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 dont get alu splints either for start loadout or in traders.
Start loadouts dont have them i think outside of factions like ISG.
Alu splints are sold at level 2 medic or some traders that dont have a medic nearby
It would be nice if you used existing values of items from config files to base the healing power/painkiller power in your zzz_player_injuries.script, because right now you have to add your item in the script manually and convert the values to a weird one[what does timer denote? miliseconds? 60 frames per second? some kind of tickrate?]
For example here's stimpack section from config files
"![stimpack]
boost_time = 12
boost_health_restore= 0.007
;= abouth half health restored.
![stimpack_army]
boost_time = 15
boost_health_restore = 0.01
![stimpack_scientic]
boost_time = 15
boost_health_restore = 0.01
boost_radiation_restore = 0.003"
and in the script it's
"healhelplist.stimpack={healtimer=1000}
healhelplist.stimpack_army={healtimer=900}
healhelplist.stimpack_scientic={healtimer=900}"
So config files claim that higher tier stimpacks like army one should provide longer healing, while the script says its the opposite.
Config files are for vanilla HP. Script values are for limb HP.
Dont look at "healhelplist" as that is for the legacy system. Look at "healonelist":
healonelist.medkit={healamount=21,healtimer=3180,healpower=1}
21 Hp restored, every 3.18 seconds up to 100% HP.
And no, stimpacks heal over 12 and 15 seconds. It says total time in the tooltip
Stimpack: 21*571=11.991 seconds
military: 32*468=14.976 seconds
I much rather prefer having the ability to separately define the values in case i need that.
For painkillers how would i even take the value from the config? it is a completely new mechanic.
For painkillers:
painkillerlist.rebirth={painkillerpower=7,painkillerduration=305000,countdown_increments=30}
7 power over 305 seconds. increments is used to divide the duration into increments so that when the game is saved/loaded the time does not deviate too much from what it should be.
You can look at anomaly ballistics mod how it uses custom fields[you can add them through DLTX without fcking everything else and attached handler that will decide which type of med it is like handler_splint, handler_surgery, handler_medkit etc]
Github.com
You could possibly add painkiller = true, painkiller_power, painkiller_duration and painkiller_increment in the config file.
Maybe sometime in the future. Not a priority
You might update the text files because many meds say they heal something[like sleeping pills healing head or psyblock] while they dont.
I was fairly sure i overwrote all the BHS meds. Looks like i missed sleeping pills and psyblock
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_f63366a1e4d3e064d01cfd5f7697b18a>::()::<lambda_8ff847804b34679ea0a148a1fcb21e5d>::operator ()
[error]File : Xr_ini.cpp
[error]Line : 366
[error]Description : fatal error
[error]Arguments : Duplicate section 'survival_kit' wasn't marked as an override.
Override section by prefixing it with '!' (![survival_kit]) or give it a unique name.
Check this file and its DLTX mods:
"e:/sptt/efp anomalygalwmlgq\gamedata\configs\items\items\animations_settings.ltx",
file with section "mod_animations_settings_othermeds_bhsro.ltx",
file with duplicate "mod_animations_settings_slowermeds_bhsro.ltx"
stack trace:
you know what this mean?
I do. You are not using standard FDDA. Something already added survival kit animation, meaning your install is not standard.
Either wrong FDDA or some other mod touches the animations. In either case not a good thing.
---------------------------
Fatal Error
---------------------------
Expression : <no expression>
Function : CInifile::Load
File : Xr_ini.cpp
Line : 789
Description : fatal error
Arguments : Attemped to override section 'adrenalin', which doesn't exist. Ensure that a base section with the same name is loaded first.
stack trace:
Press OK to abort execution
---------------------------
Aceptar
---------------------------
idk what to do bro
Do you have FDDA installed? It is in the requirements to the mod.
Either that or you have a custom version of FDDA - which wont work
it kinda worked but theres another issue now
---------------------------
Fatal Error
---------------------------
Expression : <no expression>
Function : CInifile::Load
File : Xr_ini.cpp
Line : 789
Description : fatal error
Arguments : Attemped to override section '5', which doesn't exist. Ensure that a base section with the same name is loaded first.
stack trace:
Press OK to abort execution
---------------------------
Aceptar
---------------------------
thanks though
section '5' ? what?
I have no idea what that could be, but sure aint me.
Is there anyway I can contact you like discord? I am having some problems icon related like sodium iodide looks like splints
Gamma and Anomaly discords, like usual
I wish painkillers would stack. I can't think of any use case for analgin and other low level painkillers. They heal so little that the only rare use case would be when you have absolutely minimal damage to your limbs.
Also fentanyl is more expensive, yet has shorter duration painkilling and heals less health over a longer period of time than yadulin.
It would be more useful if we could stack painkilling effects, like I want my arm fully healed so I will take some yadulin and smoke a joint on top or pop an analgin, otherwise any painkiller below level 4 is useless.
I would rather make you overdose and die than stack painkiller effects.
Balance isnt really final for stuff like fentanyl. But really anything but specialized painkillers will always be worse.
Analgin is very cheap and is the only early game painkiller. It is normal for stuff to be less useful as you progress. Other things do their function and also get a painkiller effect. their use is not to be a painkiller but whatever it was before - they just got painkilling effect since it makes sense.
Its not a heal btw - all it does is numb the effects of low(er) limb health. It does not heal at all
Well I was hoping it would be more useful with experimental tarkov-like limb health system, cause then having even a minor painkilling effect would save you in a firefight, for example the tiny painkilling effect on your head could mean life or death, but sadly it doesn't work well. Bleeding depletes the main "reference" health while not affecting limbs at all, and if you're using mags redux, when the main health reaches 0 horrible bugs occur like every single mag duplicating thousands of times until crashing.
