When STALKER still had the original Oblivion Lost concept, a lot of interesting feature was planned for Burers. Being afraid of light, manipulating the player's weapon, etc. Some of these features were realized, some were not. Until now! Burers will be something completely different now!!
Arszi's Burer Overhaul 1.0 for Anomaly 1.5.1
INSTALLATION:
Copy the gamedata folder into your Anomaly folder.
COMPATIBLITY:
Compatibility patch for Soundscape Overhaul 3.0 Included. To install it, unpack the gamedata folder in folder "Compatibility_Soundscape_overhaul_3" into your Anomaly folder AFTER you installed the addon!
Disclaimer: The sources of my investigation about the Burer's long lost abilities were both the english and russian STALKER wikipedias.
Originally, Burers were supposed to be afraid of light sources and being able to manipulate the player's equipment. These features were never implemented. You can drop your weapon by a telekinetic attack, but it is more like the general engine feature, than the Burer's special ability.
With my mod, Burers will be different, than they were before. In some aspect the became weaker, in some aspect, they became stronger. In groups, where they can cover each other, definitely deadly. They were quite unique before with their telekinetic abiities already, and they have learned some new tricks now!
The Burer's new features:
*Being afraid of light sources. They can not withstand flashlights and headlamps. The closer they are to the source of light, the more confused they will become, and they will try to get away. You can temporarily blind them, if aiming the light source at them. You can use both headlamp and flashlight for double efficiency!
*They can jam your weapon with their telekinetic abilities, if you are in the radius of 10 meters to them! Blinding them makes it difficult for them to jam your weapon, but they might solve it even if you lose focus even for a moment.
*Their long-range telekinetic ability will have a chance to disarm you, even if you are wearing an exoskeleton! They really target your weapon now, the biggest threat to them. The closer you are to them, the higher the chance is that they make you drop your weapon with their ranged attack.
*Burers will spawn with Tushanko companions. It is a mistery how can they control these small creatures, but it is for sure, they will never be alone!
All of the extra features are configurable at the top of the file "gamedata\scripts\arszi_burer.script".
If it is too difficult or too easy for you, you can experiment with the different settings.
This mod is save game compatible, NO new game is required!
I allow my mod to be used in other mods as long as I receive the necessary credits!
Arszi you complete Madman! Can you stop making all other modders look weak plz?
I have one question thou. I was wondering if it is possible to change script so that music volume goes 0 when an emission hits :/ My addon called "Blowout Ambient Addon" would really profit from that and i need advice from a guy with some know-how.
Thank you for your work !
Hey! I am not making anyone weak, I just wish to give back the mystic feel to the Zone by any means I can :)
Hm, you can get if there is an emission with surge_manager.script somehow. For the volume, try level.set_snd_volume(number). It is worth to check lua_help.script if you are looking for something. It contains (almost) all the possible function calls with their corresponding object!
yea, everytime i read Arszi in an addon name i become excited! :P
thx so much for your hsrd work Arszi!
The light feature is awesome! Reminds me of the spiders in Metro, which could be a nice additon...
Imagine those freaking spiders in the laboratories or the underground levels like Agroprom or Pripyat underground. :) I think new mutants are always welcome, the zone can get quite boring with the same faces.
Great work!
Thank you! :) Well, I dot plan to add new mutants. That one is more like modelling, animation, etc. And I do not think that they would go well with the Zone.
Instead, I want to overhaul the familiar faces in the same style as the burer, with different behaviour/new abilities, which will make the "unique" and distinct.
There are the models already for spiders tho, but it's understandable :) Your addons add a lot to Anomaly! You should be in the Anomaly team, to be honest.
Oh, I think I know which monster you are talking about. That one uses the snork "set". Behaves, jumps and snorks like a snork :D Engine-wise these imported mutants will be something, which exists already. It is a lot of work to make them unique, mostly engine-modifications.
Well, I am asking questions from them constantly, I guess they are happy that I am not in the team :D
You f...ing genius!
at this point please pack a complete overhaul package
The time will come! Until that more stuff will be released separately. But finally, I see how the ultimate pack might look like in the future.
