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.
Increases the amount of dialogue and dynamic news in the game to bring more depth to the world. (1.5.1)
COMPANION UPDATE: Almost 500 new lines for companions to tell you!
Thanks to freedom_is_garbage for Russian localization and for line contributions for the companion update!
GOOD NEWS: Much of the content of this mod (the stalker dialogue) is now included in 1.5.1! Nice! Thanks to the devs!
THIS MEANS: Fear not, there is still a lot of content in this mod that is not in the current version. My mod uses a different Russian translation that is more gritty (and we say better) than the one they implemented. The dynamic news content had not been added officially, nor has the nifty grammar fixes, nor has the surge death dialogue, so there's plenty of good stuff here and I plan on adding more. If you have any problems, please let me know.
Made for Anomaly 1.5.1
v1: Mod release, adds 475 lines of dialogue to dm_information (Asking stalkers "What's new in the Zone" etc)
v1a: Many typos corrected, some capitalization normalized.
v2: 90 dialogue lines added for Sin and UNISG factions. 438 lines added to dynamic news (see readme for specifics). Grammar functions added that make looting and buying news more accurate: (OLD:"He had Exoskeleton on him", "I found ammo in his bag" NEW:"He had an Exoskeleton on him", "I found some ammo in his bag"), various fixes, Emission death reports were re-enabled (after emissions, a report of dead stalkers around the Zone will appear). If you wish to keep this disabled, go to line 1064 of dynamic_news_manager and change "self:ReportDeathBySurge()" to "--self:ReportDeathBySurge()"
v2a: Compatibility patch added for wuut's Anomaly Magazines
v3: RUSSIAN LOCALIZATION ADDED (thanks to freedom_is_garbage) Everything but the lines just below has been translated and added!
10 lines added to zombie activity, 51 to time news, 62 to weather news
Parentheses will not be seen in messages (old: "I found an AK74 (modern)" new: "I found an AK74")
v3a: UPDATE TO 1.5.1, The English lines added in v3 have been translated and added to Russian (thanks to freedom_is_garbage)
The new textual revisions in dialogue and dynamic news from 1.5.1 have been incorporated and scripts updated accordingly
v4: COMPANION UPDATE, 468 to companion news, 162 to faction spam, 101 to generic spam, 15 to surge template
Currently, this adds text to the information section in stalker dialogues(when you walk up to some guy and select- "Anything new about the Zone?" etc.) and also adds many new lines and variations to dynamic news (messages from other stalkers, Zone chatter, events, companions etc.). Grammar fixes and others (see changelog). The purpose is to give stalkers you meet more character and make the Zone into a less monotonous place.
I wanted to keep the text fairly serious, but not pretentious. I also wanted to avoid sounding "gamey". Pretty much the tone of the existing dialogue. I do depart from the existing dialogue with generally longer lines of varying length, where the existing ones are all uniform and short. Some of the lines I have introduced are narratives that add individuality to the stalkers and give you a good story. The lines added were done along faction lines for the NPCs and some text will only be given based on what faction of the player and of the NPC.
If you have any corrections or suggestions, you can PM me or leave it below.
This mod is most likely not going to interfere with other mods; it modifies five files which mainly have to do with text. I have used fitzroy_doll's Anomaly Text Fixes as a base for my dynamic news file, so you shouldn't have to worry about losing any corrections to that file. However other mods may use ui_item.script. This mod will still work if you remove both ui_item.script along with dynamic_news_manager.script: you will still get the new text, but you will lose the new emission report feature as well as the grammar correction features. If you want me to make a compatibility patch for another mod, just let me know. If you use wuut's Magazines, use the compatibility patch provided.
Feel free to use this mod in your own mod, or anything else you like.
Loner: We risked our necks getting into the Zone, to see its wonders and to maybe to make some cash as well. What keeps running through in my mind... is that when we go back home, home won't be there. What if it's all Zone? All of it. Who's to say that it isn't so right now? How do you know that there's even a real world left? Fucking hell man, that scares me.
