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.
Cement Position and view 1.9.4 (not necessary, but recommended, as some of the weapons were repositioned in the hud following his viewmodels);
Souvlaki's FAL 2.0;
Blindside's weapons animations and rebalance;
Blindside's JSRS compatibility patch;
Any other addon for Blindside's pack;
This addon.
VIDEO (Outdated!)
CHANGELOG
v0.97: Fixed M4 RAS magazine clipping through during reload; Fixed wrong Mosin reload sound.
v0.96: Updated for the latest version of Blindside's weapons animations and rebalance; Replaced FNC and Vityaz moving and sprint animations.
v0.95: Added ASH12 with partial reload animation; Added Vityaz with partial reload animation; Added FNC with partial reload animation; Added SR25 with partial reload and misfire animations.
v0.94: Updated for the latest version of Blindside's weapons animations and rebalance.
v0.93: MP133 model smoothing fix provided by PYP, author of STCS Redux (Thank's dude!); Exported some animations again (Some detail was lost before, should be a little bit smoother now); Added misfire animations for Remington 700 and LR300; Replaced M16(M16A2, M16A3 and SR25) and Kar98k moving and sprint animations; Replaced L96, TRG and SV98 reload animations with better ones.
v0.92: Replaced TRG and SV98 hud animation files that caused incorrect animation during partial reloads (the addon shold be working 100% now).
v0.91: Removed conflicting leftover files (sorry) that where breaking animations and sounds of some weapons from Blindside's pack.
DETAILS
Fixed most corrupted/broken animations when walking, running and reloading with some weapons and added animations and sounds for partial reload (most weapons, excluding Blindside's ones) and misfire (some weapons).
No animation, sound or model present in this compilation was done by me, they were all collected during years of modding stalker. They are from various versions of STCOP, AO, STCS, STCS Redux, among others that I don't remember.
Weapons with only animation fixes:
fort500 mp133 (including better texture and model, from STCS Redux)
Weapons with animation fixes and/or partial reload:
9a91 aek ak ak12 ash12 aug bizon fn2000 fnc fort500 g3 g3sg1 galil gauss kar98k l96a1 lr300 m16a2 m16a4 m4a1 m82 m98b mp5sd mk14 mp133 (including better texture and model, from STCS Redux) oc33 p90 remington700 scar sig552 sr25 sv98 svd trg type63 vihr vityaz vsk94 vssk
Weapons that have been added misfire animations:
aek galil groza l85 l96 m4 m14 m16a2 m16a4 m82 m98 m249 pkm pkp sr25 sv98 trg val vintorez all pistols (generic animation, sound by Blindside)
Weapons to find smoother animations, partial reloads, etc (not touched):
That's strange, are you using any other weapons addon other than this and Blindside one? Are you in Anomaly 1.5.1? That wpn_ak12_mepro are not present even in the original game files.
Hi, I was looking for things like that, I'm surprised I couldn't find all of this in STCOP 3.4... maybe I missed things i dunno.
There are issues (not sure if it's my installation, but I guess i got everything working so... idk anyway... for instance I noticed the cz52 doesn't have any mag inserted when reloading... AK74 RPK CTD...weird stuff lol).
One question though, what are the "smoother animations" like mentionned at the bottom ? I can't see any difference, or am I blind ?
Now, that's not a "great mod" imo, but as you mentionned that's a compilation. Does its job. I'm Not saying it's crap, but people should be careful : it resembles more like assets provided than a fully fledged mod, don't take it for a perfect polished thing.
Yeah, it's just trying to improve default weapons until something better comes. By smoother i mean when you walk, sprint and reload some weapons like the M98b, you can see the animation skipping some frames. I tried to find analogue ones that don't or skip less. Just noticed that cz52 thing, i'll fix it. The RPK is the AK RPK with an EOTECH? If it is, this is a know bug in Blindside's pack. Thanks for your input!
So, just to make sure, your addon is entirely ports ? Not a single animating fix from you ?
I'm asking that because we have a few issues with anims in TAZ here, and we can't fix them right now, but if someone has the knowledge, it could really enhance the mod. For instance we have a gun with a nice animation, but the mag disappears for 1 frame, and it does a quick "disappear-reappear". Not that bad, but it can be annoying if you're a maniac for details.
Also if you're seeking for consistency, well, you have a lot of work. Don't overburden yourself, gun mods are very time consuming to create and fix !
