The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

Open the workshop window with a simple key press and strip weapon parts with your bare hands. Just like in the field during the army days.

Preview
[1.5.1/1.5.2] Banjaji's Field workshop v3.2
Post comment Comments  (0 - 50 of 129)
Banjaji Author
Banjaji - - 389 comments

[Notice board]

I haven't modded the disassembly scripts/LTX files (a large undertaking) so don't disassemble equipment that has been stripped from parts. Otherwise you'll end up with the weapon parts plus any broken parts you get from disassembly.

V3.0 update: implemented the missing part system a bit differently. Now some bugs regarding part re-evaluation should be gone.

Known bugs:
* Occasionally missing parts get "brought back" by part evaluation script. In other words if the part was missing then at one point it might be 4% or so. Currently it happens in specific cases when you repair an armor that uses headgear as a part and when you damage a piece of equipment.

Reply Good karma+1 vote
massimogrecoab
massimogrecoab - - 515 comments

WOW! It's... it's one of the mod that i always dreamed! I always desired a mod that let me adjust/modify weapons, but without take with me thousand of items! I'll try asap!

Reply Good karma Bad karma+3 votes
sollessbadguyggacc
sollessbadguyggacc - - 85 comments

mr. minotaur said this will break escape from pripyat

tbh i never know much until someone brought up the bad news, and i decided to just let this slide away from my excitement

Reply Good karma Bad karma-1 votes
Banjaji Author
Banjaji - - 389 comments

Fine, I'll download EPF. There might be a conflict because EFP is a large modpack so there's probably something that modifies or at least uses ui_workshop.script. If it's something simple I can make a patch.

Reply Good karma+3 votes
Minotaur21
Minotaur21 - - 90 comments

EFP doesn't really modify the ui_workshop.script, the issue is more related to condition calculation:

Your ui_workshop.script recalculates overall weapon condition when adding usable parts back in (as far as I can tell). That's because your mod follows the vanilla method of deriving overall condition from part conditions.

This interferes with EFP's usage of Arti's Weapon Parts Overhaul (WPO), which changes the connection between overall condition and part conditions. In WPO part conditions have no impact on overall condition; the overall condition is simply the cleanliness of your weapon and affects the rate at which your parts degrade.

Using both your mod and WPO together creates a feedback loop where part conditions can lower overall condition during repair by bypassing WPO's condition calculation, which then contributes to faster degradation of part conditions and so on.

For minimal WPO compatibility, you could just remove the portion of your script that reassigns overall condition when replacing a missing part with a usable part.

This next bit isn't necessary for minimal compatibility, but you could also remove the part duplication stuff for "stripping" all parts besides the barrel; this is because WPO already offers a field-strip feature that lets you remove parts by hand without needing to create duplicates, but it doesn't let you remove the barrel.

Good mod, very useful for my non-WPO gameplay. Thanks for your work.

Reply Good karma Bad karma+3 votes
Banjaji Author
Banjaji - - 389 comments

Hmm.. Thanks for directing my attention to WPO and for the recommendations! I could manually define all the barrel parts assuming that there are only vanilla parts. After reading WPO features it seems that even if I make the patch weapons could be fired without barrels but I guess why not. Basically I could make a separate WPO patch that includes your recommendations but which I won't have time to test (WPO seems big). I might publish the patch with the next update of this mod but this isn't a promise.

Reply Good karma+2 votes
Minotaur21
Minotaur21 - - 90 comments

If you'd like I could test and let you know before you commit your patch. I'll even be able to get some EFP testers on the case.

I'll also try to look into a workaround when I get a chance.

Reply Good karma Bad karma+3 votes
StronGV
StronGV - - 570 comments

And why, when you take out a part from a weapon, the missing part shows 25%?
It's funny, in this way you can get parts from weapons 2 times, first pull them out, and then disassemble the weapon itself:)))

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

It shows 25% because you haven't enabled "Full percentage parts" in vanilla settings => gameplay => progression diff. That's why disassembly script also returns parts with 25% instead of 0%. I don't know why Anomaly devs (or some other mod's devs) implemented the simplified system where lowest condition is 25% instead of 0%. Anyways my code still calculates with full percentages but the game shows you 25% as the lowest value due to "Full percentage parts" being disabled.

I haven't touched weapon disassembly (yet) because that's a big thing to change so that everything else wouldn't suddenly crash/conflict. So basically yes if you disassemble the weapon you get a second set of (broken) parts right now.

Reply Good karma+3 votes
BadaBoom_0325
BadaBoom_0325 - - 564 comments

Where you learned how to work with these codes?

Reply Good karma Bad karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Trial and error and studying other mods for the last 4 months.