Bandit: All you gotta do is follow the rules of common-sense: why risk your ass going into anomalies when you can just lift the artefacts off of some dupe? Why wait for that loner dickhead to shoot you instead of just wasting him before he gets the chance? Why get eaten by a pack of dogs when you can just kneecap your buddy and get away? Don't give me any of that nice guy shit, this is the real world. As real as it comes.
Military: What do you think? We're completely ill-equipped to take on the Zone. In the early days, we had good support and there was plenty of reinforcements and special equipment. Not anymore. Now: Here's your rifle, here's your old summer uniform, and here's a can of bread - now, go off and pacify the criminal underworld and some fucked-up zoo animals as well. Also, don't step in that blurry patch or you'll lose your legs.
UNISG: All of those scientific journals coming out of Eastern Europe are starting to make sense now - the amazing insights into physics and the baffling partly-redacted experiments. We thought that we had fallen behind, that we were getting soft. Now it makes sense. These people thought that they could just keep this scientific goldmine for themselves. Hopefully this expedition will just be the first; after the Zone is pacified, we can set up some installations in here. No more secrets.
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В разы увеличено количество диалогов, мир сталкера еще никогда не был таким живым.
Особое спасибо Freedom_is_garbage за русскую локализацию и за общий вклад в развитие мода!
ОБНОВЛЕНИЕ ДЛЯ НАПАРНИКОВ: теперь им есть что вам рассказать, ведь им добавлено около 500 новых фраз!
ХОРОШИЕ НОВОСТИ: Большая часть мода (диалоги сталкеров) добавлены в официальную 1.5.1 версию! Спасибо за это разработчикам!
НО: Не переживайте, мод предоставляет много контента, не включенного в текущую версию Anomaly. В моем моде используется другой перевод, более жесткий и приземленный (и мы считаем более хороший), чем тот, что использовали разработчики Anomaly. В официальной версии нет новых динамических новостей и сообщений о смертях сталкеров после выброса, так что мод может похвастаться много чем интересным. И я планирую добавить еще больше. Дайте мне знать, если у вас возникли проблемы с модом.
для 1.5.1
v1: Релиз, добавлено 475 фраз в dm_information (В ответ на "Что нового в Зоне" и т.д.).
v1a: Исправлена орфография и пунктуация.
v2: Добавлено 90 фраз для ИИГ и Греха. Добавлено 438 сообщений для динамических новостей. Сделаны различные фиксы, возвращены некрологи после выбросов (теперь после выбросов будут появляться сообщения о мертвых сталкерах). Если хотите, чтобы они были выключены найдите строчку 1064 в dynamic_news_manager и поменяйте"self:ReportDeathBySurge()" на "--self:ReportDeathBySurge()"
v2a: Добавлен патч для совместимости с Anomaly Magazines
v3: Добавлена русская версия (спасибо Freedom_is_garbage)
v3a: ОБНОВЛЕНО ДО 1.5.1, Весь английский текст, добавленный в v3 теперь переведен на русский (спасибо freedom_is_garbage)
Все новые диалоги и динамические новости из 1.5.1 были включены в мод, скрипты обновлены с учетом нововведений
v4: ОБНОВЛЕНИЕ НАПАРНИКОВ, 468 новых фраз напарников, 101 новое случайное спам-сообщение, 162 спам-сообщений для фракций, 15 новых сообщений о выбросе
Мод полностью переведен профессиональной командой переводчиков (нет), с любовью и заботой к оригиналу(да).
Обязательно сообщайте обо всех ошибках, будем стараться исправлять потихоньку.
Одиночки: Да, не такого я ожидал от Зоны. Я когда решил сюда прийти, я думал тут везде артефакты, постоянно с бандитами воевать буду, открывать новые аномалии… А в итоге только у костра сижу, водку пью, да кручусь по-маленьку, барыжу всяким, лишь бы на жизнь насобирать. Слегка напоминает обычную жизнь, только пожестче. Хотя, кто знает, что будет завтра.