It is all from other mods, none of then are mine, since i can't animate. And yes, just to make this compilation, finding better flowing animations etc took me a long time, i can't imagine doing it all from scratch!
But man, I can't wait for TAZ! Every update from you guys makes me drool.
I love the work you did, thanks to that. By the way, I've recognized that your addon also realigns the position and view of every gun, almost identical to cement's PoV addon. Is it intended? I'm a bit confused because in the description you said cement's addon is recommended but not necessary, and I don't have it, yet the guns look as if I installed his addon. No disrespect to him but his addon isn't my taste (not yet), so I wonder if there's a way to revert the PoV back to vanilla?
You can unpack configs.db0 and compare each weapon file (excluding weapon_sounds.ltx) with mine, replacing everything inside but anm_* lines. The only thing that might get missaligned (weird position) after this is the MP133 that I used an different model with different animations (you can use debug mode and in game press f7, then 5 to open the align menu).
There's too many variables to account when modding weapons, and as I use Cement's viewmodels myself, I used his mod as a base.
Maybe in the future, for now I'm pretty done here haha.
But if you want, the only affected file should be weapon_sounds.ltx. Just keep where I changed compared to the same file in JSRS and Blindside, and go into [base_sounds] and change "snd_reload_misfire = weapons\pm\pm_unjam" to "snd_reload_misfire = weapons\generic_close", this should take care of any dependency.
realoading empty mosin gives out some other reload sound, 'partial' reload sound matches up
i know its wierd since your mod does not touch the mosin it probably replaces sound that is used for some other reload in weapon_sounds.ltx
For Blindsides you can use Gallus viewmodels, for vanilla sounds you will need to edit weapon_sounds.ltx, maybe I'll make it as an option in the future.
Did a lot of these come from stcop 3.3 or .4? I was looking into porting some of them myself as improper reloads bug me big time. Also wanted to port over the 3d scopes from 3.3 just to the weapons that anomaly shares an identical model with.
P.S
Is it possible to amend the weapon's ltx files in order to run this without a modified hud FOV? If so, this mod would be a lot more universal and a HUGE patch to vanilla Anomaly, that everyone could run.
Cheers.
Yes it is. You can copy everything from the original Anomaly wpn.ltx files, leaving only the anm_ lines from this mod, it should be fine. If I have time i might do it as an option.
Thanks for the reply. Didn't notice until just now. I'll give that a try.
Edit: Maaaybe I'll just wait for you to put out a patch, I'm a decent animator but this stuff is foreign to me, my brain doesn't wanna work in this way. Tried one weapon and ****** it up lol.
Instead of making "V2" animations, you should consider just replacing the old broken animation files with the fixed ones, that way you don't have to include config files for several tweaked versions of the weapons. Going through the files, I've noticed that the ones that don't have misfire animations have "v2" animations, which is not only redundant, but it adds extra space that could've been saved if they simply replaced the old files.
Correct me if I'm wrong, I'm not sure how the XRay engine exactly works when it comes to animations, this is just based on observation.
seen the comment on here by someone else but ill just add in that i too would like to see this released without needing other mods such as blindsides animation pack and cement position and view. I know this is a good bit to ask but it would be great to see all the base game weapons have your reload fixes and animation fixes and a good hud view for them because there isnt really anything like that out there other than blindsides but their mod doesnt cover all the weapons yet and i would love to see this be just a nice polishing of the vanilla weapons that it needs. Thank you in advance for your response.
hello JCesarN! Thanks for your anims, especially partials, GodSent!
any chance you look into veprs sprint anim,rn is kinda stiff and outta sync needs some love.
no big deal here as its vanilla issue but kinda gets noticable if sprint is set to hold instead toggle
edit: while the other 9x39 V rifles are somewhat obstructing the players fov greater than other weapons, the vss tide's running animation with pso on it just swipes the whole screen left and right and is more noticably broken than the other skeletonized 9x39's :)
Hi Ziggy, do you use artefacts renovations addon in your list looks like a crash from that mod, maybe a possible typo there on line 544, dont use that mod hence not sure abbout it.
Haven't got a single crash anywhere at all maybe once or twice after playing for very long time.
Блин че тоже видосика нет, да. ..
Очень плохо, что без демонстрации.
Попытался накатить:
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_ak12_mepro'. Please attach [*.ini_log] file to your bug report
Все условия соблюдены
Ты правда поставил этот мод поверх Бумстика и удивляешься вылету?)
