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

This is a fork of Grok's Body Health System (BHS). The healing works differently (slow heal over time), artefacts can heal body parts, painkillers have extended functionality (EFT like) and medical items are overhauled specifically for this healing system. Compatible with Anomaly 1.5.1., text is just in english. No russian translation yet.

Preview
BHS evolution
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bvcx
bvcx - - 2,136 comments

The amount of work done is admirable, especially in a BHS script which I'm even scared to read, let alone change it xd

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DokBrok Author
DokBrok - - 23 comments

Thanks a lot :-)

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dmitriykrasnikov92
dmitriykrasnikov92 - - 7 comments

Hello, this addon is compatible with ARTEFACT OVERHAUL 1.0.4?
Здравствуйте, этот аддон совместим с ARTEFACT OVERHAUL 1.0.4?

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DokBrok Author
DokBrok - - 23 comments

There are no conflicts. However, currently artifact healing of body parts only activates for those artifacts that have bleeding reduction in vanilla.
I can easily add a compatability patch in the next version.

If you don't want to wait for that, the artifact entries are in zzz_player_injuries.script starting at line 185. There you can add entries for artifacts that should help heal body parts.

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platoon1993
platoon1993 - - 230 comments

This sounds like a good addon, but amount of conflicts I might have scares me.

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reter
reter - - 615 comments

Can you make so that torniquet fix your broken leg and bandages actually only fix the bleeding? i can't think about a bandages that can fix your leg.

Also, i think many people will exploit the sleep to fix legs feature, if you can remove or just deselect that feature in mcm would be great (or let us sleep 12 hours instead of 1 that's unreasonable)

the overall is great tho

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DokBrok Author
DokBrok - - 23 comments

I can add an option for that.

My decision for the bandage to fix a broken leg is based on my gameplay experience. Early game, one cat bite is enough to break your leg. I did not want to change the early game healing economy, which is that bandage + medkit fixes you up.

As for how a bandage can fix a broken leg: In DayZ you can craft a splint from a bandage and some sticks. So just imagine you take some sticks from the nearest bush. That is what I had in mind.

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reter
reter - - 615 comments

wow just one cat bite can broke your leg? are you playing with some other addons that edits damages or maybe you're playing with protection set to poor? have you considered to lower the bhs script damage values a bit?

Anyway should be fair enough if the cat is biting you early game (with poor equipment), is not that fair if that's with some SEVA suit or similar equip.....

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DokBrok Author
DokBrok - - 23 comments

I play on hard difficulty, with standard settings.
A cat bite takes about half your health when you are wearing just your rookie leather jacket. A broken leg for half your health gone seems about right.

I did not edit that part of BHS, Groks BHS does exactly the same thing.

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DokBrok Author
DokBrok - - 23 comments

Added as an MCM option in the latest update.
It's a quick and dirty implementation though. The functionality is there, but the text of the items is not changed.
Also, if you change that option you need to exit the game and reload your save for this to take effect.

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TheWorstDude
TheWorstDude - - 81 comments

New game needed ( even if I have GBHS already ), ain't it?

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PossuM
PossuM - - 322 comments

I´d try if I were you, probably gonna crash on load with all the changes but if it doesn´t crash you´re golden

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DokBrok Author
DokBrok - - 23 comments

No new game needed. Should be fine to just overwrite the GBHS files. Only side effect is that traders will not have some items until the next restock.

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be‎rtㅤ
be‎rtㅤ - - 117 comments

is it compatible with weapon sway?

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DokBrok Author
DokBrok - - 23 comments

Weapon sway is from bvcx, and the code that handles weapon sway in this mod is also by him. I would guess it is compatible.