Военные: История стара как мир. Жирный охуевший генерал недоволен ситуацией в Зоне, в которой он, кстати, не был никогда, ближе чем на 50 километров. И тут он начинает всех разъебывать, «да как так», «да вы охуели», и так дальше по цепочке все друг друга ебут и дрочат, пока не дойдут до несчастного старлея, дадут ему пару контрабасов и пошлют за нихуё моё на неизвестную территорию, где их распидоривают мутанты на куски, или какие-нибудь фанатично-настроенные граждане двухсотят. Те кто выживут, придут обратно, расскажут мол «нихуя там нет, нихуя не видели, говно а не операцию вы придумали» и все. Повторять до бесконечности.
Бандиты: Ржу нимагу. Не ну это надо быть внатуре бакланом конченым, чтобы припереться в Зону, чтобы разбогатеть или сделать «открытие» какое-нибудь. Типа, все эти утырки думают, что станут богатыми и знаменитыми, пока тупо идут в лапы к мутантам. Это ж обоссаться со смеху можно. Я лучше просто за такими понаблюдаю и шмотки от них оставшиеся подберу.
Average
9.9121 votes submitted.
A Cool addition (and one I have thought about for one of my addons in the future) is Faction specific dialogue. In this manner Different factions will talk to you differently depending on your faction as well as theirs. It would add a lot of work but that would be great to adding some more to the feeling of it all.
Thanks for the reply! I really appreciate your work, by the way. My mod does indeed have some faction specific dialogue. Much of it won't show up often due to how the game selects dialogue, but there is text that is dependent on your faction as well as the faction of the NPC.
Interesting. I really like the concept because the dialogue was really lacking (at least in the quantity area).
unfortunately new options for dialogs do not appear
Hi there, thanks for the comment. If I understand you correctly, then you seem to be looking for a new dialogue selection option when you talk to an NPC. All of the NPC dialogue lines I wrote are all in the same place: "What's new in the Zone?" etc. The faction dialogue is added to the pool of available dialogues that could be selected. So for instance, if you talk to a Merc, you might get a generic line or you might get a line specific to Mercs that also depends on your own faction. There exists, for example, lines that only have a chance of coming up when you are a Merc and you talk to a fellow Merc. What I'm trying to say is that it's all there and if you just ask around you'll come across a whole lot of new stuff.
I was just thinking about how tired I was of always getting the same lines of dialogue when talking to other stalkers! Thanks! I think this is a much needed mod.
:0 nice ! gj
Interesting, will definitely keep this one up to date :)
bravo!!
Great, very appreciated addon!
I was actually thinking about this last night! Amazing.
Great work!
Nice!
Amazing work!!! Please keep working and do the pda and dynamic dialogues too, it's awesome!
The three examples you post are of a similarly cynical/whiney character (which is fine, it fits), just wondering if there's any variety to this theme? Thanks for the mod, will try it soon.
Yes indeed, I could have given more variety.
Here's a couple different opinions-
Clear Sky: Careful experimentation is always difficult in the middle of a firefight. For a long time, we've acknowledged that the fate of our mission is tied to the life of the Zone, that we cannot be detached observers. In a way, our military objectives have as much to do with the containment of the Zone as our research programs.
Loner: I guess it's not all bad in the Zone sometimes. Once I found this place, I called it "my lucky spot". Whenever I would go there and sit down for awhile, close to the earth, my head would clear and I would be able to put things together in my mind that I couldn't before. I used to figure out what people would say before they said it, I knew which paths would be full of mutants, that sort of thing. One day, it just stopped working, though. I don't particularly know what it was, but I think it was a little gift from the Zone.
Does this need a new game? Because I can't see any difference after installing this...
A new game is not required, but in my testing it does seem to make use of the new dialogue more. I'm not exactly sure how the game chooses the pool of responses for each stalker, but I think that new stalkers that spawn during your game will use the new text more.
Ok thanks, maybe I just have to wait some more.
Oh, man! This definitely is a must! Even though Stalker Anomaly may very well be one of the most complete and immersive FPS ever made, there are, without a doubt, some flaws.
One of them, a big one in my opinion, was the poor conversation options between the characters. It's immersive-breaking having all those different people in different areas, belonging to different factions, talking the very same things.
This mod comes to correct this, and turn the Stalker Anomaly experience to a new level! Thanks for your mod!
It's good to emphasize though, more dialogue is always in need! If you are willing, more mods like this are always a welcome sight! Cheers!
