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.
I always disliked how BHS worked. Where medkits give temporary hp and most random items heal certain parts. NOW HAS NEW EXPERIMENTAL TARKOV BHS MODE This mod is my attempt at making BHS fun and immersive instead of just "use a if b, use c if d". Look in the description for a list of changes
WITH UPDATE 0.8 ALL NON-MEDICAL ANIMATIONS HAVE BEEN SEPARATED INTO A SISTER MOD
THE MOD WAS PRIMARILY DEVELOPED FOR GAMMA, HOWEVER IT SHOULD WORK FINE FOR ANY ANOMALY INSTALL.
FOR ARTEFACT HEALING TO WORK ON ANYTHING BUT GAMMA YOU NEED TO CHANGE ARTEFACT CLASSNAMES AND HEALING VALUES IN THE ARTEFACT HEALING SCRIPT
REQUIRES DLTX, LIKE ANY NORMAL MOD THESE DAYS.
REQUIRES AND OVERWRITES ORIGINAL BODY HEATH SYSTEM BY GROK.
REQUIRES FDDA(to not crash).
UNSURE BUT MAYBE REQUIRES T.H.A.P
After the install go to BHS MCM menu and reset to defaults
AFTER THE INSTAL GO TO BHS MCM MENU AND RESET TO DEFAULTS
For best effects have Voiced Actor mod installed for psy mechanics to work.
The github link: Github.com - always has the newest version
MOD IS CONSTANTLY BEING DEVELOPED SO EXPECT CHANGES TO HAPPEN FREQUENTLY.
Compatibility mods to different UI mods: Github.com
All new items are sold by medics. Some new items also added to flea market and butcher's shop. As well as a lot of different traders that don't have medics nearby.
Suggestions and ideas related to BHS are appreciated, as i myself am trying to figure out how to balance things out
Keep in mind these values: Legs and Arms have 10HP per limb. Torso and Head have 22HP per limb.
That means total amount of hp is: 84HP
That is double of what basic BHS has to make 1HP matter less in the system making balancing easier.
No, boosting HP does not make limbs survive more damage. Everything is scaled.
Credits:
bvcx for detailed item descriptions mod.
ilrathCXV for campfire and artefact healing scripts.
DokBrok for BHS Evolution mod that inspired this one.
Skyww - for base injector animation. Extended them to all injectors.
EFTMO mod for the new meds.
Teivaz for porting all the used animations from gunslinger
0.87 Update(not the big one)
- Experimental mode bugfix for death prevention(rewrote it)
- on_update to 250ms intervals instead of each update. Lag fix if any, but should do nothing at all.
- Adjustements to painkillers, default suggested values in mcm.
- Localization files update
- Craft recipes redone
- "No old ammo in the wheel" compatibility(Gamma)
(i have so much to do and not much time. Notes keep increasing)
0.86E Update
- Actor damage balancer update to match gamma 0.91. Reinstall using New ADB option
0.86D Update
- Reduced weapon out delay for bandages(Mirror of Enhanced anims - medical)
0.86C Update
- Skinning without a knife out is done with a hunting knife, always. Fix for gamma tomahawk.
0.86B Update
- Crafting recipes added
0.86A Update
- Fomod edited to better convey information
0.86 Update
- New default BHS hud - thanks to chilichocolate
- Fix for painkiller effect not being recalculated after healing
- Dynamic damage threshold adjustement based on damagescale(no visible effect)
- Small fix for torso surgery display
- Fomod installer. Yes, it has finally happened, folks.
0.85A Hotfix
- Fix for leftover variable (gamma users)
0.85 Hotfix
- Rewritten all mechanics on healing, splinting and surgery to match the quality of the latest additions.
- Removed some hard to maintain features.
0.81B(C) Hotfix
- Fix for missing model crash after removing the mod(nowscript will remove akvatabs and other vanilla changed items too)
- Fix for forgotten sounds
0.81 Hotfix
- Included forgotten .ppe file for latest ADB version.
- Updated included FDDA Enhanced Animations mod
0.8 Beta:
Additions and rebalancing:
- New Experimental BHS mode. Tarkov-like limb system. Vanilla HP only acts as a wellness indicator and cannot be healed with medkits. Only vinca and the usual ways of resting, artefacts,etc. Enables below feature automatically.
