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

Improves armor attachments and imposes a limit on them. Working camelbaks and working ballistic inserts.

Preview
Outfit Attachment Overhaul
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DELORIANx2
DELORIANx2 - - 185 comments

блин пора учить енглеш

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LazyShady
LazyShady - - 144 comments

Повышает эффективность шмота на поясе(кевлар, пластины, охладители и все прочее), но больше нельзя заткнуть все слоты одними только пластинами(как пример)

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Guest
Guest - - 689,389 comments

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ACall2Witness
ACall2Witness - - 22 comments

Thank you! Im a fan of the armor attachments.

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Wookienator
Wookienator - - 1,023 comments

Awesome addon :)

One question: What is the thirst patch for?

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artifax Author
artifax - - 302 comments

I ported Arszi's thirst overhaul to 1.5.1, it's not officially on here I think but it's on Discord somewhere. That patch is for if you want to use the new style of thirst management.

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reter
reter - - 615 comments

are you referring to the thirt you made for RC18? is still compatible for 1.5.1?

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tenacious79
tenacious79 - - 97 comments

Hi , First thank you for this mod :) i have question .. is there any way to disable the message sound when i drink from my camelback ( it beeps a lot lol ) ? maybe a drinking/sipping sound instead ? other than that great mod :)

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artifax Author
artifax - - 302 comments

I'll add some MCM support to enable/disable the messaging

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tenacious79
tenacious79 - - 97 comments

Wow thank you for the prompt response dude !! and thank you for looking at mcm support , i don't mind the messages they are fine ( makes me keep checking how full my camelback is as it reminds me im drinking :) ) but if you are able to alter the message sound to just the single normal message beep or just remove the sound / add a little drinking / your actor is having a sip of water sound that would be freaking awesome !! i know i'm asking a lot and i'm sorry but your mod is adding a lot to my current playthrough , i really like how the limit on one of each type makes your play a little differently. thanks again .

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Jurkonov
Jurkonov - - 375 comments

Hi Artifax, awesome mod.
Can you pls do super short text on what has changed from previous version and current version ? Thx a bunch :)
Edit: No need to, I eventualy understood everything.
Still I liked the part where you would upgrade inserts with E
mpty :)

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Random_13
Random_13 - - 8 comments

Is there a changelog anywhere of what changed from version 3 to 4? I installed the former a few days ago and now wanted to know what exactly changed.

Also, not a huge deal but I happened to notice it while testing something else: the upgraded surge item is missing from the crafting menu. I think you might have missed a "1" on line 70 of craft.ltx, after af_surge. At least adding it made it show up for me, so I assume it was just a small mistake. Still present on version 4, by the way. Speaking of which, I noticed the upgraded plates and kevlar are no longer craftable, I take it that's intentional, and they're meant to be buy only now? Again, a changelog would be appreciated.

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artifax Author
artifax - - 302 comments

Here's the changes, I got lazy and will update later:

- Added Vintar's variants of ballistic plates. Ballistic plates will almost fully (90% damage reduction) block bullets to the torso and back. However, they take damage and must be replaced.
- Removed the craft recipes for plate because they cannot be repaired and are designed now to be disposable. I figure investing empty into a steel plate only to have it break after visiting Monolith two times will make people break their monitors.

That is definitely a typo and I will address it next update.

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Vintar0
Vintar0 - - 391 comments

For the ballistic armor inserts changes, here's a quick rundown:

- Ballistic armor inserts operate similar to real life now: they absorb impacts of incoming shots to the torso, reducing damage by +80%, but at the cost of their condition. Condition loss per hit depends on the type of insert and its rating. At 0%, the insert is destroyed.

- Armor inserts protect against a certain level of armor penetration based on their type and their condition. For example, a mid-size rifle round will easily defeat Kevlar, but will be fully blocked by a ceramic insert.

- Added 2 new armor insert types: Ceramic and Polyethylene. Each insert type has its own attributes. Steel is strong, cheap, durable, but heavy. Kevlar is cheap, durable, light, but weak. Ceramic is protective and fairly light, but won't last many hits. PE is well-rounded, but very expensive.

- Armor inserts are available from all technicians. Providing tools to a technician will unlock the better armor inserts.

