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

Got tired of manually zooming out when trying to aim with scope? This mod will fix it. When you aim with adjustable zoom scopes, the initial zoom will be the lowest one

Preview
Auto Zoomed Out Scope Aim Draw (UPDATE 2)
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Wang_Laoshi
Wang_Laoshi - - 328 comments

YES

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Minotaur21
Minotaur21 - - 90 comments

Amazing! Your recent mods have been ironing out all the annoyances found in vanilla. Thanks for your continued work.

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ST0NER
ST0NER - - 211 comments

Oh man, you... you... 10/10

---- Edit -----

I just test it, and it seems to me that this is very good for the binoculars, but not so for the rifle scope, since these have memory of the last used zoom and that would be good not to lose it.

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massimogrecoab
massimogrecoab - - 515 comments

I second this.

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TheMrDemonized Author
TheMrDemonized - - 1,055 comments

what guns or scopes have memory? I cant seem to get this behaviour

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Guest
Guest - - 690,619 comments

Don't all adjustable scopes have that feature? At least I don't remember any of them not having memory. SVD Lynx and SR-25 definitely have it.

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TheMrDemonized Author
TheMrDemonized - - 1,055 comments

So apparently, due to shader scopes mod, i have always maximum zoom when i aim with scope without auto zoom out mod. So i guess i made a solution to artifical problem

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ST0NER
ST0NER - - 211 comments

So i guess i made a solution to artifical problem

No, no... Binoculars do not have a memo and the Addon is perfect in that sense, but it would be good that it only affects them.

I do not know what Scope I has mounted on the Remington700, but maybe the subject of memory has to do with some Addon (such as BAS, for example) I do not use any addon that directly affects the scope, but I do not know if it's a vanilla characteristic.

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svbtext
svbtext - - 3 comments

do you think you could also make a mod that reverses the binds for the zooming with the binoculars? i.e. scroll down to zoom out and scroll up to zoom in?

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,172 comments

can't you simply change that in the controls settings???

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svbtext
svbtext - - 3 comments

no, for some reason there's no way to change it in the control settings. i even checked user.ltx and couldn't find anything there either.

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MarqØ
MarqØ - - 150 comments

Zoom in and Zoom out actions in Anomaly are used for the wiping mask and animations toggle, respectively.

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BadaBoom_0325
BadaBoom_0325 - - 571 comments

Damn, finally no annoying zoom. And why fans usually fixing these problems?

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Strogglet15
Strogglet15 - - 1,329 comments

Anomaly developers are also "modders", technically and figuratively, so you can't expect them to fix everything and make a fully perfect game.

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supra107
supra107 - - 78 comments

Alright but where you can find this binocular overlay though

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Mauhty
Mauhty - - 21 comments

Boomsticks and Sharpsticks

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]{oNtrAst
]{oNtrAst - - 261 comments

I don't quite understand what this mod does. Does it keep the last zoom value?

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TheMrDemonized Author
TheMrDemonized - - 1,055 comments

when you use a scope with adjustable zoom, the initial zoom level will be the lowest one instead of the highest

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]{oNtrAst
]{oNtrAst - - 261 comments

Could you make it so that when the player zooms in and out of the binoculars or sight - when re-applied - the zoom level left earlier was preserved?

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Kuez
Kuez - - 171 comments

A must have for SB2DS! Thank you for your service fellow Stalker.

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tone_82
tone_82 - - 16 comments

finally! altho at this point I think it's muscle memory for me to immediately zoom out anytime I open binos :D

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Minotaur21
Minotaur21 - - 90 comments

I'm running into an issue with the saved zoom configuration stuff from update 1. The issue was not present in the original release of your mod.

Canted sight zoom states(from BaS sights) aren't being distinguished between sights. I believe the issue is that the saved zoom state from the recently used sight is being applied to the alternate sight when switching between the two.

For example, when using a gun with both a 4x regular sight and a 1x canted sight, if you aim and un-aim with the 4x sight, then the 4x zoom state is saved as intended. But if you then pre-press the underbarrel launcher key while weapon is held at the hip in order to use the canted sight when you next aim, then the 4x zoom state is also applied to the 1x canted sight. The same happens vice versa.

One thing to note is that if you switch by pressing the underbarrel key while already aiming, then the zoom level fixes itself.

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TheMrDemonized Author
TheMrDemonized - - 1,055 comments

Alright, forgot that this is the thing. Thanks for feedback, I'll see what I can do

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Minotaur21
Minotaur21 - - 90 comments

Update 2 fixed the issue, thanks a bunch.

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alisen88
alisen88 - - 288 comments

Sensational idea, it was a bit annoying in the binoculars, works perfect. Thank you very much 10/10

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StronGV
StronGV - - 592 comments

You made so many useful mods!!! Could you fix the buggy ammo counter? For example, when you move ammo from a container to your inventory and you already have this type of ammo, there is a risk that the ammo being moved will incorrectly stack with those already in your inventory. As a result, a certain amount of ammo may be lost during the transfer, or their number may even decrease instead of adding to the ammo pack that you already had, complete absurdity! Glitched addition mostly occurs when the amount of ammo being moved is not a multiple of the value specified in the "box_size" parameter of the corresponding ammo. Sometimes it even happens that a pack of cartridges is added to a pack of cartridges at first glance successfully, but after loading / saving it turns out that the number of cartridges in the pack has rounded up to a multiple of "box_size", naturally with the disappearance of a certain number of cartridges.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,172 comments

odd. I never encountered this bug

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StronGV
StronGV - - 592 comments

Maybe they just didn't pay attention?

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TacoWithChela
TacoWithChela - - 306 comments

thank you so much for this, main reason i never used guns with dynamic scopes was this it was utterly ******** especially when you are in firefights and you are constaly using scopes

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ST0NER
ST0NER - - 211 comments

Thanks for the updates! 👍

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Quantum_Cookie
Quantum_Cookie - - 34 comments

LET'S GOOOOOOOW

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EfGe
EfGe - - 3 comments

Don't work for me

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TheMrDemonized Author
TheMrDemonized - - 1,055 comments

Rip

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Guest
Guest - - 690,619 comments

what are the keybinds?

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unknown_char
unknown_char - - 43 comments

Broooo! Thank you so much! It's SO annoying!

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eclix
eclix - - 1 comments

I have found that switching to canted sights will reset the zoom when you switch back to scope.
I fixed this by editing the save_magnification function and making it so that it will only save if the zoom_factor is > 2.

function save_magnification()
if current_obj then
local zoom_factor = current_obj:cast_Weapon():GetZoomFactor()
if zoom_factor > 2 then
saved_magnifications[current_obj:name()] = zoom_factor > 0 and zoom_factor
end
end
end

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oozish
oozish - - 320 comments

Cool, I'm trying this!

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