Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of Open X-Ray. Built upon Last Day, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.

Add addon Report Dead Air Weapons
Filename
short_dead_air_guns.1.rar
Category
Weapons Model
Licence
Proprietary
Uploader
Nerf𝖊d
Added
Size
16.65mb (17,460,362 bytes)
Downloads
121 (2 today)
MD5 Hash
90d144f8f34f90f5e9e706ad3217f205
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Description

This is a collection of the melee weapons and sawn off guns from Dead Air

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Dead Air Weapons
Comments
Alav.n
Alav.n

Oh god that mosin xd

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SLV550
SLV550

thanks

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Faeryka
Faeryka

Scar use 5.56?

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Nerf𝖊d Author
Nerf𝖊d

I haven't changed the original guns, just added new ones.

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Rundas95
Rundas95

CTD when I open my inventory

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Rundas95
Rundas95

Ok it was because i use this addon: Moddb.com

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Ki11aM00n
Ki11aM00n

Could you possibly release a compatibility patch for "Trader's Buy Condition Tied To Goodwill" mod from Gergination's 1.5 QOL pack? Would really appreciate it!

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Nerf𝖊d Author
Nerf𝖊d

Yes I'll do that when I can.

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hirvi666
hirvi666

MP-153 sawn off is bugged: If you upgrade the guns recoil ( I have -35 precent ), holster the gun and unholster it and hip-fire, the gun will behave like it's pre-updated. The gun will behave like an upgraded one if you ADS before shooting.

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hirvi666
hirvi666

Also applies to MP-133 sawed off and most likely to the other weapons in this pack.

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Nerf𝖊d Author
Nerf𝖊d

I've tested and this is a problem with the base Anomaly MP133 and 153. Sorry I'm not sure how to fix this, but I've alerted Tronex and hopefully Beta 3.0 can fix this.

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hirvi666
hirvi666

Yeah I noticed this too after some testing. Thanks.

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Nerf𝖊d Author
Nerf𝖊d

Glad we figured this out

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dave_5430
dave_5430

Doesn't seem like some of the weapons have a disassembly line set to it, and will crash the game with:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: ...l.k.e.r. anomaly\gamedata\scripts\awr_disassembly.script:180: bad argument #3 to 'format' (number expected, got nil)

stack trace:

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Nerf𝖊d Author
Nerf𝖊d

Ah ****, sorry I forgot disassembling **** was a feature. I'll see about fixing that.

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FatalFunnel
FatalFunnel

THANK YOU.

Finally a short version of the MP-133 and MP-153, this is perfect.

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Nerf𝖊d Author
Nerf𝖊d

They're nice for a lightweight anti mutant weapon, even if they have a halved mag they're still powerful and the reload animation is very fast for them.

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FatalFunnel
FatalFunnel

The MP-133 has the same mag size, the MP-153 has 4 rounds, which I can deal with since 4 or 5 is about perfect if they're used as a sidearm, plus the MP-153 is a semi-auto with a decent rate of fire.

I always wanted a short pump alternative that didn't have the weight of their larger equivalents, and less cumbersome reloading compared to the Protecta and SPAS-12. They're pretty much later game equivalents of the TOZ-34.

One thing that I noticed when merging them in is that short shotguns don't have different control_inertion_factor, and crosshair_inertion stats compared to the full length versions, so I changed this to make them easier to move around. I'd like to change those two values for each of these shortened weapons.

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Nerf𝖊d Author
Nerf𝖊d

Hohohoho the MP133 shouldn't have 8 rounds. I'll change that, and yea I can edit the inertion for them. Thanks for the feedback.

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FatalFunnel
FatalFunnel

I gave it a different icon too, I'll DM you it if you want.

Also I was pleasantly surprised that the MP-153 uses the SPAS-12 upgrade tree, because I would have changed it to that anyway.

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Nerf𝖊d Author
Nerf𝖊d

That'd be nice thanks, I'll look over it and if i think it fits with the theme, then it's added.

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Alav.n
Alav.n

Can you spawn the weapons with Debug mode?

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Nerf𝖊d Author
Nerf𝖊d

Yes, they're under wpn_[WEAPONNAME]_short. For example, the short Mosin is under wpn_mosin_short, and the MP153 is under wpn_mp153_short. Simple enough, no?

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