That's strange, are you using any other weapons addon other than this and Blindside one? Are you in Anomaly 1.5.1? That wpn_ak12_mepro are not present even in the original game files.
I use the aforementioned weapon pack. Thanks for the tip.
Is a patch for working together hard to make?
Not at all, but VERY time consuming.
Pls add video demonstration :)
I'll consider it, but there is not much to show, the animations are still the default ones, just somewhat less buggy.
Hi, I was looking for things like that, I'm surprised I couldn't find all of this in STCOP 3.4... maybe I missed things i dunno.
There are issues (not sure if it's my installation, but I guess i got everything working so... idk anyway... for instance I noticed the cz52 doesn't have any mag inserted when reloading... AK74 RPK CTD...weird stuff lol).
One question though, what are the "smoother animations" like mentionned at the bottom ? I can't see any difference, or am I blind ?
Now, that's not a "great mod" imo, but as you mentionned that's a compilation. Does its job. I'm Not saying it's crap, but people should be careful : it resembles more like assets provided than a fully fledged mod, don't take it for a perfect polished thing.
Your contribution is much appreciated anyway !
Yeah, it's just trying to improve default weapons until something better comes. By smoother i mean when you walk, sprint and reload some weapons like the M98b, you can see the animation skipping some frames. I tried to find analogue ones that don't or skip less. Just noticed that cz52 thing, i'll fix it. The RPK is the AK RPK with an EOTECH? If it is, this is a know bug in Blindside's pack. Thanks for your input!
So, just to make sure, your addon is entirely ports ? Not a single animating fix from you ?
I'm asking that because we have a few issues with anims in TAZ here, and we can't fix them right now, but if someone has the knowledge, it could really enhance the mod. For instance we have a gun with a nice animation, but the mag disappears for 1 frame, and it does a quick "disappear-reappear". Not that bad, but it can be annoying if you're a maniac for details.
Also if you're seeking for consistency, well, you have a lot of work. Don't overburden yourself, gun mods are very time consuming to create and fix !
It is all from other mods, none of then are mine, since i can't animate. And yes, just to make this compilation, finding better flowing animations etc took me a long time, i can't imagine doing it all from scratch!
But man, I can't wait for TAZ! Every update from you guys makes me drool.
Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 544
Description : fatal error
Arguments : Can't open section 'wpn_knife8'. Please attach [*.ini_log] file to your bug report
stack trace:
What is the reason
You have some conflicting addons, i didn't include any knife files.
It`s Boomstick.
I recognized you updated the post again, yet the version is still 0.94. Is there any change? :)
Just updated with the latest Blindside JSRS hotfix.
I love the work you did, thanks to that. By the way, I've recognized that your addon also realigns the position and view of every gun, almost identical to cement's PoV addon. Is it intended? I'm a bit confused because in the description you said cement's addon is recommended but not necessary, and I don't have it, yet the guns look as if I installed his addon. No disrespect to him but his addon isn't my taste (not yet), so I wonder if there's a way to revert the PoV back to vanilla?
You can unpack configs.db0 and compare each weapon file (excluding weapon_sounds.ltx) with mine, replacing everything inside but anm_* lines. The only thing that might get missaligned (weird position) after this is the MP133 that I used an different model with different animations (you can use debug mode and in game press f7, then 5 to open the align menu).
There's too many variables to account when modding weapons, and as I use Cement's viewmodels myself, I used his mod as a base.
Thank you for the 0.95 update. The 0.94 one was tanking fps for some reason until I disabled the addon.
any possibility for a version without the need for blindsides animations?
Maybe in the future, for now I'm pretty done here haha.
But if you want, the only affected file should be weapon_sounds.ltx. Just keep where I changed compared to the same file in JSRS and Blindside, and go into [base_sounds] and change "snd_reload_misfire = weapons\pm\pm_unjam" to "snd_reload_misfire = weapons\generic_close", this should take care of any dependency.
Hey I know you just updated the mod but is this compatible with the new blindside patch today?
Thanks in advance
Yes.
an issue with mosin reload sounds dont match up
They do match here.
realoading empty mosin gives out some other reload sound, 'partial' reload sound matches up
i know its wierd since your mod does not touch the mosin it probably replaces sound that is used for some other reload in weapon_sounds.ltx
Ops I see it now, I will upload an fixed version shortly. Thanks!
