dots don't appear on the minimap at all.
Does this mod not work for RC18? I tried the sleep anywhere mod and it jsut crashes when trying to sleep.
I tried fixing things but in the end I couldn't figure it out.
The first error that stops a player form using any sleeping item or bed is this...
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...er anomaly rc18/bin/..\gamedata\scripts\item_tent.script:151: attempt to index global 'ui_sleep_dialog' (a nil value)
I tried going down the rabit hole of fixing stuff by making sure the script files or code that where being referanced to was included in the script folder and had the scripts being pointed out include stuff using the LUA > require "file.extention" command which seemed to work until I got stuck at it complaining about toggle_feature in the game_difficulties.script.
They already do that in the vanilla game.