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.
!!!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
I tried the mod but when I want to remove it it gives me an error, and to continue with the game I must have it activated, I need help
Okay, just dont post the same message 3 times.
Due to engine limitations removing the mod without starting new game is not possible, because even though all the modified objects are removed, some textures and world models are edited to fit the animations. Even if all modified objects are deleted, the game still demands to have the model files for them.
You need a save patch containing the models for the game to not crash.
Cdn.discordapp.com
(temporary link because discord)
I will add this to the fomod in the future. Install like any other mod
Here is the log man:
! c:/program files (x86)/black_box/anomaly\appdata\shaders_cache\r1\model_scope_lense.ps\0000100
! error: (11): error X3003: redefinition of 'm_hud_params'
You are probably running on DX8. It is not compatible because of exo anims
Pls help Heres my log
compiling shader models_lfo_light_dot_weapons
! c:/program files (x86)/black_box/anomaly\appdata\shaders_cache\r1\models_lfo_light_dot_weapons.ps\0000100
! error: (2): error X3003: redefinition of 'screen_res'
I assume the same as above.
отличный адон хотелось попробовать его с Desolation_0.2.4.21 full ,но к сожелению аномали вылитает
Desolation Не могу поддерживать из-за того, что движки разные. Я даже не знаю как там это все
Zombie or flesh take away half of the health of an arm or even a body in one blow. I'm in an exo, and the limb damage multiplier is set to 1 in the settings...
To 1? 3.5 is the default.
Either way - issue is on your side. I dont change how damage is done. Only calculate damage to limbs from the damage you take.
It's a real nice addon! It's more like what I intended to do with EFT Medic overhaul back then.
However, you should consider adding back the FDDA backpack and pickup animation toggles to the MCM, because those can cause busyhands bug, as well as causing crashes, when doing certain things in GAMMA (like putting artefacts into containers). If you reach that point in your save, it will crash upon these activities, giving "At address ..." crash logs.
Everyone should be free to choose whether to use them or not. But at least it should be available to toggle them off without less experienced users having to fiddle around in the scripts and files.
In the next update they are back by default. They were removed because i inteded them disabled, like gamma had. There is an MCM unlocker option in the installer for people who want MCM menu unlocked(Mod was made for Gamma first, so it was "unlocking").
Point is people who installed it without looking much should have had no change in MCM menu expected.
If you want to toggle them into any way - use the unlocker in the installer.
Ah, well. I didn't notice the unlocker. Sorry :)
However, I've installed your mod on a fresh GAMMA installation without anything changed so far and started a new game. Weird enough, the backpack and grabbing anims were enabled. I just had a look at the mcm script file, that comes with your mod, and noticed, that these options are intended to be disabled by default. But if I'm not mistaken here, the "true" boolean in these options seems to disable them (so, they're somehow switched. Didn't check the fdda script, where it's defined). Maybe that caused the confusion.
All the DDS textures are showing in-game as completely black, any fix for this?
... all of them? What DX version are you using?
Perhaps I did something wrong, but I have problems with the "Detailed Description", I assume that the items are either partially or completely missing additional descriptions, for example, "technological item", and also missing information about hunger and alcohol.
Also, to put it mildly, I don't quite understand how to change the scripts to make the artifacts work, although in theory I found where to do it, tried to test it a bit and didn't see any visible results, which means that my tests were not correct.
Detailed Description mod itself? there is no reason it wont work. I assume you selected the patch option in the installer. Any more details?
For artefacts you need to put the section name of the artefact into the script and give it a set amount of healing it does, like 1 for example. Script has some info inside on how to get that value.
And that is it. All it does is check what artefacts you have equipped - and if it finds the ones listed in the script - they work.
Regarding "Detailed Description", I have this mod, then your BHSRO, and then as I understand it, there should be "BHSRO Detailed Description compat"? At least that's how I set it up.
So, everything works, but there are questions, for example, in the first aid kit there is no description of the "properties", you know, "slow usage" and the like, and also, there is no information from the Detailed Description mod, alcohol and satiety are not displayed, for example, information is not shown that vodka gives +30% alcohol, or that bread restores +10% satiety.
are you absolutely sure you installed that compat? its in the installer
If I understand you correctly:
New Descr 0.31 (Detailed Description mod)
BHS Realistic Overhaul
BHSRO Detailed description compat
What else?
...no. you choose that option in the installer
Imgur.com
Do you think it will make a difference to install using an installer instead of manually?
What? you are supposed to use the installer. Why wouldnt you install it this way?
Unfortunately, I don't know how to install through an installation, so I do everything the old-fashioned way, manually.
P.S.: I've just figured out how to install through the installer, but still, can installing through the installer and manually make such a difference?
Idk if you installed correctly if you DONT use the installer. That is the default way of installing mods. You are not supposed to install manually
Do you have a discord account so that I can check and immediately write to you if something has changed, or vice versa, if there has been no change?
I have threads in both anomaly and Gamma discords
I just installed your mod through the installer, now I will check everything again and write to you.
Nothing has changed, let's not take into account the lack of "properties" information, let's take the main problem, the lack of information about alcohol and satiety, it is also absent, do you use "Detailed Description"? Do you have, for example, a display of the alcohol indicator in vodka?
I went and installed the compat. It never did show "alcohol". Satiety is already shown in vanilla.
Mod updated i guess. Gonna update the compatibility
The addon clearly almost works, but there are problems: the animation of the exoskeleton does not work when using first aid kits (except for anti-rad) and the radiation bar does not work.
Why would a medkit be used through a menu? Use a stimpack.
Radiation bar not working is a known issue
This comment is currently awaiting admin approval, join now to view.
is there any way to turn off the backpack opening animation? downloading this mod seems to turn that back on and it's annoying
They are only turned on if they were turned on before you installed the mod.
Either way - use FDDA mcm unlocker. I have a way to clear those settings automatically for the next update
How do I fix completely broken limbs? I tried everything on the debug menu but nothing worked
If I understood correctly, for the treatment of completely broken limbs:
Surgical instruments or a surgical kit, then a splint, and then a first aid kit.
P.S.: In the settings, you can make the bandage and tourniquet have the effect of a splint, and fix the limb after using surgical tools, you can also make the surgical kit restore part of the limb's health, in which case a splint is not needed, but this does not apply to surgical instruments, only to the surgical kit.
I dont see any surgical instruments in the debug menu
Then you didnt install the mod? They cant not exist. Unless maybe you dont have Modded Exe's
This mod can be someday compatible with DX8 users?
All of it is compatible except for Exo animations. So you would need to delete 1-2 files and just play
Im only a person who download and install the game and mods because i dont know what files i need to touch or delete without breaking something or using a guide, would you please tell me what files i need to delete without breaking the mod? and sorry for my bad english.
I've never done this really, so try this:
gamedata\configs\items\items\ea_addon_exo.ltx
Delete that or clear it if it errors. Then you should be able to play without worries from what i got from people playing on DX8
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: .../anomaly test\gamedata\scripts\psy_damage_eftmeds.script:38: attempt to call field 'get_psy_health' (a nil value)
stack trace:
What anomaly version are you playing? This mod runs without issues on the up-to-date anomaly, so this error shouldn't happen.
You can go around this issue by disabling the PSY mechanics of the mod
Hey man pls launch a dx8 version of these mod pls like pls man .Tried the way you told above it didnt worked as when deleted that file it gave a new error
Well idk. I got a person playing this on dx8 in gamma discord. If you got there I can direct you to ask.