Looks good now ))
Для АШ-12 с твоей анимацией нужен звук неполной перезарядки, а в игре его нет. Нужно делать.
It does have one, It's the same from VSSK.
VSSK is sniper rifle, ASH-12 is assault rifle.
I made a new sound, u can take it from my modpack fixes archive :)
I'll take a look, thanks!
Any way to use to use this mod with just the Perspective and view mod? I don't like JSRS and blindside's animations don't work with P&V.
For Blindsides you can use Gallus viewmodels, for vanilla sounds you will need to edit weapon_sounds.ltx, maybe I'll make it as an option in the future.
Thanks i'll look into it.
Did a lot of these come from stcop 3.3 or .4? I was looking into porting some of them myself as improper reloads bug me big time. Also wanted to port over the 3d scopes from 3.3 just to the weapons that anomaly shares an identical model with.
P.S
Is it possible to amend the weapon's ltx files in order to run this without a modified hud FOV? If so, this mod would be a lot more universal and a HUGE patch to vanilla Anomaly, that everyone could run.
Cheers.
Yes it is. You can copy everything from the original Anomaly wpn.ltx files, leaving only the anm_ lines from this mod, it should be fine. If I have time i might do it as an option.
Thanks for the reply. Didn't notice until just now. I'll give that a try.
Edit: Maaaybe I'll just wait for you to put out a patch, I'm a decent animator but this stuff is foreign to me, my brain doesn't wanna work in this way. Tried one weapon and ****** it up lol.
Instead of making "V2" animations, you should consider just replacing the old broken animation files with the fixed ones, that way you don't have to include config files for several tweaked versions of the weapons. Going through the files, I've noticed that the ones that don't have misfire animations have "v2" animations, which is not only redundant, but it adds extra space that could've been saved if they simply replaced the old files.
Correct me if I'm wrong, I'm not sure how the XRay engine exactly works when it comes to animations, this is just based on observation.
Well, modifying the .ltx files is inevitable since I needed to add some lines for the partial reload and misfire animations.
JSRS makes my game stutter, is there any way I can install this addon without needing it?
You would need to find each modification I did in weapon_sounds.ltx compared to the same file from JSRS and copy then to the default Anomaly one.
Sounds pretty simple but tiring, maybe I will try this one of these days, thx!
seen the comment on here by someone else but ill just add in that i too would like to see this released without needing other mods such as blindsides animation pack and cement position and view. I know this is a good bit to ask but it would be great to see all the base game weapons have your reload fixes and animation fixes and a good hud view for them because there isnt really anything like that out there other than blindsides but their mod doesnt cover all the weapons yet and i would love to see this be just a nice polishing of the vanilla weapons that it needs. Thank you in advance for your response.
Hi,
There is a possible typo in weapon_sounds.ltx carried over from Blindside's I think
in lines 202 and 212:
snd_switch = weapons\ak74\ak74_switchtch
should be
snd_switch = weapons\ak74\ak74_switch
got CTD yesterday with:
"c:\anomaly\bin\anomalydx11avx.exe" -smap2048 -dbg
* phase time: 0 ms
* phase cmem: 723930 K
* [x-ray]: Prefetching Data
Loading objects...
! Can't find sound 'weapons\ak74\ak74_switchtch'
! Invalid ogg-comment version, file: c:/anomaly\gamedata\sounds\weapons\_gunfire\stereo\aks74u\close_1.ogg
Loading models...
Loading textures...
CResourceManager::DeferredUpload -> START, size = 1067
and runs ok today after fix.
But could be just coincidence not sure.
Thx
P.S.
Posted this on Blindside's as well.
hello JCesarN! Thanks for your anims, especially partials, GodSent!
any chance you look into veprs sprint anim,rn is kinda stiff and outta sync needs some love.
no big deal here as its vanilla issue but kinda gets noticable if sprint is set to hold instead toggle
edit: while the other 9x39 V rifles are somewhat obstructing the players fov greater than other weapons, the vss tide's running animation with pso on it just swipes the whole screen left and right and is more noticably broken than the other skeletonized 9x39's :)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'artefacts_h'. Please attach [*.ini_log] file to your bug report.
This is from your mod when I load into Yantar.
Hi Ziggy, do you use artefacts renovations addon in your list looks like a crash from that mod, maybe a possible typo there on line 544, dont use that mod hence not sure abbout it.
Haven't got a single crash anywhere at all maybe once or twice after playing for very long time.