Pleaee don't stop doing stuff! I need!
This is SO COOL!
Hi Arszi, thx for mod / Pls highlight your code in standard scripts for compatible with other mods.
Hey, I updated the description!
Playing in Jupiter and Red Forest levels no problems, changing level, saving and reloading was fine, but then I had this crash changing level from Red Forest to Army Warehouses and then trying to realod the savedgames (both autosave in Warehouses and To the Army Warehouses):
[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: ...a.l.k.e.r. - anomaly\gamedata\scripts\arszi_burer.script:61: attempt to index local 'obj' (a nil value)
Disinstalling your addon the same savegames worked perfectly.
If you can fix this it would be awesome. I can give you the savegames if you need them.
Whoops! I uploaded a fix! Sorry about it.
Everyone, please download the updated version! V1.0.1
hey Arszi can you make the mod compatible with "NPC without amnesia"?
i searched in the code and the file that affect compatibility is xr_combat_ignore.script
the NPC without amnesia adds this code:
math.randomseed(os.time())
local rnd = math.random(180000,720000)
local rnd2 = rnd - 10000
local dist_rnd = math.random(18000,33000)
and modifies some conditions in the stalker obj
i simply tried to add your code in the file, more precisely:
if (obj and obj:clsid() == clsid.burer_s) then
if (obj:id() == xrs_debug_tools.blinded_burer_id) then
return false
end
end
but when i try to load or start a new game it crashes on loading relating to the xr_combat_ignore :(
Hey! I have supplied a compatibility patch, download my mod again and follow the instructions!
If the crash happens again, send me the end of the crash log with the stack trace, and I'll talk with Mora if I can not figure it out, but I expect it to work now with the compatibility patch!
Tested and it works, thank you for your work!
I would be glad to support you in someway, how can i donate you?
Thank you, but it is fine :)
I do not wish to mix modding and finances. I am doing it, because I want to make the Zone a more "interesting" place.
Ey bro your mods adds more depth into the game they are so awesome! Can I have a request? Can you restore the generic qoutes of the npcs like the "cmon man whats with the shooter" and etc I really miss them, I want to understand what the npc tells me or when they converse around the campfire and all.
Thanks :)
Actually, might be. I am working on multiple projects in parallel now. Including overhauling the rest of the "cut" mutants in the same manner as the Burer now. There is a questing project too, and I still need to update a few more things...
Oh wow that's good news! Keep it comin!
Your a madlad and a important part of why this mod keeps getting better and better man!
Thank you! I am looking forward for more of your good stuff too! :D
Looking forward to what's next from you too!
Just testet this and the mechanics work really well. I love that overhaul!
I am glad you like it!
The behaviour of the Burer is customisable, you can try out different values for different difficulty/behaviour.
Its always good when difficulty is in different interesting game mechanics and not just in damage numbers. This way you can actually get better not just by buying gear but also from learning.
I am very exited and would definately love to see more of such things in the Anomaly! Thank you.
Thank you, I am glad you like it!
Yes, I want to overhaul more mutants, making them "unique" game mechanics-wise. Using not implemented/cut Oblivion Lost features for lore friendliness and inspiration.
Wow, this is cool!
Is there anything impossible with this game?? Is there anything impossible for Arszi?? XD
Thx for all your mods man; really adds to the game. Each should be put into official release, coz I fear they would get lost in the ocean of addons that exists for this game/mod already (plus they would fit perfectly, without being too much or too lore unfriendly).
So thx again ;)
Thank you! :) Well, having a sleeping schedule, where I wake up around 6:00 AM, it is impossible for Arszi :D
I am aiming lore friendlyness, I do not plan to do create anything, which would be lore unfrirendly. This is the way.
Make mutants great again! Good job sir... keep it up!
This is amazing! Any chance for a compatibility patch for Mora's combat ignore military fix?
