Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of the X-Ray engine. Starting with version 1.5.0 Anomaly uses a custom engine build called the XRay-Monolith engine. After almost one year of development of the Anomaly 1.5.0 update, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.
This one is the biggest modification of mine so far. Since the fist STALKER game came out, I was not happy with radiation. In the game, it worked completely unrealistically. After so many years, it is time to make radiation in the Zone behave, as it should! Including, radioactive fields respond to wind power and wind direction, and different weather presets, like storm, rain and fog. IMPORTANT: READ THE DESCRIPTION CAREFULLY, BEFORE YOU START A NEW GAME! This addon modifies a LOT OF THINGS and has many settings, and install order with my other mods, like Thirst Overhaul and Psy overhaul.
* Anomaly proximity warning beeping was broken - FIXED.
* On Zaton, a dynamic radiation zone could spawn at an unfortunate place. Strong wind with direction of south-west could reach the stalker base. This patch won't remove it once it spawned, but it will prevent to spawn on new games. - FIXED
*Sarcofag, Monolith Control Center and Warlab were not registered as underground levels, they are registered as underground levels now - FIXED
*Geiger Counter was not working porperly on underground levels. Now it will register radiation properly - FIXED
*New, lethal radiation anomalies are spawned in Sarcophag. This modifcation is save-game compatible by special spawning rules.
*In REALISTIC mode, cigarattes give -50% adrenaline boost. They won't substitute energy drink, but will give some boost still.
*Radiation warning and radiation poisoning icons won't appear anymore.
* Possibility added for changing the "weather info key". See "key_codes.txt" for references. To change the weather info key, exchange (local WEATHER_INFO_KEY = "DIK_9") on the top of the file "arszi_radiation_dynamic.script" to a key code.
For example, (local WEATHER_INFO_KEY = "DIK_NUMPAD0") will bind the weather info key to key 0 on the numpad. If you use the key of your question for anything else, this WON'T unbind it for that action. You will get both actions. Chose a key which is not used yet!
* Text resources were moved to an XML file, to make translations possible.
* Film grain effect still appeared in some cases in the center of strong anomalies. FIXED
* You could hear Geiger clicking in water even if you did not have a geiger counter or batteries were removed or dead. Affected Great Marsh and Dark Valley only. FIXED
* Having constant radiation made "Agony" game mod impossible to be saved. Radiation won't prevent saving anymore. FIXED
HOTFIX 1.0.3: On Dark valley some bugged dynamic radiation fields could spawn on the islands of them swamp. No dynamic radiation fields can spawn on those islands anymore.
UPDATE 1.0.2: Monolith and Sin starts with GP5 masks and flesh hide because they start in highly radioactive areas in the inner-Zone. Also dynamic radiation fields for Pripjat are disabled.
HOTFIX 1.0.1: Issues with key "9" and the issue with its message appearing randomly are FIXED. If you have this mod installed already, it is enough, if you copy the file "gamedata/scripts/arszi_radiation_dynamic.script" from either CLASSIC or REALISTIC folder (this file is the same in both modes) and override it in your gamedata folder at "gamedata/scripts/arszi_radiation_dynamic.script".
This one is the biggest modification of mine so far. Since the fist STALKER game came out, I was not happy with radiation. In the game, it worked completely unrealistically. After so many years, it is time to make radiation in the Zone behave, as it should! Including, radioactive fields respond to wind power and wind direction, and different weather presets, like storm, rain and fog.
IMPORTANT: READ THE DESCRIPTION CAREFULLY, BEFORE YOU START A NEW GAME! This addon modifies a LOT OF THINGS and has many settings, and install order with my other mods, like Thirst Overhaul and Psy overhaul.
First, I would like to say a big thank you for meatchunk, tdef, Rezy, Tronex, for supporting me and giving me ideas during the developement of this mod. Originally, my dynamic radiation mod was just some randomly spawned radiation fields. Most of the game mechanics, like to take wind power, direction and weather into consideration was the idea of meatchunk, who actually outsourced the work for me :D Thank you man!