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bvcx
bvcx - - 2,136 comments

Not really ;p It's a more complex version of BHS sway and since both addons use camera animations it's unfortunately necessary to merge, will need a patch ;[

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lsandoval0000
lsandoval0000 - - 104 comments

So seems this addon is only for dx11 r? with dx11 I got no problem, but I play on dx10 cause on some story quest (the final one) game just crash if I am on dx11 but no with dx10 xD

FATAL ERROR

[error]Expression : D3DX10GetImageInfoFromMemory(S->pointer(),S->length(), 0, &IMG;, 0)
[error]Function : CRender::texture_load
[error]File : ..\xrRenderDX10\dx10Texture.cpp
[error]Line : 405
[error]Description : Unspecified error

[error]Arguments : d:/soporte/stalker anomaly\gamedata\textures\ui\ui_actor_hint_wnd.dds

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DokBrok Author
DokBrok - - 23 comments

I can reproduce the error. I must have saved ui_actor_hint_wnd.dds in the wrong format after editing it.

Fixed, I uploaded the new version.
For the record: the right way to save .dds is with the DXT5 algorithm. At least when you want maximum compatibility.

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lsandoval0000
lsandoval0000 - - 104 comments

Thanks :D

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PossuM
PossuM - - 322 comments

The BHS changes are some interesting stuff, also the way painkillers work now. I will try it in my next game. One request, could you make "Damage resistance indicator." also as a standalone? That would be a useful fix for everybody to have

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DokBrok Author
DokBrok - - 23 comments

Yes, I can make that a standalone mod, no problem.

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TacoWithChela
TacoWithChela - - 306 comments

is compatible with this mod? Moddb.com

Edit: nope is not compatible causes crash with this:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/juegos/anomaly\gamedata\scripts\actor_effects.script:1049: bad argument #2 to 'pow' (number expected, got nil)

stack trace:

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DokBrok Author
DokBrok - - 23 comments

My changes to the actor_effects.script are not integral to the mod working. It's just some effects of the painkillers. The main thing that is in there is active painkillers preventing you from dropping your weapon.

As a temporary fix, you can simply not use my modded actor_effects.script and use a standalone mod to disable weapon dropping if that annoys you. At least I hope that fixes it.

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TacoWithChela
TacoWithChela - - 306 comments

i actually have this mod installed Moddb.com which basically prevents to drop your weapon too so i might give it a test

Edit: works just fine with EFT medical interface for Groks bhs by removing actor_effects file

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Arcanforge
Arcanforge - - 81 comments

but actor_effects.script does not conflict with EFT medical interface for Groks bhs...

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TacoWithChela
TacoWithChela - - 306 comments

i give it a try without this mod but tbh i really like EFT medical interface health sistem in the inventory instead of the one in the hud, is more immersion friendly and way better than having it on the hud, i really hope you make a patch for this addon

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justawarlus
justawarlus - - 10 comments

This sounds really cool, but how does it differ from FAMINE: Moddb.com and TRAUMA: Moddb.com. I use a combination of the 2 but given the amount of work you've done, I'm considering a switch.

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DokBrok Author
DokBrok - - 23 comments

I have not used FAMINE and TRAUMA myself, just had a quick read of the description. Those two mods aim to make the game harder. My mod is basically Grok BHS made a bit easier.

Compared to Grok BHS with FAMINE and TRAUMA, my mod will definately be easier.

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PythonRenér
PythonRenér - - 74 comments

I really appreciate your work, this time I will pass

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Guest
Guest - - 690,282 comments

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mareksokolll2
mareksokolll2 - - 18 comments

so after trying this mod I saw some problems at the moment just two but who knows could be much more so when ni was in Cordone location-neutral soldier who give me jobs had a problem choosing his short AK weapon after when I killed him and took his short AK and tried to choose it I couldn't AK was still in my back bag

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hekawa
hekawa - - 54 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...lker anomaly\gamedata\scripts\zzz_player_injuries.script:1692: attempt to compare number with nil

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hekawa
hekawa - - 54 comments

This error started popping up intermittently.

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DokBrok Author
DokBrok - - 23 comments

Thanks for the report, should be fixed in the new version I just uploaded (1.03).
Sorry about that, apparently I didn't playtest enough.

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gobravo
gobravo - - 144 comments

Work with 'Modern UI'?

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DokBrok Author
DokBrok - - 23 comments

Code for UI was not changed. Anything that works with Groks BHS should be compatible.