I'll investigate it tomorrow. Usually we hack the very same file, so issues might happen :D
Arszi
I'm waiting for your overhaul for poltergeist and the controller) The poltergeist does not attack the NPC at all and dnt have psy damage, and the controller hits them with his hand : D It looks stupid and not atmospheric (player discrimination xD)
(but burer attack them correctly!)
We wanted to do some nice stuff with the poltergeist, but we are limited by engine at the moment. But I won't throw away the idea, attempts will be made.
I am working in the Controller and Complete Psy Overhaul at the moment. (Possible the Burer might get some minor update later.) I hope I can release it at the end of June or beginning of July. I do not have too much free time atm, so developement is a bit slow :/
I'll talk with the Anomaly devs about the controller meele attack and tube damage. It is really retarded, that it wants to attack every NPC in meele even from the other side of the map...
Пасибос
I made an update for this addon, but it won't be the final one. Other projects I am working on will be required to expand this one further!
Plans for the Burer in the future:
*Make rats/tushkanos afraid of light, make these swarms bigger
*Screen effects for Burer's jamming ability
Sadly, rat models are awfully unfinished and cubic :/ If someone does have to power to make them a little bit nicer, I would appreciate it!
You intend to give Burer a little detachment of rats to fight for them? Like, not tushkanos, but literally the smaller "normal" rats that have been driving devs insane for years with their bugginess? If you manage to pull that off, I will eat my psy-helmet. Looking forward to what you are going to come up with!
On a related note: I actually half-expected after the initial Burer-overhaul-release that you come up next with another addon that adds more refined npc-mindcontrol to Controllers. You know, them sending stalkers, zombies or mutants at you to fight for them while they keep out of harm's way, telepathically mocking you or something.
I am working on the Controller one still. It is both a complete controller and psy overhaul. I just wanted to update the Burer first. The month is difficult for me, sadly, so I can not work too much on it :/
Regarding the (normal) rats, I made them fight for the burer, the only issue with them that they are so cubic, that it is immersion breaking :/
Oh man, whatever's currently troubling you - I hope and keep my fingers crossed that it will get better soon! If it makes you feel any better, my month's gone quite south as well after a very unlucky bike accident and I literally had to do a final oral exam from my hospital bed. Pedantic ********, I tell ya.
And I find the little cubic bastards charming, they are kind of a still mysterious relic of "old stalker", a nostalgic reminder of all the alpha, beta, gamma and lambda builds of this hot mess that we all played or salvaged or just peeked at in awe over the last few decades. Like the blurry mess of polygons that's supposed to be a dead ankle-biter in some house in rookie village. Or the Tark :D Wouldn't be S.T.A.L.K.E.R. without.
Oh my gosh man, I wish you to heal up completely! This 2020 is the reaper itself...
Well, yes, there are definitely something in them. I just feel that they are too "out of place". But I hope I will be able to do something with them in the future!
Hey Arszi, thx again for your hard work!
Can you do something about the bullet damage dealt and got? because in vanilla Anomaly sometimes happens that you have to shoot 2-3 times in the head to kill an npc, same way for the player that doesn't get too much damage with good armors; my only solution was using the Realistic Rebalancing Addon but isn't compatible anymore (it was for update beta 2.0 i think) so i started using the misterkat realism addon but it's not the same thing and i'm sure that you can make things better
Throw the idea into the modding cannel on discord. It is not my cup of tea :/
UPDATE: I forgot to add a file, it will cause crashes!
Please, download my addon again!
oh i was wondering what was causing crashes, THX!
UPDATE2: I updated the pack again, because I forgot a diagnostics message in. Sorry guys, this is not my day it seems :D
Please, download the pack again!
Arszi this looks great! I love your other mods! I get a CTD with the following log error when using this mod. Any thoughts?
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_string
[error]File : Xr_ini.cpp
[error]Line : 546
[error]Description : fatal error
[error]Arguments : Can't find variable ef_creature_type in [monolith_sim_squad_advanced]
I am glad that you like it :)
Hm, this CTD is not connected to this addon for sure :/