- Above can be buggy when the system prevents a death, as a callback fires but is cancelled by the script. Depends on installed mods. An alternative way can be used if this proves too buggy.
- Combined with the above change - damage bleedthrugh from destroyed limbs to every other limb. If you take damage in the destroyed limb the damage is split between all the other limbs. Can be turned on/off
- Limb damage multiplier added to MCM menu.
- Small-ish balancing changes to painkillers that are too much to list.
- Added bone breaking sound effect and feedback to notify the player when their limb(s) reach 0 HP.
- Update/reworked the damage system. Changes should not be noticeable unless you go into code.
- Fall damage multiplier added to mcm. Fall damage should be goddamn scary.
- Explosives are VERY scary and do damage to all limbs. You really dont want to experience it.
- Update hit detection to more accurately tell what limb was hit.
- Removed legacy features.
- Grok's Actor Damage Balancer and Progressive Rad Damages compatibility patches.(Gamma requires both)
- Non-medical enhanced animations separated into a sister mod. FDDA enhanced animations.
Fixes:
- Fixed FDDA anims crash. Mod is fully DLTX now.
- Fixed arm/legs minimal hp settings to correctly apply.
- General bugfixing of everything not touched by changes, which is not much.
Update 0.63 Beta:
- Dynamic item spawns,item rewards,new game loadouts DLTX item injection
- Safe deletion utility to safely delete all new items
- Loot injection for new items. Now they can be looted from bodies.
Hotfix 0.6A:
- Fixed mutant harvest animation
- Added FDDA MCM unlocker for gamma and vanilla users.
Update 0.6 Beta:
Additions and rebalancing:
- Bandages and tourniquets now work instantly instead of over time.
- Vodka's are now painkillers of different power.
- To be able to sprint with broken legs you now need painkiller power 3 and above. Vodkas provide up to 2.
- Psy mechanics for SJ stims. Now they lower your max psy health but increase resistance and regeneration the lower your psy health is. (EXPERIMENTAL)
- A lot more traders sell new items now, and old ones should be fixed, hopefully.
- Compatibility patch for Coffee if the zone to use better anims.
- Damage to limbs increased by 25%. Hopefully losing limbs will be more frequent.
Fixes:
- Painkillers active time is now tracked a lot better, so level transitions wont extend their duration. Nor saving/loading will extend/decrease it. Deviation will be very small % wise.
- Detailed description compatibility now has fixed encoding for dot symbols
- Default detailed description script fixes(included by default, not compat)
- Artefact healing now wont work if you dont have PBA mod installed. Meaning if you want to use it in base anomaly you need to patch it. I would do that if i had vanilla classnames and values for them - it is not hard at all.
- General bugfixing for main script
- DLTX bugfixing to make sure included mods are not overwritten by standalone versions of same mods.
- Animation files bugfixing to change as little as possible compared to base FDDA + asnen's. Now should be 100% compatible as no old anims are overwritten or deleted.
- Damage threshold lowered back to 3% like default. Now consumable items are tracked and wont deal damage to limbs
- Renamed Enchaned UI compat to "Enhanced GUI". Got confused about names
Update 0.42
- Hotfix for a couple of bugs. Like setting splint charges to 1 because apparently i need to specify that item can only be used once.
Update 0.41:
- Hotfix for a retard dev commenting out an "end" breaking everything and only noticing 5 hours later
Update 0.4:
- Campfire and artefact limb healing update(GAMMA ARTEFACTS ONLY)
(scripts from ilrathCXV)
- fixes for description override mod to not delete footers
- Sprinting now uses HP of the lowest limb for calculations
- If limb HP reaches 0 for any leg run speed becomes minimal(counter with painkillers)
Update 0.35H:
- Hotfix for cocaine damaging your limbs(too real). Will fix any item that damages you <=6% of your HP
Update 0.35:
- Fix for grok_radiation_damage script. Now should theoretically actually work for any anomaly install.
- Fixed typo in language files for alu_splint.
- Fixed dynahud compat crashing for some people(still idk why i dont).
- Renamed compats for easier understanding.