I would like to mention the book "Midnight in Chernobyl" by Adam Higginbotham. I learned a lot about radiation and the disaster of Chernobyl from this book, which helped me big time during the developement of this mod. I really recommend this book.
And now about the mod.
My goal was, to make radiation realistic, and make it into a REAL THREAT. Unlike a minor nuisiance, as it is in the original game. To achieve this, I made the following features:
Radiation zones respond to wind power, direction and weather preset. If you have a radioactive zone on the ground, the radioactivity can be carried with the dust by the wind, which makes it several times more dangerous. Now it will be really important to know, when can you go out safely, and when you have to be extremely careful, not to receive a big dose of radiation. Also wind makes radioactive fields to expand in size.
* With default settings, the power of radioactive fields will be TWICE as strong at maximum wind speed, as in case of no wind.
* With default settings, the size of radioactive fields will be THREE TIMES as big, as in case of no wind.
* There are 8 directions of wind. Wind will blow the radioactive zones to the opposite direction it is blowing from. For example, wind from the direction of east will blow the radioactive field to the direction of west. Wind directions will change randomly over time.
* Radiation zones are affected by the current weather preset. In Clear, Overcast, Cloudy and Partly Clear weather, radiation zones are reacting to wind. In foggy weather, radiation zones do not move around, their position and power are not affected by the wind. In Rain and Storm, radiation zones do not move around, and their power is WEAKER by 25%.
By pressing key "9", you will receive information about the current weather, wind power and wind direction. Consult with this information often!
Because of the way weather presets work, when the weather is changing, the engine will blend the old and new weather preset together. It might cause situation, when button 9 says, it is raining, but no rain so far (but will be later, for sure). Also it is raining, but the preset switched to clear. ALWAYS BELIEVE to the information, button 9 says, not to your eyes in this case. I hope this might be solved in a later version of Anomaly.
Also, this mod spawns a lot of new radiation fields around dynamically. The closer you are to the center of the zone, the more of these new radiation fields will spawn. This feature can be turned off, i'll talk about it later.
Back then if you put on a top-tier gas mask, you could even swim in the cooling water tank of the reactor without getting any radiation. But bath time is over now. If you go into the water on Great Marsh and Dark Valley, your gas mask/helmet WILL BE IGNORED radiation protection-wise. If you still want to bath, you have to take some radiation protection medicine. In case of Zaton, water is not radioactive (CoP, I am looking at you...) If you keep my dnyamic radiation fields enabled, then it won't be such an issue, things will be difficult even without radoiactove water there. Also radioactive water's damage is halved.
Radiation sickness. You won't lose health imemdiately from radiation (Also radiation won't go away by itself anymore). With maximum amount of radiation, which is 3870 units, you will die in 2 days. On the other hand, you will have "nice" screen effects, you maximum power and power regen will be capped by three times at maximum radiation poisoning, also the water you get by drinking will be reduced to three times the original value. I guess we all know, why, and I do not have to describe the real life effects of lethal dose of radiation here... Because of engine limitation, hunger wont be affected, maybe in the next version of Anomaly. Until that, medicine will raise your hunger. On the other hand, since radiation might be a constant buddy of yours now, sleeping and traveling while irradiated is possible now.
I disabled the film grain effect, when you enter a radioactive zone. Radiation should be invisible. You have to own a doshimeter, to know, when you are in radioactive zone. There is not other way, unless you accumulated enough radiation to start to see the screen effects. But then it is too late...
IMPORTANT! Geigner counter will work only, if the setting "Play radiation clicks from geiger only" in settings->gameplay->gameplay .diff is enabled/on. If not, it will break radiation detection in this mod.
IMPORTANT! This mod has TWO variants!
In REALISTIC mode, It is REALLY DIFFICULT to get rid of radiation. Drinks, cigarettes and etc won't help anymore. You have to pay doctors and take drugs to get rid of radiation. I recommend this mod for players who like realism, difficulty and challenge.
In CLASSIC mode, I did not alter food, drinks and drugs. Getting rid of radiation will be as easy, as before. I recommend it for new players, and for the ones, who do not want my mod to be too difficult.
IMPORTANT! A few more things about difficulty:
You can not specialize into everything in the same time. You can specialize to anomalies, to battle power against NPCs, to battle power against mutants, and against Psy or Radiation (But usually this two is together.) Now radiation is a threat you can specialize against. But if you want to be "strong" instead, you can still use animal hides and drugs to survive, and reduce radiation contamination as possible.
The closer you start to the center of the zone, bigger radiation will be. Please, start as far away from the center, as possible! I modified starting gear to include more radiation protection to everyone, but it will be starting gear still...
* Before you start a new game, you can inactivate the "spawn dynamic anomalies" feature. In the file "gamedata/scripts/arszi_radiation_dynamic.script". Find the line on the top "local ENABLE_DYNAMIC_RADIATION_Z and overwrite the "true" to "false". This setting will make Jupiter, Zaton, Pripyat REALLY radioactive, and turn the area of the nuclear powerplant into a radioatcive hell (But nothing, which you can not counter by radiation specialization and/or a few Pseudogiant hides, and some medicine). If you like realism and challenge, you can leave it turned on, if not, turn it off.
ONCE YOUR GAME IS IN PROGRESS, YOU CAN NOT MAKE THE NEW RADIOACTIVE ZONES DISAPPEAR!!!* If you feel the radioactive zones too difficult, in the file "gamedata/scripts/arszi_radiation_utilities.script" find the line around the top "MAX_POWER_INCREASEMENT_BY_WIND = 2". To halve the extra power by wind, overwrite the "2" to "1.5". To disable extra power gain by wind completely, overwrite "2" to "1". You can do this anytime during your gameplay.
Mutant hides, like bloodsucker, flesh and pseudogiant hides are really good against radiation. Use them! Not to talk about drugs. They are your friends too!
Installation: unpack the gamedata folder in the REALISTIC OR CLASSIC directory into your Anomaly directory. UNPACK ONE OF THEM ONYL!
If you want to use this mod together with my Controller Fix and PSY Overhaul Mod: Moddb.com Install my Controller Fix and SPY Overhaul FIRST!!! THEN install this mod on the top of that!
If you want to use this mod together with my Thirst Overhaul mod:https://www.moddb.com/mods/stalker-anomaly/addons/arszis-thirst-overhaul Install Thirst Overhaul AFTER installing this mod. Originally, thirst overhaul was a submodule of this mod, but I removed it, because I do not want to force it on people, who do not want to use it. IT IS HIGHLY RECOMMENDED to use it with this mod, the "easy" version of it at least. Might make things easier actually.
To use it with the other mods of mine, it does not require any specifig installation order. This mod CONTAINS my "Arszi's Better Starting Armours" mod!
New game is not a requirement, but recommended. New anomalies and all the black magic will happen, when you load the saved game of yours with this mod, and after saving your game, radiation zone changes will be PERMANENT! To uninstall the mod, delete all the files of this mod, BUT TWO!!! they are called "gamedata/configs/zones/zone_field_radioactive.ltx" adn "gamedata\configs\misc\radiation_counter.ltx". These files are required for your saved games to continue working, after you uninstalled my mod. But radiation zones will be HUGE in size, this can not be changed anymore.
Compatbility patch for Better Starting Loadouts 3.1 is included. To apply the patch, extract the "gamedata" folder in the "compatibility_Better_Starting_Loadouts_31" into your Anomaly folder. I did not change any of the setting made in Better Starting Loadouts 3.1, apart from starting armours and masks.
I allow my mod to be used in other mods, as long as I receive the nevessary credits.