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.
Improves armor attachments and imposes a limit on them. Working camelbaks and working ballistic inserts.
Rework of armor attachments.
Armor attachments are rebalanced and in general much stronger. However, you are limited to one per category.
More or less stolen from Dead Air, but refactored by me for efficiency.
Camelbaks and ballistic inserts actually work now.
You are limited to one outfit attachment of a given type. The types are:
Camelbak
Ballistic inserts
Back frame (also incompatible with exos)
Environmental Control Module
To balance this, the attachments are made to be much more effective overall, so it is worthwhile to have one.
Camelbaks now restore hydration to the user. No thirst patch required!
V1.2.1 - RUS Translation from TDLemon
V1.2 - Major rework of camelbak. No longer requires any thirst patch compatibility and is completely independent. How it works now is, whenever you drink from the camelbak, it applies a short-lived booster that restores a lot of power to you. You can drink directly from the camelbak for a greater effect (right click). Because of this, there is no more conflict with any thirst-modifying addon. Sounds have been added to ballistic insert damage, thanks to the inimitable Patrick Sutton.
V1.1.5.1 - Fixed the exo unequip bug.
V1.1.5 - Simplified handling of removing armor attachments, maybe this might fix the unequip bug.
V1.1.4 - Fixed bug where attachments could be restored to full condition. Slightly nerfed Improved FEM.
V1.1.3 - Fixed armor insert icons on DX8/9
V1.1.2 - Fixed MCM options
V1.1.1 - Localized some strings. Added ability to toggle messages for camelbak drinking and ballistic insert damage (default true) through MCM. Made this readme less obscure.
V1.1 - Added working ballistic plates from Vintar.
Later I will make mutant pelts stronger as well and subject them to the same treatment.
Credits to Vintar for providing functioning ballistic inserts.
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9.872 votes submitted.
блин пора учить енглеш
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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Thank you! Im a fan of the armor attachments.
Awesome addon :)
One question: What is the thirst patch for?
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.
are you referring to the thirt you made for RC18? is still compatible for 1.5.1?
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 :)
I'll add some MCM support to enable/disable the messaging
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 .
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 :)
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.
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.
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.
Good stuff. Looking forward to the MCM option to disable Camelbak notifications too, they get a bit annoying after a while.
Thank you both.
This is a must, every time I hear the notification sound I think I got a nice message but I just took a sip.
Man,
Also, I run your mods and Grokitash´s mods at the same time and it is hell to merge even with Winmerge software ...
Hi everyone,
MCM support is now added and some bugs have been fixed. The readme should now be much more informative.
Thank you :)
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 :)
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.
not a problem my dude , stalker and the xray are tricky things :) looking forward to the tested version ;)
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.
Just to check, did you overwrite actor_status_thirst with any other addon?
EDIT: I am unable to reproduce this crash.
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
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.
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
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)
Does this work with Trade Overhaul and BaS?
trade overhaul seems ok in my game , but cant tell you about BaS i don't use it in my current playthrough.
There should be no conflicts with either of those mods.
Ok, thank you
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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Hi ! If for some reason I delete the mod and run another save, I can catch crashes due to missing items. Right?
Yes, just get rid of any Ceramic/PE plates before removal
Ok! Thx )
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 *** :)).
Whenever I enter a new area of load a save my ceramic plates are unequipped
Are the inserts supposed to have durability? Because i don't have any durability bars on them.
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.
What do you mean by efficiency meter?
Edit: Apparently an addon bugged out the ui so i could not see the meter lol.
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.
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.
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.
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?
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?.
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.
Do you have plans to add in your own totally new attachments eventually alongside the changes and buffs to the current ones?
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%.