Reply Good karma+2 votes
BadaBoom_0325
BadaBoom_0325 - - 564 comments

Yeah, deleting comments? I just answered one question to one comrade, but no, someone playing with toys again.

Reply Good karma Bad karma+1 vote
Banjaji Author
Banjaji - - 389 comments

This is the first time I'm here today so it's not me. It seems that your replies were deleted because the comment you replied to was deleted.

Reply Good karma+3 votes
BadaBoom_0325
BadaBoom_0325 - - 564 comments

Aaaah, well, I'm sorry for that behavior, but sometimes I just don't understand why some illogical things are happening. Damn, probably I'll soon get nightmares.

Reply Good karma Bad karma+2 votes
Simbrave
Simbrave - - 216 comments

Thank you for the mod, it is a nice addon

Reply Good karma Bad karma+2 votes
SniperHellscream
SniperHellscream - - 981 comments

I think that in debugging mode you can also do this obviously it does not have so many advantages

Reply Good karma Bad karma+1 vote
lsandoval0000
lsandoval0000 - - 104 comments

Nice, as a non WPO user, this is art :D

Reply Good karma Bad karma+2 votes
JusticeSchaffer
JusticeSchaffer - - 28 comments

Oh yeah this is awesome.
Big thanks man, really appreciate it

Reply Good karma Bad karma+1 vote
StronGV
StronGV - - 570 comments

TheMrDemonized's Crafting Parts With Returns ( Moddb.com ) - get the old part from the gun back

Banjaji, i don't see what's the point of using that mod with your mod when your mod does pretty much the same thing, even with better mechanics. In any case, the weapon part is automatically extracted when you click on it. So using your mod, the "Crafting Parts With Returns" mod becomes irrelevant.

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

I put that mod into conflicts just so it's clear that they don't work too well together.

This mod was something I wanted to do for quite some time and TheMrDemonized's Crafting Parts With Returns was one of the mods that gave me inspiration and helped me to understand the original script better. At first my mod was just a byproduct "open workshop with a keypress" for my other projects but I put more and more stuff into it until I got this. It actually saddens me that TheMrDemonized might get less positive feedback because of my mod.

In the end I think the whole Moddb and Anomaly itself are built on previous works. So basically Anomaly with this Moddb repository is the result of 15 years of work.

Reply Good karma+2 votes
TheMrDemonized
TheMrDemonized - - 1,040 comments

Its alright. My mod is simple and does only one thing as advertised. If you aim for a total overhaul of sstem like this mod then of course feel free to use it and disable mine for less conflicts

Reply Good karma Bad karma+3 votes
StronGV
StronGV - - 570 comments

I don’t know what the reason is, but for some reason TheMrDemonized’s Crafting Parts With Returns mod didn’t work for me.

Reply Good karma Bad karma+1 vote
morgannoor1991
morgannoor1991 - - 473 comments

i test your addon work great thx pro

Reply Good karma Bad karma+1 vote
StronGV
StronGV - - 570 comments

Could you add an option to the MCM menu so that you can disable the use of large repair kits for upgrades and repairs? I have already turned it off, but it's a little clumsy, because. I don’t understand scripting, I want everything to be done more competently.

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

I guess I could completely merge Dusty9261's mod into mine.

Don't worry, if your code works without bugs then it's fine. I'd say my coding is also a bit clumsy.

Reply Good karma+1 vote
massimogrecoab
massimogrecoab - - 515 comments

Yes, please, give us the possibility to disable the need to use of repair kits for upgrades, and maybe let us use smaller ones.

Reply Good karma Bad karma+1 vote
Banjaji Author
Banjaji - - 389 comments

See v2.0. Before first release I thought about adding an optional addon which makes all repair kits as basic sewing kit for armors. However, I decided against making the addon because finding the right LTX file, understanding it and then manually editing all the possible equipment and/or upgrade trees is too much work.

Reply Good karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Updated to v2.0 but kept v1.0 in the files just in case. This update brings also options to not need different kits when upgrading (see options in MCM). Basically I merged Dusty9261's mod and added two new features from that angle.

I also updated the patch for TheMrDemonized's Keep Crafting Windows Opened. The previous patch isn't compatible with v2.0 of this mod.

Also this version brings function injections. In other words ui_workshop.script is the vanilla file just to indicate possible conflicts. If that file shows a conflict but the two mods change different parts of the code then they are still compatible.

I'll look into Weapon Parts Overhaul in the future.

Reply Good karma+2 votes
Minotaur21
Minotaur21 - - 90 comments

Hey Banjaji, wanted to let you know that Arti's new WPO version on github now supports removing barrels. So there shouldn't be anyone trying to use both WPO and your mod together since they cover similar things, with the exception being your toolkit usage stuff. Instead of digging through WPO for compatibility purposes, you may just want to state that there will be a soft incompatibility and tell people not to use both together.

