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.
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
Old description for 1.5.1 version :
CORE ADDON FOR ARX ENGINE FORK
Allows artefacts to weaken and recharge similar to the force fields. Makes Pels usable finally.
For description or other features ---> read Tl;DR sumary or readme inside archive
in NVG addon (newer one) click the "shader scopes compatibility" in MCM and they work happily together ...
_________ Fast CHANGE LOG:
29th of April - hotfix - I apology somehow I uploaded older version of some scripts (they work but are not 100% compatible with PBA and others) but I did reupload to bring them new more addon friendly scripts back. Big Apologies for making chaos.
29th of April:
- Changed preference and recommendation for Icons - pls use MAID icons (or Cr3pis one), deleted compatibility folder with TDlemon icons - They are incorporated and improved in MAID icons.
- new compatibility for BHS... actually it is edit from one dude called Bouchad (Cheers!) who managed to run BHS hud along ARX ... as he said "youre welcome, but again i only deleted all the others methods that idw what they do, only the method i mention (healing limbs regenerating randombly) and it worked" ... and that is enough for me, as I am not dev of BHS or any other health and limb addon.
- folder is in "compatibility" folder and has name "Limb_regen_for_health_addons__Tweaked_working_,maybe"
- if anyone finds some nicer way how to make ARX and BHS compatible - feel free to add it...
(if these changes are not touching you - you do not need update)
18th of april: quickfix, I was stupid and somehow overwrote 0b binaries. Just reuploading the proper ones.
17th of April:
Changed structure of files, updated Nitpickers compatibility patch, updated instructions
- pls read installation instructions inside addon
- shader folder was moved into db file to avoid compatibility problems, consider deleting leftover files if you are able
- BIN and DB folders are installed MANUALLY - by CUT and PASTE (do not use MO2)
- other folders are installed by MO2 - do it this way if possible
11TH of APRIL:
- NEW MCM options thx to Haruka and Maid from EFP server, Less conflicting form and more options for customization, nice!
- updated OAO patch - you need newest OAO from ARTI´s github repo ( find it here ! : Github.com )
7th of MARCH:
- arszi.psi.script added in highly modified form (it is vanilla script. PBA compatibility inbuilt)
- Artefacts with negative psychic atributes are now not so strongly negative against player psi health regeneration
- psychic health disorientation effects might start a tiny bit later, not immidiately
- new MCM options (thx to development from Escape From Pripyat devs - MAID and HARUKA)
- better psi resist helmets can very slightly influence positive Psychic regeneration (small effect)
- some new development from Demonized and some arte values tweaked
PLS do update
DISCLAIMER 1:
This Engine fork has been blessed from Feel Fried himself, who is full time staff of anomaly server - so these files are safe and sound.
DISCLAIMER 2:
This Engine fork & addon´s binaries should support every other addon that is using custom binaries up until this date (binaries 0a). So you can use Shader based 2D scopes + FDDA + DLTX + DUTY expansion etc. ....with ARX – just use binaries (BIN) from this addon.
DISCLAIMER 3:
there are 2 variants of binaries - CHoose only one.(Duh) One of binaries has pre-requisite: Moddb.com
The other folder (0b) has binaries these are used if you play without shader based scopes and without Duty exp.
(I will ask somebody to provide 3rd type of binaries for ARX + Duty expansion but without shader based scopes)
(choose only one Binaries)
_________ Tl;Dr version (WHAT THIS ADDON DO !!! ):
(... of what this addon do and why you definitely should use it)
_____________INSTALLATION_____________
........
_____________INSTALLATION of UI for ARX engine_____________
At the current moment ARX has only compatibility patch for this addon:
2. Use Compatibility Patch from folder „UI compatibility for Nitpicker´s stats display"
Now you have all artefact class – related stats displayed properly !
J.
_____________COMPATIBILITY_____________
IN-BEFORE ANYTHING – DISCLAIMER:
*** BIG NOTE: Some of "older" artefact addons can be rewritten on values-side to be compatible with new engine fork. Looking at remarkably high quality of addon from xGranadier / Voidpancake and addon from HedorahBanno it would be real blessing for whole community.
.................................................................
Some compatibility files are provided in "Compatibility“ folder
E.g. Currently for:
NEW MUTANT ICON PARTS AND MEAT 1.5.1
(Moddb.com)
or compatibility for OAO - produced by MANZMNL
Moddb.com :
Link to OAO:
Github.com
(use github link, github´s versions are up to date)
Smaller artefact addons, especially those that are working with junk artefacts, should not only be compatible, but they are welcome addition to this addon. A small example is:
PERK BASED ARTEFACTS ARE COMPATIBLE WITH ARX
Link: Moddb.com
And so is ARTEFACTS VARIATIONIZER addon (compatible with ARX):
Moddb.com
___________Direct CREDITS___________
Feel Fried - Co-Creator and idea father of engine patch/fork, author of "YET ANOTHER ARTIFACTS DEGRADATION 1.5.1" + support for my effort
Tronex & CoC team - credits for part of the code for degradation mechanism
Demonized - important Author; tbh provide a lot of scripting and improving existing scripts, real chad !!!
- Provided script tool for allowing dealing passive damage per time + tool for "dealing" thirst + + scripting solution for correct degradation of pelts attachments and ongoing support
Grokitash "Grok" - provided formula for curve for effective values + support
Xcvb / Bvcx - provided diagnostic tool for measurement + facultative support
Tronex, Arszi, RavenAscendant, Cr3pis & KronQ- provided ongoing support
KronQ - big help with descriptions
Cr3pis - nice preview picture is from him
TheVoidPancake - big motivation from his side - his balance initiative project helped me to stay motivated
Vladius20142013 - RUS translations, big thanks !
Manzmnl - produced compatibility patch for OAO - Outfit Attachment Overhaul
Haruka & Maid - active contribution to ARX platform
_____________Longer description + ARX SIGNPOST_____________
Coming soon (or see readme file inside archive)
...............................................................................
ARX SIGNPOST:
ARX CORE ADDON: IT IS THIS ONE, bro ;)
ARX MODULE 1: ARTEFACT SPAWN SYSTEM Module
Link:
ARX MODULE 2: BALANCE FIX Module (actor diff., anomalies, selected monsters)
Link:
_____________Future plans a.k.a. To do list ( not only for us ;) )_____________
2. Artefacts are not really used in crafting or "double" merging (e.g. speaking of pelts or special artefacts) so we see there is certain potential, that can be tapped. It might will happen in future.
3. (new) make proper non-bugged port of this addon
Moddb.com
4. (New, ty K.) Make artefact UI extension for inventory bars designed to show bullet and anti-mutant rupture protection. Elaborate BlackGrowls idea, if possible.
......................................................................................................................................................................
In name of all authors:
We wish you smooth and rewarding hunting, stalker!
Average
9.285 votes submitted.
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
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.
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?
same problem
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
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.
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?
I have sent you direct message + I will answer your questions here.
can't download any new mods since yesterday. Old ones fine. but anything uploaded since yesterday gets the same odd error message....
I provided direct download link to Gdrive
thanks buddy!
This addon is compatible with modded exe by Demonized right? the one that mixed 2d shader scope and dltx?
yes
Here is link to direct download from G Drive (I will provide it as temporary solution):
Drive.google.com
ty for link
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
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.
Compatible with Moddb.com ?
Likely no since this modifies mutant parts (you probably don't need that mod with this one honestly)
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.
Update has been produced. Compatibility file for TDlemon´s addon has been put into "Compatibility folder"
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.
TY for kind words :)
is it compatible with patched executables?
yes, it should be the newest possible version
So the installation path is:
other addons + scope addon + DLTX + ARX ??
do I really need to install a scopes addon?
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
Can I please get a TLDR on this?
Please Anyone?
Do I need to toggle on the artifact degradation for it to work?
Artefact degradation and recharging is inbuilt feature. It work automatically.
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%
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 ?
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
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.
customization options would partly fix that problem.
I play with the health system and I die before I can even notice artifact degradation, lol
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.
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.
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.
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
Addon was updated. Moddb is still down. Pls use G drive to download.
- description was updated & folder "compatibility" was updated
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?
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
"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!
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.
Огромное спасибо за столь прекрасно проработанный мод) Я сделал перевод на русский язык. Прилогаю файл перевода. Закинуть в gamedata/tex/rus.
Disk.yandex.ru
Сомневаюсь, что автор тебя поймёт, да и на данный момент тут переводить то нечего.
У некоторых артов новые свойства, медуза и выверт вообще с нуля переделаны)
Большое спасибо за неожиданную помощь. Я ценю это. Спасибо за добрые слова.
(Писал переводчиком, к сожалению русский еще надо выучить :))
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
New update is up, I will reupload again cos I forgot to put you into credits :)
Anyway, I am grateful for your contribution :)