- Fix for grok_radiation_damage script. Now should theoretically actually work for any anomaly install.
- Fixed typo in language files for alu_splint.
- Fixed dynahud compat crashing for some people(still idk why i dont).
- Renamed compats for easier understanding.
Average
9.637 votes submitted.
I was testing around with the mod and 2 things so far, the icon for the painkillers is super small, or at least on my game and sometimes when taking damage the ui doesnt show the "damage bodyparts" correctly, like is not updating, this happened twice, after healing the body parts recovered but didn't update on the hud, and after taking fall damage the hud didn't updated but i was experiencing the effects, limping, losing healt at runing etc
Icon for which painkillers?
ui part not working properly means something most likely is overwriting it. There is no reason for the ui to not update and i have never seen such a thing nor heard of.
Yes the icon for the painkillers is super super small i will run the game again and try to replicate the ui not updating for healing and breaking body parts
But which painkillers? Many things have painkiller effect.
Oh the "analgin painkillers", and messing around i just found the "fix" the problem is having the in game texture not on 3....
Strange. Analgin painkillers have as big of an icon as any other med. In the dev i did a thing with them so that might fix it already.
As for the textures - it is a bug in the game. You should always run with texture slider maxed out
Oh i was able to replicate the icon stuff, it is directly linked to the Textures LOD the lower you put it the smaller the icons gets, i can show you some images if you available, i'm using direct x11 version of game
fix icon --- Drive.google.com
MIrrowel, after dying many many times trying to run bandit on hard difficulty i realized you nerfed bandages effect to the ground, like regular price than before but 1500 went to 750 and 10sec to 5, which is honestly nothing, i realized you made the medkits effect take more time overall, for the complete effect, that might actually be good for the bandages too, like leave the 750 effect but made the effect last 10-13 seconds, is not funny having to use bandages while on combat, which the animation is slower, to die anyway from bloodloss cuz the effect is just too little
What kind of settings are you playing with? I never had a situation where i needed more than one bandage to stop the bleeding, even after this nerf.
Also, army bandages are the ones you will be using all the time once you get the med tools to the medic.
oh i was just runing hard + survivalist, i don't know how the "army bandages" look like so i cant see the effect on those
I am also running that difficulty. Could be a modpack(or lack there of) problem.
Army bandages are sold by medic on level 2(do a task for him and wait for the refresh). They look like tarkov ones and have 2 charges.
oh ok ok, well before posting the first message i went into the file and put the regular bandage to 10 sec with the same ammount of healing 750, i didn't knew about the other one you implemented, i guess i will have to run regular torniquetes unitll i get those, also are you playing on gamma or regular anomaly? i am playing on regular anomaly
I am playing Gamma, as it says in the description.
Still, bleeding shouldn't get nearly as bad. I guess i dont get hit much.
Original stats for the bandage are 1500 for bleeding recovery. For the regular bandage i halved that
Could there be an option to remove the painkiller screen effect? I really don't like my whole screen becoming white.
There is an option for exactly that in MCM menu and its been there since the beginning.
Oh cool, I guess i missed it in gamma's wall of mcm menus.
Its in Body Health System MCM
Mate i was playing as bandit and realize 2 things, **** MILITARY and i think it makes sense for vodka to give "painkiller" effect cuz i mean is vodka and also i somehow manage to tweak bandages effect to be 15sec, wanted to do the same for tourniquetes, by doublind the effect and cutting in half the effect from 5000 to 2500ML from 5sec to 10sec. But yeah, like so far i haven't been able to survive multiple shots to have a "broken" limb so i can't give insight in that system yet, but i do wish you can improve the system more so more people can enjoy it, the system is super super good
Vodka would at most give level 1. I thought about it and it is a decent idea.
For bandages i will increase the the bleeding reduction effect a lot but reduce the time they work to 1 second at most. Since they should stop the bleeding not prevent new bleeding.
