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

Tired of the companions running away and not come back? Great here's a script that will allow you to set how far they can go from before they come back. In addition you can set the distance the companion should ignore combat based on the distance between the player and the enemy(MCM or manual config required).

Preview
Companion Anti Awol for anomaly 1.5.1
Post comment Comments  (0 - 50 of 63)
]{oNtrAst
]{oNtrAst - - 261 comments

Super! A very necessary addon, it's high time to add it to the anomaly. 10/10.

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wiwi_
wiwi_ - - 1 comments

hello, I saw this mod and I liked it, but could you make your partners loot corpses

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Skieppy Author
Skieppy - - 80 comments

I thought that feature is already in vanilla anomaly via the companion wheel or key bind?

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Guest
Guest - - 691,579 comments

Yes, this function is present, but as I understand it, it is not working. I even left the corpse so that my partners would loot it, but nothing happened

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ClownShinji
ClownShinji - - 94 comments

There are other variables in question. There are conditionals in anomaly settings that prevent actors from looting because you are around, see to that.

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KraizerX
KraizerX - - 186 comments

finally i dont need quick teleport companion anymore since they love to go awol just to chase a single mouse

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p1an2ed
p1an2ed - - 44 comments

Moddb.com try this

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ClownShinji
ClownShinji - - 94 comments

Once you install this mod you'll see that it adds just a line. It is better to install the mod and once resolving the conflict created by RANE, you just edit the line on the other mod so nothing gets obsolete.

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Hoodlook
Hoodlook - - 34 comments

Thank you so much! I always have my companions in ignore combat mode because they always end up running off and getting themselves killed. Now they can still defend themselves but not commit suicide lol

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Guest
Guest - - 691,579 comments

This is a verry needed one for each player who love to have companions, I would say ...a MUST HAVE...

Thank you for this awesom mod :D

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Tweaki_Breeki
Tweaki_Breeki - - 218 comments

Genius move, look forward to testing this out! :)

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spitsphire51151
spitsphire51151 - - 81 comments

probably outside the scope of this mod, but it made me think about how I would really love a mod that made companions:
A. sit still when your not moving and stop them pacing in circles when near cover or other npc's and B. make them actually follow at a distance instead of right on top of you when set to "stay Far"

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Skieppy Author
Skieppy - - 80 comments

Mmm. For A. I recall the issue being that the point they want to reach is the players feet. Once they are within a certain distance (I believe vanilla close 4 meters and far 8 meters) they go into walk state and shortly stop. The walk state is where the jankyness happens. The companion script and schemes are quite complicated.

From my understanding and observation the companion uses the normal behavior just rely on player location and marker location as destinations. I could be totally wrong though.

Would have to look at it again.

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Theo_the_Dog
Theo_the_Dog - - 176 comments

I could kiss ya. Is it possible to make them stealth when you stealth/crouch?

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Skieppy Author
Skieppy - - 80 comments

That should be possible to do. Most efficient way I can think of is using the `actor_on_footstep` call back. Check if the player is crouching then set the companion info portion to stealth and vice versa. This will override the companion wheel setting though and make the companion stealth setting obsolete.

Or maybe it's possible to add another option to the wheel for the stealth to determine stealth based on the players body state. My knowledge is quite limited though.

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Theo_the_Dog
Theo_the_Dog - - 176 comments

It's possible it's more trouble than it's worth.

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ClownShinji
ClownShinji - - 94 comments

There are mods already doing this, I believe it is Stealth.

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dzagnidze34
dzagnidze34 - - 11 comments

This is very f*cking usefull.
But the implementation raises some questions.
It says "Ignore combat".
What if some enemy tries to snipe them from afar? They will just take it silently?
Might I suggest to make them "hold position, being in combat" outside of the set radius?

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spitsphire51151
spitsphire51151 - - 81 comments

the top set of options is to keep them in close proximity to you by setting them to "ignore combat" when they stray to far.

the second set is optional for if you want them to flat ignore enemies a certain distance away from you.

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Skieppy Author
Skieppy - - 80 comments

What he said ↑

Basically when they stray to far away they will stop advancing and shooting. They will run back to the player and once they reach the allow combat distance they will attempt to engage with the target again when using the distance from player option.

There are stupid moments where they would do a pacer test because they can't reach their target but they do forget at some point when they don't see the enemy anymore.

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LuxoSVK
LuxoSVK - - 84 comments

finally you are life saviour ,it maked me mad countless times when i had to turn off and turn on combat state manually only because companions went after enemy and dont care about where we were heading.
im gona test it right now

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BRSamael
BRSamael - - 13 comments

Russian translate
Drive.google.com

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Skieppy Author
Skieppy - - 80 comments

Thanks man :D Will have a look and upload it

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Guest
Guest - - 691,579 comments

пожалуйста переведите на русский этот шикарный аддон.

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Skieppy Author
Skieppy - - 80 comments

По иронии судьбы мне пришлось использовать Google Translate, чтобы прочитать этот XD. В ближайшее время выложу русский перевод

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reter
reter - - 615 comments

THIS is something i was waiting for a looooong time

this addon is just one of those that changes the QoL in a way to be much more like the Stalker Anomaly we all want it to be!