Do you plan on translating it into Russian? I mean it would be greatly appreciated cuz half of anomaly players speak russian (and there is already official russian localization for anomaly that is actually pretty good).
Btw i can do it for 20 bucks.
My Russian is pretty basic and it would take me forever (and it would probably sound terrible). Perhaps when I get further along in adding text, I'll look into it. I'll let you know at that point.
If you don't have 20 i can take 10. Or anything. 2 bucks and i can do it (it's 4 cheap ****-quality beers).
Yo, if seriously, i'd like to do it for ya. Tell me if you are interested.
I'll PM you about it.
I thought modding is a charity. You can crowdsource localization or somehow else, Im not sure, how it works at moddb. I can help you with some lines, but it is crucial for you to tell localizers about planned features. So the work
the work to be done is not wasted.
yeah freedom is garbage
Join DUTY B*tch
Hey, Indyora, I have a proposition for you:
If you're on Anomaly's Discord Server, I need you to DM Red Forest Cake (which would be me). Until recently I've been a writer/ editor for Anomaly, and I feel you could potentially pick up where I left off in terms of lore and immersion.
First v2 file didn't have the emission death report thing enabled, just fixed it.
thx for making the dynamic news!
Hope you enjoy!
Does this addon work with RC17?
It does not appear to be compatible. They changed something with another file that I reference in my own files. I'll certainly change it when the update comes out.
у многих нпс при вопросе о чём нибудь интересном или новом в зоне возникает такой ответ -(dm_information_362) -трёхзначные цифры в конце только меняются, что это значит?
Это значит что нефиг англ.версию мода на русскую версию игры закидывать. Жди перевода
Ну че, сынок, готово всё
Hi :) When can we expect this addon to be released for RC18 ?
If you want to use it with RC18, simply delete the scripts folder from the download. You won't get the grammar fixes, but everything else is ok.
Cool, thanks :D Awesome addon, very simple yet so immersive!
RC21?
I'm on RC22 and *think* this has been causing some crashes. Removed it with JSGME and no weird crashes.
Does this require a new game?
1.5.1?
Working on an update. The dialogue from this mod has been incorporated into 1.5.1, but not the dynamic news.
Nice to read!!!
Very great! Thank you!
I've noticed that there's one line in the ui_item script, that has been changed in yours. But it doesn't seem to have anything to do with your mod.
Just to be sure, I'll show it to you:
Original line:
[code]
if obj and wuut_mags and wuut_mags.isMagazine(obj) then
[/code]
Your script:
[code]
if obj and wuut_mags.isMagazine(obj) then
[/code]
Did you change that by intend? Or did you use another version as a base, maybe?
Thanks for your input! I'm not too knowledgeable on wuut's magazines, so I'm guessing I used the wrong version at some point. I replaced the line from your comment and re-uploaded.
Awesome!
Hey
Do you know if your mod is this compatible with this mod? Moddb.com
Well apparently some files overlap, but a helpful person just uploaded this: Moddb.com
Crash Report
! [SCRIPT ERROR]: ...mes/anomaly\gamedata\scripts\dynamic_news_manager.script:1688: attempt to call field 'get_plural_name' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...mes/anomaly\gamedata\scripts\dynamic_news_manager.script:1688: attempt to call field 'get_plural_name' (a nil value)
stack trace:
Well that's strange. That's only called when stalkers buy from the traders, and I've tested for that. Make sure that you have the latest files and that nothing is overwriting ui_item.script. Tell me if you get it again.
I had this issue too when I started a UNISG playthrough for some reason. I was also using the compatibility patch with LTTZ DC, though I don't think that was related to the crash.
In the end I think it can be fixed by just adding a nil check for inv_name in the DynamicNewsManager:BoughtItems(). Not sure what is causing inv_name to be nil sometimes, but this should at least prevent crashes if it is.
I had a similar issue—
"anomaly\gamedata\scripts\dynamic_news_manager.script:1758: attempt to call field 'get_article_name' (a nil value)" under GossipLoot.
It looks like Exoseva CBSE Outfits also uses ui_item_script. Giving Dialogue priority has allowed me to continue playing my new save, but I don't know how it'll affect the outfits.