As for limbs i agree. Problem is the damage cap is at 6%. Anything below that does not damage to limbs to fix the cocaine problem. I noticed you dont take much damage to limbs compared to HP so that would need changes
that workaround for the bandages also seems good, just 1 big shot of hemorrhage stopping and if not enough just use another one immediatily. oh i see you had to put something in place cuz using cocaine was blacken out some limbs, i remenber reading about that. hope you can figure out something for that, like getting black limbs is still possible if the battle is long enough, is not like i want to get a broken limb on just 3 bullets
You'd die before you lose a limb if all your limbs are full HP. Unless something big does a lot of damage to one limb.
Mate finally i was able to get 1 limb full black without dying, it was an arm, and honestly i think i saw no difference when ADS, like there was no penalty, also, i used the surgical medkit and i recieve no damage, like i even heal myself a bit in case the damage was sustantial, which it kinda should cuz you are choping into the limb/bone, but no, i didn't got any damage in return, but anyway finally i was able to see how that mechanic works
The long delayed(lazy ***) update is here. Try losing limbs now
Changelog 0.6 Beta:
Additions and rebalancing:
- Bandages and tourniquets now work instantly instead of over time.
- Vodka's are now painkillers of different power.
- To be able to sprint with broken legs you now need painkiller power 3 and above. Vodkas provide up to 2.
- Psy mechanics for SJ stims. Now they lower your max psy health but increase resistance and regeneration the lower your psy health is. (EXPERIMENTAL)
- A lot more traders sell new items now, and old ones should be fixed, hopefully.
- Compatibility patch for Coffee if the zone to use better anims.
- Damage to limbs increased by 25%. Hopefully losing limbs will be more frequent.
Fixes:
- Painkillers active time is now tracked a lot better, so level transitions wont extend their duration. Nor saving/loading will extend/decrease it. Deviation will be very small % wise.
- Detailed description compatibility now has fixed encoding for dot symbols
- Default detailed description script fixes(included by default, not compat)
- Artefact healing now wont work if you dont have PBA mod installed. Meaning if you want to use it in base anomaly you need to patch it. I would do that if i had vanilla classnames and values for them - it is not hard at all.
- General bugfixing for main script
- DLTX bugfixing to make sure included mods are not overwritten by standalone versions of same mods.
- Animation files bugfixing to change as little as possible compared to base FDDA + asnen's. Now should be 100% compatible as no old anims are overwritten or deleted.
- Damage threshold lowered back to 3% like default. Now consumable items are tracked and wont deal damage to limbs
- Renamed Enchaned UI compat to "Enhanced GUI". Got confused about names
Hotfix 0.6A:
- Fixed mutant harvest animation
- Added FDDA MCM unlocker for gamma and vanilla users
Thanks for the update mate, also i don't know if this was a bug you already dealt with. I have this bug, sometimes, when after i die and respawn, i'm using a mod that makes it into a roguelite settings, like when you die the game immediatily enters a transition of level, when it puts you when you start your run, and sometimes the UI is broken like the game registers damage but it doesnt reflect, also trying to save on that state crashes the game without a log and trying to heal is impossible, like the animation doesn't starts. I've manage to fix it like this, either dying again while on that state or close the game and reload a previous save before the bug ocurred
That is called busyhands. There is no fixing it(yet) and it shouldn't be my mod that is causing it.
This bug happens because of different animation addons.
Now i do get a bug where BHS ui is broken, rarely on level transition or loading a save. That is a symptom of busyhands bug. It is fixed by saving/loading.
Basically if you cant do anything (like open inventory) but move around and press esc - it is busyhands.
oh ok ok, i have read about bussyhands in other post, but yeah like i said dying again kinda fixes it for me, i try to not reload into previous state cuz i'm playing roguelite so it kinda defeats the pourpose of my settings going back. thanks for the updates mate
Update 0.63 Beta:
- Dynamic item spawns,item rewards,new game loadouts DLTX item injection
- Safe deletion utility to safely delete all new items
- Loot injection for new items. Now they can be looted from bodies.
привет, устанавливал на сборку reality. Я чайник в этом деле поэтому вопросы могут показаться глупыми. для того чтобы аддон заработал достаточно перенести папку gamedata из архива, а также дополнительные папки из других архивов в игру? Просто я установил все нужные аддоны, включил их в МО2 но система работает все равно также как и было(пробили ногу-хилюсь аптечкой-появляется временное здоровье-заедаю таблетками. Что я сделал не так?
