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This mod is no longer maintained. Any issues you encounter won't be fixed, but you should be able to do so yourself, or someone else can patch it I suppose. And so it was, that 1.5.1 has graced the internet. With it's release so do I update my mod. This time as a all in one pack. Everything is here. So come over and take what you want be it binoculars, knives, bolts or pistol sprinting.

Preview
Damien's Animation Compedium [Unmaintained]
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Foxhed
Foxhed

we *** tonight

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AyeBlin
AyeBlin

Yes yes yes! Ive been waiting for this!

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lildioss
lildioss

This is my best day in the world

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spivymaster09
spivymaster09

I'm guessing this isn't compatible with Position and View?

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Foxhed
Foxhed

it is.

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Guest
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The_Merc
The_Merc

Not bad

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DELORIANx2
DELORIANx2

We need compass position from your pistol video))

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DaimeneX Author
DaimeneX

That's from an outdated Autumn Aurora 2 HUD mod.

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lildioss
lildioss

I'm trying play with BaS and it's not working for me :(

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DaimeneX Author
DaimeneX

Yeah, my mod might need some merging with BaS to avoid crashes or conflicts. As I don't use that mod myself I won't be providing patches for it tho, sorry.

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Guest
Guest

Is this compatible with food, drug and drink anims? thanks

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Coton
Coton

Second this question

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DaimeneX Author
DaimeneX

It is compatible. I use it without any need to merge them :v
If you're wondering about the skinning animation with second knife anims from this pack, then I can 100% say they work perfectly well.
I.imgur.com

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Coton
Coton

Wonderful,thank you. :D

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AyeBlin
AyeBlin

Could you make redone knife right click with 2 hands like in 3rd person view? Only one hand look weird. Thank you

*sorry for my english

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DaimeneX Author
DaimeneX

You can consider it done.

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Jacklystic
Jacklystic

Nice work my friend, totally gonna use it.

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Guest
Guest

is this compatible with blindside's weapon reanimation?

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DaimeneX Author
DaimeneX

For now it seems everything should be "mostly" compatible, but once Blindside completes more weapons this might change.
Obviously upon full completion of that pack I'd recommend not mixing two animations mods together :)

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Guest
Guest

An update yesterday or before must have broken the compatibility, pistol sprint completely disappears when activating both animation mods, regardless of the load order the pistol sprint always disappears.

Oh stalker...

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avikgarain10
avikgarain10

Thats an intentional effect of bindside's animation. Its mentioned in his comment section

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Ephrem11
Ephrem11

thank you for the awesome mod!

just one thing i found though- when i press T(helmet wipe) with EFT binoc, its bit buggy that how left hand is moving to wipe helmet. hope you fix next version. yet still awesome!

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DaimeneX Author
DaimeneX

Unfortunately it's not my animation. It's a port of an already existing animation and I noticed it as well that the second hand doesn't play nicely with the wipe anim. Don't know why that happens and the issue I suspected turned out to not be it.

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Ephrem11
Ephrem11

thx for answering. I just simply don't use wiping while im holding bino ;) along with bino animation, others make gameplay much smoother too!

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Еngel
Еngel

The animation of the gun with the mod POSITION AND VIEW 1.9. 4 for some reason goes to the left, although the binoculars and knife work normally in the center as expected. How do I fix this?

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DaimeneX Author
DaimeneX

I will soon upload an updated version of the Animation Compendium and will include a set of files that were made with PaV users in mind :)

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Еngel
Еngel

Thanks for the answer! I would be very grateful. Very good animations

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ScavsAteMySandwich
ScavsAteMySandwich

Compliments Anomaly so well

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Vakkeran
Vakkeran

What's up with the anomaly particles in the new bolt vid? They look nice.

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DaimeneX Author
DaimeneX

It's the cinematic vfx mod :o
Moddb.com

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Vakkeran
Vakkeran

Thanks.

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DaveCooper
DaveCooper

I think new detectors conflict with Artefact Renovation mod.
They both affect items_devices.ltx.

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DaimeneX Author
DaimeneX

Yeah. Merging them manually won't be an issue tho.
I marked my changes with "; DaimeneX" at end of needed lines. :)
I recommend using Winmerge if you want to do it yourself.

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DaveCooper
DaveCooper

Aha, i think i can do it. Thanks for the tip!

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Еngel
Еngel

Noticed some problems:
1. It plays with this bolt even when you have a detector or a dosimeter in your hand! Just somewhere the bolt flies and comes back like a boomerang.

2. When the bolt or a knife is already equipped in your hands, when you take the flashlight also in your hands, it first winks (glitches) behind the bolt and only then takes it! And the lantern begins to search for its position on the screen... first to the left, and then to the right it rushes.
(Also, this glitch is slightly visible when wiping the glass, when the flashlight and the bolt or knife are already in your hands)
On a note I put from the mod Adjusted knife and the bolt animations 0.45 for Pav*

3. When the detector is equipped and activated, when changing to a dosimeter or another detector in the inventory, you can see how the animation of the left hand flinches

4. EFT bino when equipped, the animation glitch starts when wiping the armor glass.

5. I added your New pistol sprint (Raise_lower) to the Pav mod, as well as a new detector animation. When you take a detector to the gun in the game, the gun teleports closer to the screen!
Although with the bolt from the mod and the knife from your mod, everything works fine. Maybe you just forgot to edit it?