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morgannoor1991
morgannoor1991 - - 481 comments

you are the best

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GabeCPB0
GabeCPB0 - - 354 comments

This addon comes to correct one of the biggest problems in Anomaly!
Very well thought, and most welcome! Thanks a lot!

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FeZeN
FeZeN - - 3 comments

Hello friend, could you make sure that the weapons of the dead enemies do not fall and remain in their inventory? I do not like that my companions take the weapons of the dead. Nice mod for those of us who don't like to be alone in the zone.

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Skieppy Author
Skieppy - - 80 comments

Hey man, Not sure how to prevent the AI companions from picking up weapons. You can use this mod to remove the weapons manually from their inventory.

Moddb.com

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mkultimos47
mkultimos47 - - 36 comments

Would've been great to also set a minimum boundary so that I don't get pushed into every fire anomaly by my own friends. xD

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Skieppy Author
Skieppy - - 80 comments

Not sure if I would be able to fix that. Their combat instincts are same ones used for all the human AI. However there is a way to make them stop further away from you when you stop moving.

In the ..\gamedata\configs\scripts\beh_companion.ltx file you can set distances. Not sure which ones it was but my companions will stop about 8 meters away from me.

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spitsphire51151
spitsphire51151 - - 81 comments

I looked through the whole game folder but couldn't find the file your talking about.

are you sure its called that/not from a mod?

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Skieppy Author
Skieppy - - 80 comments

Oh, I forgot to mention that I'm referring to the existing scripts compressed in the db files. There is a folder called tools where you can extract these files(I would recommend only extracting scripts and configs to save hard drive space). You can then use those files to override the original.

Alternatively I can just upload the one I have to Moddb as a separate addon or see if I can override the distances via the script with mcm settings.

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banana-joe
banana-joe - - 3 comments

hello have times ne question I do something wrong as I can not find the option
tried it with the tool Mod Organizer as JSGME have also times manual in gamedata times purely made

if something is wrong i am sorry i use deepl translator

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Skieppy Author
Skieppy - - 80 comments

The options will be present if you use have mcm included to your anomaly Moddb.com

For manual changes you you will have to open the script in the mod organizer mods folder. File name is ..\gamedata\scripts\companion_anti_awol.script

You can edit the line 1 - 19 and change the numbers. For the enable/disable use true or false if you want the feature included or excluded.

If you need more information let me know

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banana-joe
banana-joe - - 3 comments

thanks for the info it works now

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blackrockdepths
blackrockdepths - - 17 comments

very cool addon, after reaching a certain point in normal saves you become invincible so it's fun getting companions and trying to get them to survive fights, this helps a lot

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ST0NER
ST0NER - - 211 comments

Great addon, thanks. Now I would miss one that tells them to turn off the headlamps :)

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Skieppy Author
Skieppy - - 80 comments

I believe Tweaki_Breeki already made that. Moddb.com

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ST0NER
ST0NER - - 211 comments

Thank you!

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Theo_the_Dog
Theo_the_Dog - - 176 comments

Since companions still occasionally get stuck on things, I was wondering. I know there's two mods that kind of address this, one makes a hotkey that "resets" them and another that teleports them to you. Do you think it'd be possible to automatically trigger something like that when they get too far away?

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ST0NER
ST0NER - - 211 comments

One of those exists

Moddb.com

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ST0NER
ST0NER - - 211 comments

Ah, ok ... you said that "you knew that existed"
I thought you were asking.

Sorry, it's because of my lack of English

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Theo_the_Dog
Theo_the_Dog - - 176 comments

It's ok :)

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Skieppy Author
Skieppy - - 80 comments

Mmm. I guess a timer that checks the distances from player and assess if the position they are in is still the same as 5 seconds ago. If so teleport to you.

I don't recall companions getting stuck though. Do you know of a spot where I can replicate it?

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Theo_the_Dog
Theo_the_Dog - - 176 comments

I miss-worded my previous post. There are spots where their pathfinding just seems to break. It sometimes happens when using the workbench behind Mangun. Your companion will stand right in front of Mangun, and they'll just stay there until you switch zones. Other times though it'll happen in the middle of a field in the Corden. It'll happen to multiple companions at the same time, so I think it's more a pathfinding bug than them getting stuck. You don't really need to teleport them. This mod Moddb.com "resets" them somehow, and they wake up and start following you again.

EDIT: Looking at that mod again it seems the auto unstuck thing exists in the vanilla game, but by default it only activates once when loading a save.

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Skieppy Author
Skieppy - - 80 comments

From what I scanned it seems like it teleports them to where they are standing. It probably resets their desired destination causing them to move. Maybe I can have a look if they are not within your stop distance use a timer to check of they are still in the same position. Not sure time wise when I will be able to attempt though.

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OogaBoogaCultist
OogaBoogaCultist - - 2 comments

Hello, How does this mod work? Do I need to change some files for it to work or is it just because of interference with other mods.
Edit: nvm just found out it uses mod organizer.

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Skieppy Author
Skieppy - - 80 comments

It was purposefully written to prevent conflicts. If you would like to use the settings in the menu it would require mcm Moddb.com. Alternatively you can change the numbers in the script file "..\gamedata\scripts\companion_anti_awol.script". It would be the first 19 lines

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OogaBoogaCultist
OogaBoogaCultist - - 2 comments

Alright thanks. :D

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