Зависит от аддонов реалити. Но очевидно что главный скрипт перезаписан другим модом.
В мо2 посмотри есть ли конфликты. Это знак молнии после названия мода.
Что-то перезаписывает zzz_player_injuries.script. Я не могу помочь не зная деталей
молний нету, зато есть красные кресты(неверные игровые данные)
Отправь скриншот сюда как выглядит мод в мо2, а то не понимаю особо
здесь же вроде нельзя скриншоты отправлять. У тебя есть какие нибудь контакты где я могу тебе написать?
Discord аномали или гаммы например
Would it be difficult fir you to add an optional format that lets us select whether we want ticks bars or percentages for how much the meds heal? been trying to figure out how to change it to only show percentages but i need to make it do this for all meds. Whichever eft med release i have shows percentages in the new game loadout screen with extra info that it doesnt show in game, and its a bother. Im playing Anomaly Custom which i think uses the original authors release so I understand there may be some differences to your release.
tick bars or percentages for how much meds heal? displayed where?
Can you explain a bit more?
Will send screenshots on discord
Update coming today with fixes and new features
Took a lot longer to implement all the targets.
Dont speak too soon, kids.
0.8 Beta:
Additions and rebalancing:
- New Experimental BHS mode. Tarkov-like limb system. Vanilla HP only acts as a wellness indicator and cannot be healed with medkits. Only vinca and the usual ways of resting, artefacts,etc. Enables below feature automatically.
- Above can be buggy when the system prevents a death, as a callback fires but is cancelled by the script. Depends on installed mods. An alternative way can be used if this proves too buggy.
- Combined with the above change - damage bleedthrugh from destroyed limbs to every other limb. If you take damage in the destroyed limb the damage is split between all the other limbs. Can be turned on/off
- Limb damage multiplier added to MCM menu.
- Small-ish balancing changes to painkillers that are too much to list.
- Added bone breaking sound effect and feedback to notify the player when their limb(s) reach 0 HP.
- Update/reworked the damage system. Changes should not be noticeable unless you go into code.
- Fall damage multiplier added to mcm. Fall damage should be goddamn scary.
- Explosives are **VERY** scary and do damage to all limbs. You really dont want to experience it.
- Update hit detection to more accurately tell what limb was hit.
- Removed legacy features.
- Grok's Actor Damage Balancer and Progressive Rad Damages compatibility patches.(Gamma requires both)
- Non-medical enhanced animations separated into a sister mod. FDDA enhanced animations.
Fixes:
- Fixed FDDA anims crash. Mod is fully DLTX now.
- Fixed arm/legs minimal hp settings to correctly apply.
- General bugfixing of everything not touched by changes, which is not much.
Привет! Можешь сделать пожалуста патч для сборки реалити?
Это значит качать целую сборку. Работает на аномали а значит на сборках адаптировать должно быть не сложно.
В реалити есть своя система простуды,которая в том числе привязана к аптечкам. И как я понимаю, некоторые новые медикаменты, возможно из других модов.
Пробовал ставить, часть медицины работает по старому, как в ориг. BHS.
Если заморочишься и сделаешь адаптацию,готов отблагодарить за потраченное время)
Если поставить правильно то вылетать будет или часть медицины не будет работать вообще. Изменения очень большие.
Если сможешь мне именно дать моды, которые в реалити за это отвечают, - сделаю
Tks a lot for your mod! Im usng it in GAMMA, enjoying a lot! Let me ask, do you plan to add more dificulties to the player? Like fever, overdose things like this? Tks for future answers!
Not until i add penalties to 0hp limbs.
Fever and overdosing definitely no, but things with cold system - maybe(unless they already do that)
I updated from 0.81c to 0.85 I get the following error
[error]Expression : <no expression>
[error]Function : CModelPool::Instance_Load
[error]File : ..\xrRender\ModelPool.cpp
[error]Line : 120
[error]Description : fatal error
[error]Arguments : Can't find model file 'dynamics\weapons\wpn_eat\eft_meds\itm_splint.ogf'.
You are loading a save made before 0.8 update. Use the existign saves fix(compats folder).
Working on a fomod installer that will do all the explaining better