For the rest of the changes, you'll have to wait for Arti to update the log.

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Random_13
Random_13 - - 8 comments

Good stuff. Looking forward to the MCM option to disable Camelbak notifications too, they get a bit annoying after a while.

Thank you both.

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Harald_ino
Harald_ino - - 249 comments

This is a must, every time I hear the notification sound I think I got a nice message but I just took a sip.

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Jurkonov
Jurkonov - - 375 comments

Man,
Also, I run your mods and Grokitash´s mods at the same time and it is hell to merge even with Winmerge software ...

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artifax Author
artifax - - 302 comments

Hi everyone,

MCM support is now added and some bugs have been fixed. The readme should now be much more informative.

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tenacious79
tenacious79 - - 97 comments

Thank you :)

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tenacious79
tenacious79 - - 97 comments

Edit: just been trying this out again but the mcm option to toggle doesn't work for me ? i still get messages from cammelback. as far as i know im on latest mcm version.
any ideas ?
thank you and sorry :)

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artifax Author
artifax - - 302 comments

Oops, should have tested it properly. I'll fix this and the crash mentioned below today.
EDIT: Pushed a fix for the MCM stuff. I have no idea why it acts weird in this addon but works fine in my other addon.

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tenacious79
tenacious79 - - 97 comments

not a problem my dude , stalker and the xray are tricky things :) looking forward to the tested version ;)

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bloodcontactfr
bloodcontactfr - - 5 comments

Hey, game's crashing everytime I'm tryna go back to cordon (even with fast travels)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ....l.k.e.r anomaly\gamedata\scripts\camelbak_binder.script:72: attempt to call field 'get_last_drink_check' (a nil value)

I'm not sure if the problem is on my end and I apologize if that's the case..
Edit : works fine when the mod is disabled.

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artifax Author
artifax - - 302 comments

Just to check, did you overwrite actor_status_thirst with any other addon?

EDIT: I am unable to reproduce this crash.

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bloodcontactfr
bloodcontactfr - - 5 comments

Oh yeah its overwrote by Alternative Icons Mod, is there a way to make em both work ?
Edit: Thanks for the quick fix on disord <3

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warsonic
warsonic - - 21 comments

Greetings! Cool idea! Can't use titanium mesh on Rhinoceros, Mercenary Combat Seed and armor plates are not worn either - is it by design? And why, with a decrease in the amount of liquid, the efficiency of the hydrator decreases - The less water, the lower the quality?
I like your creativity. Sincerely.

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artifax Author
artifax - - 302 comments

Yes that's by design, it's stated in english translation because the titanium mesh goes on the back where the exo frames are. The hydrator uses efficiency which is just how it works right now

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warsonic
warsonic - - 21 comments

Thanks for the answer, I understand. But why does the efficiency of the water in a hydrator depend on its completeness? Unclear))). Does the quality also decrease with the amount of water?)). We take water from the hydrator in sips, and do not use the weight of the hydrator itself ... I don't understand)

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Tux_the_Man
Tux_the_Man - - 23 comments

Does this work with Trade Overhaul and BaS?

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tenacious79
tenacious79 - - 97 comments

trade overhaul seems ok in my game , but cant tell you about BaS i don't use it in my current playthrough.

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artifax Author
artifax - - 302 comments

There should be no conflicts with either of those mods.

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Tux_the_Man
Tux_the_Man - - 23 comments

Ok, thank you

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Vintar0
Vintar0 - - 391 comments

Trader overhaul should be loaded before this addon (i.e. let this addon overwrite Trader Overhaul), otherwise mechanics won't sell the armor inserts

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Guest
Guest - - 689,389 comments

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warsonic
warsonic - - 21 comments

Hi ! If for some reason I delete the mod and run another save, I can catch crashes due to missing items. Right?

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artifax Author
artifax - - 302 comments

Yes, just get rid of any Ceramic/PE plates before removal

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warsonic
warsonic - - 21 comments

Ok! Thx )

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Toxicity86
Toxicity86 - - 38 comments

Hi, after playing your mod for some time, I noticed some issues related to balance:
- upg. Freon Emission Module - it's better than the Body Cooler in terms of sheer usefulness - I think that lowering its fire protection to lets say ~800 would make it less overpowered.
- upg. Kevlar Plate - I would give it a 3a armor rating (and remove most of the rapture protection, because of its nature) or lower it's weight to 0.5 kg and leave its protection value as it is (I'm referring to the current value of an upgraded Kevlar Plate).