Reply Good karma Bad karma+3 votes
Banjaji Author
Banjaji - - 389 comments

Thanks for letting me know!

Reply Good karma+2 votes
Garrum
Garrum - - 89 comments

Previous error was from not having the "no kits required" boxes ticked in the MCM menu.

Now I'm trying to figure out how to get full upgrades working with this. If you (or anyone else) knows how, let us know.

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

The previous post was deleted so I'll copy the relevant part here: "I got this error while I try to take parts out of the armor
[error]Arguments : LUA error: ...ly/bin/..\gamedata\scripts\banjaji_field_workshop.script:439: attempt to index field 'clr_list' (a nil value)".

There shouldn't (ideally) be an error no matter what MCM settings are selected so I'd like to know if and how someone can replicate the error. The how part might need very specific details from the version of this mod (currently v2.0), loading the game and changing MCM options to which clicks and where were done in the workshop GUI before the crash happened.

I found the mod ( Moddb.com ) and at one point I was trying to achieve the same thing for v2.0 but couldn't. Thanks for pointing me to it! So now that I have a guideline how to do it I'll work on it for v3.0.

Reply Good karma+1 vote
StronGV
StronGV - - 570 comments

Strangely, I managed to create a patch for a complete upgrade of weapons and armor on the previous version of the mod, I have not tried it on this version yet, because. I am not at the gaming computer yet.
In fact, patching is quite easy, just arm yourself with a text file comparison program and compare the changed files with the default ones.
There are a lot of changes in the "ui_workshop.script" file from Banjaji, and very few changes in the same file from the "FULL UPGRADES FOR WEAPONS AND ARMOR" mod. And of course, I just moved the changes from the "FULL UPGRADES FOR WEAPONS AND ARMOR" mod to the "1.5.1_Banjajis_Field_workshop" mod. For this, even no programming knowledge is needed.

EDIT: Looked at version 2.0. Banjaji, in the new version, the file "ui_workshop.script" is for some reason original from the game, i.e. not changed in any way. And now, how to make a patch for "FULL UPGRADES FOR WEAPONS AND ARMOR" - look for the line "flags[4] = (not (section_g and self.inst_upgr[section_g])) and true or false" and change "false" to "true ". That's all, these are all the changes in the "ui_workshop.script" file of the "FULL UPGRADES FOR WEAPONS AND ARMOR" mod.

Reply Good karma Bad karma+3 votes
Banjaji Author
Banjaji - - 389 comments

Yup, patching is sometimes really easy. However, sometimes the original author coded the script the way that you really have to know which variable does what and where else it is used. I'd say this mod (and original ui_workshop.script) is the latter version because UI seems a bit delicate plus some variables for the UI classes are used as global variables between different class functions. However, I'm talking about the script overall and merging the Full upgrades mod might be straightforward.

v2.0 has vanilla ui_workshop.script just to indicate that this mod changes something there. The code itself is in Banjaji_field_workshop.script. I inject functions into ui_workshop.script so that for example another mod that modifies crafting UI could be used simultaneously with this one because both mods change different functions in the same script.

So basically if you modified eg. upgrading part in ui_workshop.script in v2.0 then Banjaji_field_workshop.script overwrites the changes. You need to find the same function in the latter script and make the changes there.

Reply Good karma+1 vote
StronGV
StronGV - - 570 comments

Does this mean that your mod is compatible with "Full upgrades" and I can install it on top of your mod?

Reply Good karma Bad karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Not yet to my knowledge. I'll look into it for the next features update (v3.0).

Reply Good karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Now there's a patch in MCM for Swergdach's Full upgrades for weapons and armor. There wasn't a point to reinvent Swergdach's mod so the update brings v2.1 instead of v3.0.

Reply Good karma+1 vote
Garrum
Garrum - - 89 comments

Seems to be working, so far anyway. Thanks man.

Reply Good karma Bad karma+1 vote
StronGV
StronGV - - 570 comments

Banjaji, you probably did not pay attention to what I wrote above, how to make your mod work with "Full upgrades". If you took the same functions from the "ui_workshop.script" file and put them in your script, then you need to make the same changes, only in your script. I did it myself and now "Full upgrades" works with version 2.0 of your mod. Now in the script "Banjaji_field_workshop.script" we change the following: line 810, at the end of the line we change "false" to "true" and everything works.
EDIT: I also noticed that this function works standalone without the "Full upgrades" mod itself, so you can enable it as an option in the MCM menu in the future.

Reply Good karma Bad karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Yup, got it. Thanks! I just haven't had time to even open the files. It is on my todo list.