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BUZZ_
BUZZ_ - - 13 comments

Expression : SG
Function : CRender::model_CreateParticles
File : r4.cpp
Line : 683
Description : Particle effect or group doesn't exist
Arguments : damage_fx\mod_cig_smoke

stack trace:

I believe this is being triggered by this mod, it only started happening once I updated to version 1.03. Prior to the morphine/cocaine fix I was able to smoke without issues. Now the game crashes when my character attempts to exhale the smoke that triggers on the smoking animation.

May be an incompatibility that didn't exist previously, not sure. I'm not able to troubleshoot any further than the crash logs on this particular issue.

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DokBrok Author
DokBrok - - 23 comments

Thanks for the report. Unfortunately, I can't reproduce the crash. I tried with latest FDDA, smoking works just fine for me.

What renderer are you using? DX11 or something else?

Something you can try:
Install FDDA after my mod, don't apply the patch for FDDA from my mod. The only interaction between my mod and FDDA is anims_list.ltx. If your game still crashen when using the anims_list.ltx from FDDA, then my mod should have nothing to do with the crash.

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BUZZ_
BUZZ_ - - 13 comments

Yeah, DX11 renderer.

I'll try messing around the load order as you say, and I'll post again if I manage to have any positive results.

Thanks for the reply!

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TheWorstDude
TheWorstDude - - 81 comments

Compatibility patch for Artifax's Outfit Attachments Overhaul ( Latest Github Version: Something like "Anomaly Armor Attachments Master" ), please.

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DokBrok Author
DokBrok - - 23 comments

I just started using that mod myself. It didn't crash yet. Do you know what exactly needs a compatibility patch? I had a quick look, and so far I've seen nothing that needs patching.

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jaquebrb
jaquebrb - - 3 comments

Do you pretend to give this mod more updates?

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DokBrok Author
DokBrok - - 23 comments

Yes, slowly. :-)
Modding takes time, and I don't have much at the moment :-/

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Arcanforge
Arcanforge - - 81 comments

Ibb.co

I get this error when trying to start the game

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DokBrok Author
DokBrok - - 23 comments

Sorry for the late reply. This seems to be a conflict with other mods you are using. Specifically, this is a conflict caused by Haruka's fillable canteens. I think you can fix it by deleting "items_fillable.ltx" from my mod. The error message suggest that these entries already exist in another file.

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Guest
Guest - - 690,282 comments

I noticed with Grok's mod, that the BHS UI disappears when nightvision levels 1 & 2 are used. When using Nightvision level 3 the UI goes more transparent but remains somewhat visible. Are you able to alter the UI with your mod to remain visible with the nightvision modes?

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avve91
avve91 - - 31 comments

There is a workaround. If you de-activate then activate the hud(default key h) while in NV it should work fine.

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avve91
avve91 - - 31 comments

All of my body-parts heal instantly when I change level or load a save. No idea what the issue might be. I have several other mods installed but BHSE wins all the conflicts except:

items_cooking.ltx
craft.ltx
maingame_16.xml

Limbs stay broken if they are but putting on a bandage saving and loading cures that limb instantly.

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DokBrok Author
DokBrok - - 23 comments

This part of the code was not changed by me. When I have time I will update to BHS 2.0 as base, maybe that will fix it.

Sorry to say I don't have much spare time right now, so probably won't happen soon.

Edit: On second thought, mybe my changes are responsible. Could be the natural regeneration is the issue. You can try and disable that in the MCM options, see if that fixes it.
Unfortunately, I cannot reproduce the bug. Everything works as intended for me. Though from time to time I do see weird behaviour like one body health bar beeing yellow when it should be blue. Strange.

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LE_G1T
LE_G1T - - 5 comments

after using epinephrine, you have a noise effect on the screen for 15+ minutes, how to remove it?

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DokBrok Author
DokBrok - - 23 comments

The noise effect happens because of an active painkiller. Epinephrine is also a painkiller, that is why you have the effect.
I added an MCM option to turn this off if it bothers you.

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