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.
Base Skills Pack for Experience Framework mod. This mod adds 23 skills in framework. [READ DESCRIPTION PLEASE]
This mod is a skill pack for the Experience Framework mod that can change your usual gameplay in the Anomaly. The inspiration for creating these skills was such series of games as Fallout, Cyberpunk 2077, The Elder Scrolls and others. At the moment there are 23 skills in the pack. See the skill list below.
Compatible with mods like a Anomaly Skill System and Skills Expansion 2.0 and other. Write in comments or PM me if you have any problems.
Use the Mod Organizer or extract the contents of the folder "00 Main" to the root directory of the game in the "gamedata" folder.
Before deleting a mod, use the "Safely delete mod" option in Experience menu -> Base Skills Pack -> Settings and follow the further instructions that are described in the tooltip of this option.
Starting from version 1.1.3, added the option to dynamically change the parameters of most skills in the Experience menu.

Credits:
History:
v1.2.2 Update 2
1. Not Today:
- fixed a crash after rebirth when using demonized_time_events.script
v1.2.2 Update 1
1. Treasure Hunter:
- Now, when closing the trading menu, the previously turned on metal detector will turn back on.
v1.2.2
1. Starting from this version, the mod will only work on the framework version 2.0 or higher. The old version 1.2.1, for Experience Framework 1.5.2, is in the archive.
2. Lucifer's wrath:
- Fixed spontaneous activation of a skill when trying to talk to an NPC.
3. Expert Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles:
- Now, when learning these skills, the damage value will change in the description of the weapons.
v1.2.1
1. Attempt to fix a crash related to dealing damage with artefacts from the PBA v2 mod
2. Treasure Hunter:
- added support for shovels from the More Melee Features mod
v1.2
1. Removed Fortune Finder skill
2. Added installation support via Mod Organizer
3. Added new skills: Treasure Hunter and Lucifer's wrath
4. No Rules:
- Instant reloading now works correctly if an upgrade was installed that changes the caliber of the weapon.
5. Scrounger:
- Overhaul and rebalance of the skill.
6. Minor fixes and changes in the code
v1.1.4a
1. Added compatibility with Perk Based Artefacts v2
v1.1.4
1. Added compatibility with Experience Framework version 1.5
v1.1.3
1. You can now adjust the settings for most skills in the MCM menu. Requires Experience Framework version 1.4.2 and above!
2. Skilled:
- At the last level of the skill, there is a small chance to double the bonus from the skill per action.
3. Not Today:
- Added an option to reset cooldown in the MCM menu.
4. No Rules and Adrenaline:
- Added ogg comments to the proc sounds for these skills.
v1.1.2
1. Added the ability to disable each skill in the MCM menu (requires a save reload!).
2. Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles skills:
- Fixed a bug that allowed getting weapons in perfect condition from NPCs at the last level of the skill.
3. No Rules:
- Increased skill proc chance from 8% to 20% per level learned.
v1.1.1b
- possible fix (Crutch) "experience_baseskillspack.script:645: attempt to index a nil value"
v1.1.1
1. Removed from the mod "weight.script" and "speed.script" because Experience Framework since version 1.3.7 already has these scripts.
2. Craftsman:
- This skill now affects items that were added via 'workshop_autoinject.script'
v1.1a
1. Renamed "Knows her worth" skill to "Knows his own worth"
2. Not Today:
- Changed the monkey patch for Perk-Based Artefacts
v1.1
1. Added new skills: Not Today, Knows his own worth and Hardy
2. Sniper skill and Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles skills:
- These skills now correctly deal damage
3. Master Hunter:
- Increased the chance to find an additional mutant part that can be cut at each skill level
4. Adrenaline:
- Increased health threshold for skill activation from 35% to 40%
5. Toughness:
- This skill now only reduces damage from strikes, fire wounds, and explosions
6. Skilled:
- There is now a chance to gain 200% experience per action at the last level of the skill
7. Vampirism:
- This skill now restores health when it hits an enemy, regardless of the damage dealt
- Reduced the amount of health restored at each skill level
8. No Rules:
- Slightly changed skill icon
v1.0.3a
1. Fortune Finder:
- Changed and added new MCM settings to customize this skill
- Increased the number of additional items in caches for each level
v1.0.3
1. Added MCM settings for Fortune Finder and Scrounger skills to adjust their balance. These settings are found in the Experience Framework MCM Settings (requires Experience Framework v1.2.1 or higher)
2. Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles:
- Reduced chance to drop weapons from NPCs from 10% to 8%
3. Master Hunter:
- This skill can now only create one additional mutant part
4. Craftsman:
- Increased the minimum required character level to learn this skill from 14 to 24
5. Fortune Finder and Scrounger:
- Slightly changed how this skills works
v1.0 Release
1. Added icons to all skills by DemVort
2. Vampirism:
- increased the required character level for the first research from 20 to 32
- increased health recovery per level from 2% to 3%
3. No Rules:
- increased the required character level for the first research from 17 to 29
4. Strong Back:
- Fixed a bug due to which the skill stopped working after reloading the save
5. Expert Pistols, SMGs, Shotguns, Assault Rifles and Sniper Rifles:
- increased chance to drop weapons from NPCs from 6% to 10%
6. Lead Stomach:
- increased required character level to learn each level
7. Medic:
- increased required character level to learn each level
v0.9 Beta
Average
1065 votes submitted.
Hello! Which button should be pressed to test the experience? And I didn't find it.🤣
Default 'J' key
Thank you!
Does not work. Please help me click J and nothing happens :(
Have you installed Experience Framework? Check description please.
Oh sorry 😊... I didn't notice, I just downloaded your addon and installed it🤣. Thanks for the tip, I'll install it right now and report back)
Я только щас понял, что ты на русском пишешь 🤣. У меня теперь такая проблема:(
LUA error: ...nomaly\gamedata\scripts\experience_baseskillspack.script:1670: attempt to index global 'ui_mcm' (a nil value)
Смотрю вы не любите читать описания)) Для фреймворка нужна версия Аномалии 1.5.2 и вот это - Moddb.com
Та читаю и туплю конкретно 🤣. Самое интересное, версия у меня 1.5.2 и вот этот конфигуратор тоже стоит
странно, щас все заработало, хотя ничего не делал. Зона, мать её ..
Hey, I suddenly stopped getting XP from stalker and mutant kills. Could you help me, please?
Nvm, it was conflicting with another mod. My apologies and tremendous work.
11.51/10
hey i using EFP and they have their own ammo crafting system, can you make it so your crafting skills work with their ammo crafting system?
Sorry, but I don't have time to download the modpack and, moreover, spend time studying the files. If someone provides me with the files that are responsible for this ammo crafting system, then I will add support.
Github.com this the mod that responsible for the ammo crafting system
Ok I'll add support in the next update. Thank you!
Ah....
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...bin/..\gamedata\scripts\experience_baseskillspack.script:645: attempt to index a nil value
I have no idea what the problem is. Under what conditions does this error occur? Do you use mods that change the workbench in some way? Can you send me the full log file with crash? Discord: @Orleon#8252
I play game with efpv4 and lots other mods, so I think the log
was unuseful, I don't know whether problems related to efpv4
I edit the code fragment like below and the crash was fix, but the skill looks like ineffective:
for i=1, #owner.recipes do
for ii=1, #owner.recipes[i] do
for iii=1, #owner.recipes[i][ii] do
if not owner.recipes[i][ii][iii] == nil then
local old_count = owner.recipes[i][ii][iii][2]
local new_count = old_count - self.items_count
owner.recipes[i][ii][iii][2] = new_count < 1 and 1 or new_count
end
end
end
end
Made a possible fix for this, try it out and let me know if it doesn't help.
I tried, The crash still exist
So, I think owner.recipes[i][ii][iii] was nil, not owner.recipes[i][ii][iii][2].
I added additional checks to the function. If the skill does not reduce the number of crafting items for some recipes, then alas, I can’t help. I have no idea what the authors of EFP did with the workbench. There is no such problem in vanilla game and GAMMA modpack.
OK, no matter what this mod is great
Seems to work, good job
Мод очень классный 10\10. Хотелось бы узнать, как можно изменить число очков за опыт? в первых версиях такой параметр был, я ставил себе 2 очка, в последних 2 или 3 версиях найти уже не могу :)
Если вы про очки навыков то ищите опцию в mcm меню.
да, нашел, извиняюсь :) сразу не заметил - не промотал вниз до конца :)
Really like the mod. Can I get a better description of what counts as a sniper rifle, assault rifle, or smg? Battle rifles and carbines are kind of in a grey area. For instance, what is the sks, scar, or fal? What about the aks? and do the skills apply to modded weapons?
Look in the item spawner in debug mode to see what categories the weapons are in. For example, SKS is a sniper rifle, and heavy machine guns such as RPK or RPD are assault rifles, etc.
Anyway to make a version that works with the other two skill mods and when doing so deactivates the skills from this mod that overlap? Or anyway I can just do that myself?
Не понял, как это сращивается с ФреймВорком
antivirus detects a threat when trying to download.
VirusTotal didn't find any problems Virustotal.com
Just some skill/perk/etc that I would love added but am honestly too lazy right now while working on my modpack to get to. I might eventually but figured I could share this here and another place in hopes of one of you two maybe accomplishing it before I do.
Mediafire.com
I also have no particular desire to do additional skills. BSP I made in order to demonstrate the work of the framework.
Gotcha!
О! вот это обновление!
А вообще возможна опция: "получать столько базового опыта за ремонт, сколько процентов было починено"?
Нет, но идея неплохая, реализовать думаю можно)
Is there a way to get rid of the slow mo and money sounds
Alert sounds can be disabled in the MCM menu of the framework.
What slow mo are you talking about?
Slo-mo might be from More Melee Features addon.
Sorry I tried to add more damage resist type to toughness, but my skills all gone now, any ideas?
Only happens when I receive damage/die walking into an anomaly, v7 works flawlessly, just v8 and v9.
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: ...maly/bin/..\gamedata\scripts\perk_based_artefacts.script:6174: attempt to index local 't' (a function value)
Hey, can the author request an update to support the latest artefacts overhaul{perk artefacts2.1 }
OK, I will take a look
I re-uploaded, try the new version
Thanks a million。The game will no longer crash when death triggers
Hi, I have a description problem with this mod, when i'm in game, I press "J" to open the experience screen menu, the description is unreadable, can you explain me how to fix this? :)
Can you send me a screenshot?
hello Author, need help. please take a look at this, got this error when attaching any attachment into attachment slot
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: c:/efp\gamedata\scripts\perk_based_artefacts.script:6179: attempt to index local 't' (a function value)
stack trace:
using PBA v 2.1, exp framework 1.5.1, and latest base skill pack
Base Skills Pack does not patch PBA for attachments. Apparently some other your mod patched perk_based_artefacts.script for old version PBA.
Master Hunter at max level is not working for me. No extra parts without the Hunter's kit. It's a conflict or something?
How did you define it?
This skill has no conflicts.
It works fine for me.
The skill description at max level say that Hunter's Kit is not required but i'm not getting extra parts without it
This skill, at the first interaction with a mutant with a certain chance, which is indicated in the description, adds one part to the mutant inventory loot list.
This skill does not affect the base bonus of getting an additional part when a Hunter's kit is equipped, and separately calculates the chance to get another part.
Oh ok ok, my bad. I misundestood the description. Thanks for answer and thanks for the mod btw. Great job
I tried the newest version, and the Treasure Hunter gimmick is cool, but the rewards are kinda lame. Even if it's technically free stuff, it's disappointing when you dig stuff out and all you get is a few grams of silver.
Glad you liked it.
Closer to the center of the Zone, the treasures are richer.
Yeah I definitely enjoy the idea, don't get me wrong. However, I think you misunderstood what I mean with the silver example.
It just feels like I'm digging up straight rubles instead of interesting loot like devices, artifacts, etc. (Even if it's questionable how much sense that would make)
I was afraid to add artifacts, weapons and other items to the loot list, because this can greatly harm the balance in the game.