Reply Good karma+1 vote
Banjaji Author
Banjaji - - 389 comments

I added a patch for the mod (enable from MCM). Yes, when you force "flags[4] = true" then the button is enabled in the UI (cosmetically) but the upgrade won't actually get installed and the resources are wasted. That's where I got stuck before v2.0. Basically in order for the alternative upgrade to get installed you need the LTX files from Full upgrades mod. I don't know the exact place/script where this happens but I think the game checks for upgrades separately from the workshop/mechanic dialogue UI. So when the LTX files don't list a possibility to have all the upgrades then the extra ones from the same group get erased.

By the way you probably tested the patch with buying the upgrade from a mechanic instead of doing it in the field. Since mechanic's dialogue uses another UI then it seemed like the upgrade was installed but in reality it wasn't. In the workshop UI the button gets undone without closing the UI as soon as you hit "upgrade".

Reply Good karma+2 votes
StronGV
StronGV - - 570 comments

If I understand correctly, the "flags[4] = true" option is not standalone and still requires "Full Updates" to work correctly?

Reply Good karma Bad karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Yes. Basically I put that into my code with an MCM option toggle. Install Full upgrades and turn on the patch from my mod's MCM menu.

Reply Good karma+2 votes
StronGV
StronGV - - 570 comments

[error]Arguments : LUA error: ...ly/bin/..\gamedata\scripts\banjaji_field_workshop.script:439: attempt to index field 'clr_list' (a nil value)".

This error actually occurs when clicking on armor in the repair tab with the "Repairing armors doesn't require repair kits" option disabled.

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

Thanks for the info. Fixed it in the new version. It was just a stupid mistake that I referenced a table from the original file without checking if it was global.

Reply Good karma+1 vote
Banjaji Author
Banjaji - - 389 comments

Updated to v2.1. Fixed a crash and added a patch for Swergdach's Full upgrades for weapons and armor.

Reply Good karma+2 votes
Noxilian
Noxilian - - 65 comments

Could you add an option to force "full percentage parts" (similar to how WPO does it)? Can't actually change it the normal way for Invictus run players, since modifying progression or gameplay difficulty settings breaks the achievement.

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

Hmm... I've been thinking whether to do it or not and actually like the idea since certain vanilla scripts give out weird results with simplified parts system (eg. lowest condition is 25% instead of 0%). I'll tinker with it for the next update.

It's certain that it's pointless to put that option into MCM since doing something in MCM menu also triggers the same on_options_change() function.

Reply Good karma+2 votes
Amf3ar
Amf3ar - - 3 comments

Great mod!
It works on weapons but it crashes my game when attemping to use it on any armor...
The log says:
LUA error: ...y-1.5.1.2\gamedata\scripts\banjaji_field_workshop.script:439: attempt to index field 'clr_list' (a nil value)
Mods I use are Death Animations and Anomaly HD Models. No MCM.
Any tip?

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

Update to v2.1 (uploaded yesterday). I fixed the bug in that version. The crash was my fault and has nothing to do with other mods.

Reply Good karma+2 votes
Amf3ar
Amf3ar - - 3 comments

Well...Installed the 2.1 and still have the same crash.
So I installed the Full Upgrade mod, then your (2.1) then the Full upgrade Workshop Patch and the crash is fixed :D

Reply Good karma Bad karma+2 votes
Banjaji Author
Banjaji - - 389 comments

Just so we're clear, are we talking about the same crash that StronGV posted here on April 12? Meaning that you get the error when clicking on armor in the repair tab with the "Repairing armors doesn't require repair kits" option disabled in MCM? I'll comment about that fixed crash but if you got it somehow else then please provide specifics of what you did to get the crash.

I did a clean test. I downloaded the v2.1 mod from here, installed it (with MO2), disabled everything besides MCM and downloaded version of this mod and booted up the debug map. Nope, the error is gone (looking at the code confirms it).

So I can think of 2 explanations. One is that you somehow didn't install v2.1 properly so that previous files didn't get overwritten. Second is that my monkeypatch failed to run on game start and you had the previous code leftovers somehow. Both are unlikely unless you messed up bad. So yeah, I don't know how to help you besides "do a clean install and test v2.1 that way". You did install the "gamedata" folder in "v2.1" folder and not the "v2.1" folder itself, right?

Full upgrades modifies original ui_workshop.script upgrade part that I overwrite with my monkeypatch. Also toggling the patch for it in the MCM menu only changes one "if" check outcome. Neither Full upgrades nor the MCM-toggleable patch for it have nothing to do with the repair tab in the workshop so it couldn't have fixed the crash.

Reply Good karma+2 votes
Amf3ar
Amf3ar - - 3 comments

Really dunno.
I'm using JSGME to install mods and I removed the previous patch
completely before upgrading to 2.1.
Maybe was another mod and you was working properly :P
Anyway thanks to your creation the game is really fun now. Ty!

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: