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

VERSION 1.5.2. of ARX is published on Main Anomaly Discord Server. GO GET IT THERE. Allows artefacts to weaken and recharge similar to the force fields. Makes Pelts usable finally. Changes engine itself, repairing big chunk of broken gameplay caused by code mistake in engine. This addon is one of big developmental milestones of Anomaly. Produced by collective of authors. Read readme

Preview
ARX - Artefact & Anomalies Restoration eXperiment
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Jurkonov Author
Jurkonov - - 375 comments

Newest upload - my bad, in former update I fu**** up one file upload - OAO compatibility file for attachments - if you do not need it - you do not need update! it is only change

Small fixes on 23rd of january:

- Jellyfish gives slightly smaller psi penalty

- lowered degradation on few more non-plate attachments + few more small-time tweaks

23rd of JANUARY

- fixed kevlar improved values (thx for report K.), lowered degradation of all attachments, buffed few of them slightly

- added experimental UI Nitpicker stat display compatibility file - shows more real outfit protections too

23rd of JANUARY - users of ARX engine -

- main script changed to provide recharging also for artefacts from ARTEFACTS VARIATIONIZER addon: Moddb.com

Balance changes:

Pelts - additional anti-bullet buffs

Top tier ballistic Artefacts - slight nerf

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#Dark#
#Dark# - - 8 comments

как называется сервер и канал дословно на котором можно загрузить Arx 1.5.2 зашел на S.T.A.L.K.E.R. Anomaly но там нет канала " ONLY-addons-no-Questions" . помогите загрузить.

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PossuM
PossuM - - 322 comments

Damn servers won´t let me DL :-/ Out of curiosity, is it possible to install only the dmg formula fix for compatibility with current installs?

And I dont understand the dependency on Moddb.com, at what part does tacticool scopes come into play here? Did you mean to link to Moddb.com?

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hekawa
hekawa - - 54 comments

same problem

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Jurkonov Author
Jurkonov - - 375 comments

Answer is yes. I will update description a bit to make clear what is doing what.
SRC folder is engine file. Degradation/Recharge is in script file. It is however good to know that basic balance from core of addon/main addon is done with degradation and recharge in mind.

Also yes. Oh Chesus Mordina! This is what I have for posting in depth of night.
I really mean this addon as hard prerequisite. I updated description.
This one: Moddb.com

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AVEismaschine
AVEismaschine - - 264 comments

PossuM hekawa

Use the Mirrors button, the first mirror on most mods are broken recently, but the rest work just fine. Hope this helps.

Edit: Thanks for the downvote whoever. It works for me on anything that fails to download lately, just trying to help others out given I only found it by chance.

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Noxilian
Noxilian - - 65 comments

Very cool sounding mod. Also having the same problems with downloading at the moment, but I think that's just ModDB having issues.

Just a question, how does the relative balancing of anomaly damage feel compared to vanilla? I'm just curious, because I modify the "actor.ltx" file to adjust anomaly damages I felt were a bit ******** in vanilla (specifically about 33% nerf to burn damage, and 15% nerf to electric damage). Would that still feel roughly the same with this mod, or does this mod already change how much damage those do, and possibly make my tweaks cause those damage types to feel too weak?

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Jurkonov Author
Jurkonov - - 375 comments

I have sent you direct message + I will answer your questions here.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,099 comments

can't download any new mods since yesterday. Old ones fine. but anything uploaded since yesterday gets the same odd error message....

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Jurkonov Author
Jurkonov - - 375 comments

I provided direct download link to Gdrive

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,099 comments

thanks buddy!

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AyeBlin
AyeBlin - - 364 comments

This addon is compatible with modded exe by Demonized right? the one that mixed 2d shader scope and dltx?

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Jurkonov Author
Jurkonov - - 375 comments

yes

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Jurkonov Author
Jurkonov - - 375 comments

Here is link to direct download from G Drive (I will provide it as temporary solution):
Drive.google.com

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hekawa
hekawa - - 54 comments

ty for link

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Jurkonov Author
Jurkonov - - 375 comments

Big artefacts are already changed to some degree.

To give example - you do not need container for jellyfish, cos it is not iradiated, but is makes you very slightly thirstier than usual.

I need to put it into description, posted it in night.

I went through every artefact not only gave them new values to work with new system but also reworked 6 artefacts (jellyfish, Wrenched, Empty, Full Empty, Goldfish and Lantern (former firefly). 2 junk artefacts got minor protective traits.

In general, tendency is to promote mixing of artefacts where artefact´s negative atributes are overbalanced by another artefact´s positive atributes. You should be able to mix artefacts to get strong positive benefits.

Only thing I apology for is the UI, that is not yet ready for new system. It will show you wild numbers but the level of protections should be between vanilla and AR addon. That is better than vanilla. While degradation/recharge is allowed.

Unlike vanilla or any other Artefact system, this fixed engine + rebalance addon allows for custommization of every single aspect.

So If you ask me here or on discord - I can help or point you where is what

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DokBrok
DokBrok - - 23 comments

First of all, I want to thank you for the work you put into this. Much appreciated.

"2 junk artefacts got minor protective traits."

As far as I know, junk atrtefacts are in file "items_artefacts_junk.ltx", and that is not included in the mod. So currently we don't get your edits of the junk artefacts.

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skvll
skvll - - 30 comments

Compatible with Moddb.com ?

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owencraig08
owencraig08 - - 21 comments

Likely no since this modifies mutant parts (you probably don't need that mod with this one honestly)

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Jurkonov Author
Jurkonov - - 375 comments

I think this is just icon addon, my addon do not touches icons.

But it turns out he edit the same file as me.

If you need - you can produce compatibility file with winmerge super fast.
I will publish compatibility file in compatibilities too soon enough.

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Jurkonov Author
Jurkonov - - 375 comments

Update has been produced. Compatibility file for TDlemon´s addon has been put into "Compatibility folder"

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owencraig08
owencraig08 - - 21 comments

I was like "Why is there no difference in the artifacts stats? OH because they are similar to my personal tweaks!" Excellent job. Now artifacts are rare treasures that truly grant you strength to dig deeper into the zone. Not pretty rocks to dump into Sakharov.

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Jurkonov Author
Jurkonov - - 375 comments

TY for kind words :)

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be‎rtㅤ
be‎rtㅤ - - 105 comments

is it compatible with patched executables?

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Jurkonov Author
Jurkonov - - 375 comments

yes, it should be the newest possible version

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Rathians
Rathians - - 48 comments

So the installation path is:

other addons + scope addon + DLTX + ARX ??

do I really need to install a scopes addon?

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Jurkonov Author
Jurkonov - - 375 comments

Our team of authors added alternative binaries for people who do not need/want to play with other engine addons.

So with alternative binaries the instalation path is:

other addons + ARX core + (optional) Arx modules

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PRinceBhai
PRinceBhai - - 500 comments

Can I please get a TLDR on this?

Please Anyone?

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LazyShady
LazyShady - - 144 comments

Do I need to toggle on the artifact degradation for it to work?

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Jurkonov Author
Jurkonov - - 375 comments

Artefact degradation and recharging is inbuilt feature. It work automatically.

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LazyShady
LazyShady - - 144 comments

So it should be no problem then.
Is there a way to reliably track the current artifact's condition? UI always shows condition at 100%

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Jurkonov Author
Jurkonov - - 375 comments

wdym ? Artefact effectivity will weaken (e.g. during fight) then It will recharge to 100% ...
But in-between when is in its weakened state its effectivity will be under 100% and will slowly recharge if under certain threshold (default value is 85%)

Or you mean something else ?
Or you would like some other feature to be present ?

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LazyShady
LazyShady - - 144 comments

My bad, forgot to install the compatibility patch. All works fine now

I'd like to see the ability to customize degradation/recharge speed in MCM menu

P.S. Is it possible to make a compatibility patch for Grok's body health system, make artifacts with health regeneration also heal our limbs

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Rathians
Rathians - - 48 comments

That is a good idea but it would be necessary to review the balance so that it does not become too easy, as there are few artifacts with that characteristic and that they are completely exhausted so as not to abuse them.

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LazyShady
LazyShady - - 144 comments

customization options would partly fix that problem.
I play with the health system and I die before I can even notice artifact degradation, lol

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Jurkonov Author
Jurkonov - - 375 comments

This is very good feedback. Very neccesary. I will pass this feedback to Grok, as he is one of contributing co-authors.

As for ballistic artefacts, there is a value change considered
for correction factors for hit events -->["fire_wound_immunity"] ... and new value might be 0,55 or 0,5 ... 0,55 is more probable candidate.

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LazyShady
LazyShady - - 144 comments

If Grok can make it happen, that'll be fantastic cus that'll fix mid/end game problem with his Health system - using health kits and bandages only to restore limbs cus health regen does nothing.

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Jurkonov Author
Jurkonov - - 375 comments

I consulted with Grok and it seems that issue it actually quite technically demanding for coding. I might be even bordering with possibilities of what can actually code do.

It seems that we might need to take this issue to the coder channel and hope somebody can come up with something. Cos right now it do not look good.

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LazyShady
LazyShady - - 144 comments

Could there be a workaround? There is an option to passively restore permanent health points each X seconds(which is disabled by default). I thought you'd simply write a scrip using certain thresholds to activate said function to set the timer

Either way best of luck in solving this problem

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Jurkonov Author
Jurkonov - - 375 comments

Addon was updated. Moddb is still down. Pls use G drive to download.

- description was updated & folder "compatibility" was updated

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PossuM
PossuM - - 322 comments

Can I just keep using the module Moddb.com instead of choosing new spawn system from this file? Asking cause I edited some stuff there

btw the preview gif is really nice

edit: let´s say I want a balance where it takes artis more like "days" than "minutes" to restore energy, can you tell me what to change? Looking at the script I´m not sure, probably smth here?

local arti_timer = 0
local arti_s_timer = 0.05
local restore_step = 0.00025
local restore_point = 0.85

also what do these values do
-- correction factors for hit events ["wound_immunity"] = 0.6,

is it about how much they lose on hit or how effective the artis are?

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Jurkonov Author
Jurkonov - - 375 comments

local arti_timer = flag to start restore
local arti_s_timer = restor step time
local restore_step = restor step amount ( per step )
local restore_point = arte condition which triggers restore

correction factors for hit events ["wound_immunity"] = 0.6
= multiplier on artefact degradation caused by hit ...
---> it does significantly influence how much they lose on hit

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Jurkonov Author
Jurkonov - - 375 comments

"Can I just keep using the module Moddb.com instead of choosing new spawn system from this file? Asking cause I edited some stuff there"

Answer - of course

Preview gif = artwork is from Moddb.com
Big Chad!

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Jurkonov Author
Jurkonov - - 375 comments

Days vs. minutes ... change local arti_s_timer & local restore_step

You might need to put correction factors lower a bit. It will make artefacts stronger.

It is interesting idea - if you can, pls give us feedback how it went.

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vladius20142013
vladius20142013 - - 26 comments

Огромное спасибо за столь прекрасно проработанный мод) Я сделал перевод на русский язык. Прилогаю файл перевода. Закинуть в gamedata/tex/rus.
Disk.yandex.ru

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LazyShady
LazyShady - - 144 comments

Сомневаюсь, что автор тебя поймёт, да и на данный момент тут переводить то нечего.

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vladius20142013
vladius20142013 - - 26 comments

У некоторых артов новые свойства, медуза и выверт вообще с нуля переделаны)

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Jurkonov Author
Jurkonov - - 375 comments

Большое спасибо за неожиданную помощь. Я ценю это. Спасибо за добрые слова.

(Писал переводчиком, к сожалению русский еще надо выучить :))

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vladius20142013
vladius20142013 - - 26 comments

Slightly modified the translation, as I wrote in the evening and there are a couple of flaws)) . I attach the translation file. Also throw it into gamedata/text/rus if you need to confirm the replacement. I noticed that according to the description, the Vyvert does not emit radiation, although it is a little phonetic in the config itself). Sorry I didn't translate the previous comment, I forgot)

Disk.yandex.ru

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Jurkonov Author
Jurkonov - - 375 comments

New update is up, I will reupload again cos I forgot to put you into credits :)
Anyway, I am grateful for your contribution :)

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