Either way, really excited for what you have in store for us, great job on the mod.
Painkilling is extremely useful in both systems, as it is fast and cancels out some or all the effects of low HP.
Ibuprofen, morphine, salicidic acid and analgetic(rebirth) are really good painkilers. As well as yadulin, army injectors like etg,SJ.
Bleed is in the plans to be tied to a limb and deplete both.
I use mags redux and i didnt see a mag duplication bug you speak of. Maybe you use some old version of it? It is experimental in the end, as cancelling death is not easy.
You should die though when you reach 0 from anything but a gunshot or anomaly(as in anything that can be traced to external source). Like you can die from bleeding, hunger, thirst, radiation. Things like that do affect your main health.
Stuff like gunshots, anomalies, falling - all get cancelled out and death from them gets prevented(unless your head is at 0).
So if it doesnt work like above for you - let me know.
Sorry I shouldn't have assumed it was your mod causing issues. I haven't tested ye on an isolated modlist with just bhs-ro and mags. I assumed since bleeding wasn't implemented that was the core of the issue.
Looking forward to more updates! Thanks
np. I edited the msg a bunch, so make sure you read it all. didnt expect a response that fast
Sure. I'm just now extracting fresh anomaly to a different folder. I'll install mags redux and bhsro and enable the experimental mode. Then I'll try to die from the non-external sources you mentioned.
If that works out finally I'll try the bleeding. Will reply once I test it out.
Sorry to bother you once more.
So I installed all the latest releases of dltx and required mods.
Then I installed bhs-ro as well as latest mags redux (not old anomaly mags) and enabled experimental. On every single test (dying from radiation, dying from thirst, dying from bleeding) The strange bug persists.
Namely, every single mag that is attached to the armor will start rapidly duplicating in the inventory upon "death", though the death never occurs (even from internal sources as mentioned above).
Non experimental works just fine.
hmm. Try replacing the main mod script with this one:
It has some changes that might help
Cdn.discordapp.com
Fix for this released in 0.87 with other minor fixes for reported problems
Does this work with EFP?
I was told it can, but you need to disable a bunch of mods. Like EFTMO.
Is it possible to use the text hud from BHS? :) thanks for the mod! Great work!
I did nothing to it so if it would work - it would be incomplete
Is possible to create a standalone version of this mod? I played with BHS addon centuries ago but I remember very well that this mod has conflicts with 90% of all addons or even more. I don't know how is present.
90% of all add-ons? No, not at all. BHS works by itself and it only can be incompatible with ui mods
Is there any way to return the original FDDA anims?
It is not intended. Especially if you want to remove the slowed anims.
Its not hard if you understand anything about modding stalker, but i much rather not anyone do that - the mod is one package.
I'm trying to use body health system realistic overhaul but the hud for radiation and psy bar is not working, has anyone encountered a similar problem?
Radiation wont show up for some reason, but psy bar works just fine. Make sure you dont have mods overwriting this one.
Same issue occurring to me as well. I have tested this in debug mode and the radiation bar is not working.
I am using:
1. BHSR
2. FDDA and FDDA Enhanced animations
3. BHSR - Realistic Overhaul
Yeah, it is known.
Radiation bar does not work and idk why. Psy bar though works just fine.
Great mod !
Modder even answered my questions and explained me a little more how the mod work.
10/10 :)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...anomaly-1.5.1\gamedata\scripts\aaa_descr_override.script(21) : ui_item_build_desc_footer
LUA error: ...anomaly-1.5.1\gamedata\scripts\aaa_descr_override.script:21: attempt to index field 'healonelist' (a nil value)
When I create a new game, it crashes after a few minutes.
You incorrectly installed a mod, since it is clearly not in the end of a list and is overwritten by other mod, causing the error.
It works! thank you!
what ordre should put the required and recomanded mods
Follow individual specifications for each mod
Hello. Is it just me or the leg camera sway penalty still applies even if your leg health is full (12)? I am confused because I have tested it for example, the leg penalty option value is from 6-8 and when I started to walk, I noticed the effects of it right away.
It should play the effects of at least one leg with the below value per the description. Not sure if I understand it correctly.
Edit: Nevermind. There is a legs effect power that I have adjusted and now it is good.
Hello, gamma just updated to 0.92, I think the 0.86E Update - Actor damage balancer update to match gamma 0.91 no longer works because my game crash when I take damage and it says Actor damage balancer error.
You need to check new actor damage balancer option when installing. It works, since I know multiple people playing just fine.
Contact me in gamma discord if you want. There is a thread there for it.
Thanks for the reply! Just got it working :)
!!!DLTX ERROR Attemped to override section 'adrenalin', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: c:/program files (x86)/black_box/anomaly\gamedata\configs\items\items\animations_settings.ltx, mod file mod_animations_settings_othermeds_bhsro.ltx
!!!DLTX ERROR Attemped to override section 'adrenalin', which doesn't exist. Ensure that a base section with the same name is loaded first. Check this file and its DLTX mods: c:/program files (x86)/black_box/anomaly\gamedata\configs\items\items\animations_settings.ltx, mod file mod_animations_settings_z_eftmeds_bhsro.ltx
Bro I have installed FDDA properly
That means there is no original animation for epinephrine, which is not possible with FDDA installed
This comment is currently awaiting admin approval, join now to view.
So what should i do
Should I reinstall FDDA
I need more information to fix your problem.
My guess is FDDA is not installed
It works well for me but it is a little difficult for me to use, now I want to eliminate it and continue playing the game with the normal health system and I get the same error.
And If I wanna use the vanilla what can I do if I try to unnistall the mod and appear the same error