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.
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
YES
Amazing! Your recent mods have been ironing out all the annoyances found in vanilla. Thanks for your continued work.
Oh man, you... you... 10/10
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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.
I second this.
what guns or scopes have memory? I cant seem to get this behaviour
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.
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
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.
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?
can't you simply change that in the controls settings???
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.
Zoom in and Zoom out actions in Anomaly are used for the wiping mask and animations toggle, respectively.
Damn, finally no annoying zoom. And why fans usually fixing these problems?
Anomaly developers are also "modders", technically and figuratively, so you can't expect them to fix everything and make a fully perfect game.
Alright but where you can find this binocular overlay though
Boomsticks and Sharpsticks
I don't quite understand what this mod does. Does it keep the last zoom value?
when you use a scope with adjustable zoom, the initial zoom level will be the lowest one instead of the highest
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?
A must have for SB2DS! Thank you for your service fellow Stalker.
finally! altho at this point I think it's muscle memory for me to immediately zoom out anytime I open binos :D
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.
Alright, forgot that this is the thing. Thanks for feedback, I'll see what I can do
Update 2 fixed the issue, thanks a bunch.
Sensational idea, it was a bit annoying in the binoculars, works perfect. Thank you very much 10/10
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.
odd. I never encountered this bug
Maybe they just didn't pay attention?
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
Thanks for the updates! 👍
LET'S GOOOOOOOW
Don't work for me
Rip
what are the keybinds?
Broooo! Thank you so much! It's SO annoying!
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
Cool, I'm trying this!