And BTW big thanks to you for creating this modification, it's one of my all time favorite Anomaly mods. It's a very useful one too, especially if you're running in SSP suits as I do and get into a firefight with lots of bandits as I did yesterday (these PE plates really saved my *** :)).

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Tux_the_Man
Tux_the_Man - - 23 comments

Whenever I enter a new area of load a save my ceramic plates are unequipped

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R3TR0
R3TR0 - - 19 comments

Are the inserts supposed to have durability? Because i don't have any durability bars on them.

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shavedllama
shavedllama - - 68 comments

The yellow efficiency meter at the top of the effects list. Goes down from 100% when hit. Actually quite nice use of an otherwise unused feature.

Would be nice if inserts could be repaired.

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R3TR0
R3TR0 - - 19 comments

What do you mean by efficiency meter?

Edit: Apparently an addon bugged out the ui so i could not see the meter lol.

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Random_13
Random_13 - - 8 comments

I was using an SSP-99 suit for a while with 5 armor slots filled with two artifacts, one Kevlar plate, a Camelbak, and an electric/fire module depending on the location, everything was fine. But since I changed to wearing a Scientific Exoskeleton I've started noticing that the attachments from your mod unequipped themselves on level transition. Not only that, but whenever I change levels the artifacts remain equipped, it's the Camelbak, plate, and elemental modules that go back into my inventory and they go back to 100% as well. The kevlar I was carrying was a bit damaged and went back to 100% condition, and the Camelbak that was nearly empty went back to full. Disabled your mod and tried this out on a new game and the items remain equipped on level changes when wearing the same suit.

Any idea what could be causing this?

Edit: tried out a few more combinations and it must have something to do with the durability/efficiency, as when I went through a level change and let a damaged Kevlar Plate be unequipped and "renewed" back to 100% I equipped it again, turned back, changed level, and now it stayed equipped. Meanwhile the same doesn't happen to a Camelbak, I'm guessing because as soon as you equip it you take a sip from it and put it just slightly below 100%, even if the tooltip rounds up the float to a 100%. Also, Body Coolers seem to stay on, Surge Suppressors do not. And again, none of this was happening with the SSP-99. I have no idea anymore.

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artifax Author
artifax - - 302 comments

There was a bug I patched where you could take off and put on armor inserts to restore them to 100. THat's been patched out in the latest.

I'll have to see about the level transition bug.

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Random_13
Random_13 - - 8 comments

It's very weird and random, it seems. I've noticed there's times where armor inserts do stay on across level changes/save loads, for no apparent reason, and then others where they don't. I can't seem to find a coherent reason or pattern to its behavior. If it helps at all (doubt it), I use the mod that highlights new items in your inventory, when you pick them up, and I noticed that when save/level loading and the inserts/modules unequip themselves they are highlighted as new, freshly picked up items in my inventory. Probably irrelevant, but hey, thought I'd throw that detail in there, just in case it helps.

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SilverBlack78
SilverBlack78 - - 1,906 comments

What if I install your addon and load a game where I still have more of the same attachments to my armor? Will it crash?
Is it maybe safer to unload all the attachments, save then install the addon and finally loading the game?

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Guest
Guest - - 689,389 comments

Small conflict between this and the armor crafter addon from outfit parts overhaul. Since these both alter craft.ltx, should i load armor crafter after this?.

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artifax Author
artifax - - 302 comments

You'll need to merge em together, it should be easy
This mod changes improved attachments to take artifacts.
Armor ripper addds a section for crafting components.

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SparksTheUnicorn
SparksTheUnicorn - - 69 comments

Do you have plans to add in your own totally new attachments eventually alongside the changes and buffs to the current ones?

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nize2864
nize2864 - - 52 comments

Upon zone transition the Camelback drains by a lot! like 40%. I don't use transition time addon so they are instant. I'm not even sure if it drains on all zone transitions but i just refilled regular camelback in rostock up to 100% 1 min later i transition to Garbage and it's at 59%.

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