I use the PaV mod for a note*
Yandex translator. Sorry for my English

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DaimeneX Author
DaimeneX

1. That's the thing about wanting to have cool idle animations, haha. I didn't think about detectors when I made them. Don't know if it's going to be possible to fix that at all. The devs would have to implement an option to disable bore animations when detector is out for example.

2. The flashlight glitch is vanilla as far as people are concerned on Discord. The devs already know about it. It seems to draw in ironsight mode instead of normal, even when you aren't aiming down sights.

3. That's a new one. Probably an issue with positions. Not gonna be able to fix that.

4. That glitch is a mystery to me. I thought I had a solution for it but it seems to be completely unrelated. Don't know if I'll be able to fix it as the EFT binoculars aren't my animations, but just a port from EFT weapon pack.

5. I noticed that when detectors have hud_fov lock they will force other items to take that hud_fov and move closer to the screen. Can't fix that, might be a better idea to use the normal versions instead. This is why they are optional in the first place.

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Еngel
Еngel

There are so many nuances and problems that it seems to me that it is better to just collect a pack of animations (working normally) and lay out, than to lay out animations that can not be fixed as an EFT binocol, for example. Well, I think so
Because some animations work fine, others don't

2. I removed the animations of your mod and the lantern is still looking for its place, but it does not glitch behind the weapon or bolt. I think the fault of the animations is still there

3. I went to the anomaly now only with the Pav mod and there is no flinching there. This is also a problem the animation was. With a pure anomaly with the Pav mod, instead of flinching, the hand simply turns to the normal position and there is no glitch

And the question is, do you think this mod will work in Dead air?
Or could you tell me how to position your hands correctly on the screen? In dead air, the left hand is too far to the left and when you run, it goes off the screen. What should I do to change its location? closer to the right hand

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DaimeneX Author
DaimeneX

Okay so here's what I know as of right now.
1. The bolt flying around while holding a flashlight or detector will be fixed when a new version of Anomaly comes out. The devs have to add a check that disables bore animations when detector is being held.

2. I see what you're talking about. It's an issue with how the game handles positions and while I tried to have the flashlight sit at the right spot when using pistols, when exiting aiming the pistol aims out too fast and passes through the flashlight before it comes back to idle position.

3. Again as I mentioned, that's a positioning issue. To have the detector fit okay with the pistol it has to rotate a bit and when it goes back to idle it snaps back to correct position.

Don't know, might need some merging.

Despite the issues, I feel like the binocular animations are way better than vanilla. They are smoother and look natural, and while I understand the wipe animation might be jarring, there is really little I can do to fix it without having to go ahead and make animations from scratch...

This is why the pack isn't a gameready kind of deal. It has options so that everyone can pick what they are comfortable with. If something is too jarring for them, they can just remove that part of the mod.

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Еngel
Еngel

What program do you use to edit animations in meshes?
I also want to try to make some animation

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DaimeneX Author
DaimeneX

I use blender, but believe me there are better alternatives.

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Kotik02
Kotik02

Will you consider making a simple animation that activates whenever you use the 'use key' (F by default) to show the player is picking up an item or opening a door?, similar to Tarkov (tho I never played it) Sorry if I am asking for something impossible. Cheers :)

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DaimeneX Author
DaimeneX

I'm pretty sure that would require digging in the engine source code to make it work, and that's way outta my league, hah.

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ClownShinji
ClownShinji

I've seen recent animations of melee with gun and even a punch. All you would need is to open the actor hands instead of punching with close fist to make it seem he is opening a door. That is, this is all in my head lol

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YouniquE
YouniquE

Sometimes the animation bugs out and my character is only holding weapons/stuff with his right hand and the left one seems to get stuck somewhere in the lower part of the screen, barely moving or visible. The bug goes away on death / save-game load but I have no clue what's triggering it or who's at fault even.

Thanks are in advance !

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DaimeneX Author
DaimeneX

That's an odd bug. Which weapons have that?

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YouniquE
YouniquE

Fixed by updating and changing the load order of other animation mods by putting yours on top.

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hirvi666
hirvi666

How do I install this correctly? I installed the sprint anim through MO2 and can't see any difference in game :(

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maslinupoymal
maslinupoymal

Please tell me what could be the problem.
This is not a bug of your add-on, but I was hoping that addon would fix it, but addon did not fix it. I don't remember if it was in pure Anomaly, or if it was the result of other addons (quick melee attack or something else). The essence of the bug:
After RMB or LMB of a knife attack, the knife slides unnaturally to its original position in the hand, as if the strike animation and idle animation have origin points that are not aligned with each other.

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xCoiotex
xCoiotex

I'm trying to understand this knife slide too, don't know if it's a easy fix

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