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 addon entirely disables autoaim or halves the autoaiming factor for jump attacks of select mutants in Anomaly 1.5.1.

Preview
Mutant Autoaim Edits - for Anomaly 1.5.1
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]{oNtrAst
]{oNtrAst - - 261 comments

Это ведь уже ввели в оригинал 1.5.1, разве нет?

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Schuchart Author
Schuchart - - 1,641 comments

Насколько я могу судить по файлам (распаковывал из дб), только для химер, собак и люркеров.

Переведено Google Translate.

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bvcx
bvcx - - 2,130 comments

Snorks aim was disabled aswell.

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Schuchart Author
Schuchart - - 1,641 comments

I see. This is an oversight on my behalf, will remove the snork-related file from the addon. Thank you both for the heads-up!

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Guest
Guest - - 690,117 comments

What kind of an idiot would even think you can change direction in mid-air anyway, right?? Who the hell was that stupid to program mutants to do that lol

Thanks!

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Schuchart Author
Schuchart - - 1,641 comments

My guess would be that it was a concession GSC had to make at some point regarding the animation system, kind of mitigating the rigidity of the attacks to somehow enable mutants to properly attack left and right. Especially hard if you want to have a fluent experience with a running, jumping, strafing (!!!) entity. Great ambitions. Usually one would achieve that with a bunch of dynamic animation sets of various direction-based attack and movement schemes and I assume a blending system of sorts, if one has the time, staff and moneysss. Things GSC ran out of continuously. So they resorted to a very interesting variant of rubberbanding. But this is just a wild guess.

When I first installed Anomaly in 2019 I got around the first time to have a closer look at those files and guess the look on my face when years of "having a hunch" about homing snorks was revealed to be literally a parameter in the file. I thought they were just bugging out! :D

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anilex
anilex - - 80 comments

my short version would have been:
"it was programmed like that to make mutands able to hit **** at all" but i think your guess is more accurate :D

the thing that ***** up the most isn't even the homing effect.
it's the fact that mutants are able to attack with almost no animation in a fast pace. pseudodogs and snorks are the worst in this regard. there's like a glimps of design, that at least snorks are supposed to reposition for the next attack but the sad reality is, when their attempt to reposition themself fails, they just attack again with almost no delay.

when snorks corner me, my best solution is to rapidly fire the ground infront of me and i just give up on attempting to predict their movement.. once you're in a corner and they run against you, their path is blocked aswell and all they do is spam attack instead of running a circle, like they would if their path is free.

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Schuchart Author
Schuchart - - 1,641 comments

Yeah, there are still quite some errors and oversights present in STALKER on even basic level but I guess that's also part of STALKER. Maybe one day. We have already come amazingly far with STALKER modding, and there is still SO much potential. But also old spectres haunting our beloved... :D

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Emmet.Otter
Emmet.Otter - - 1,715 comments

Their lack of attack animations screws up the player to even predict how they will attack you. Their movements are worse the modern anime today =)

Definitely gonna try this out.

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WastedSky
WastedSky - - 631 comments

If someone has low performance with this, maybe they could try to downscale the textures a bit. :)

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Schuchart Author
Schuchart - - 1,641 comments

Mate, you sure you are in the right comment section?

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Zerk.
Zerk. - - 487 comments

bruh

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Guest
Guest - - 690,117 comments

Вот такая фигня в логе на новой игре
FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'mwolf'. Please attach [*.ini_log] file to your bug report

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bvcx
bvcx - - 2,130 comments

Maybe you should try to contact author of 'mwolf' instead?

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Schuchart Author
Schuchart - - 1,641 comments

Какие дополнения у вас установлены?

Переведено Google Translate.

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SebTheSamMarten
SebTheSamMarten - - 29 comments

This is conflicting with another mutant-based mod that you have installed. 'mwolf' is the game's naming for pseudodogs in the files.

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anilex
anilex - - 80 comments

"m_cat.ltx" has already been altered by the "Soundscape Overhaul 2.5" mod.
"m_pseudodog.ltx" has already been altered by the "Soundscape Overhaul 2.5" mod.

i dunno if this causes compatibility issues, but i'll test it out anyway.

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Schuchart Author
Schuchart - - 1,641 comments

It does, specifically in that Soundscape changes the file-paths for sounds that mutants use. These changes are made inside these files you mentioned and imperative for Soundscape to work properly. They are of course not present in my files as I took them directly from the Anomaly db-archives.

Easiest would be to open the respective creature-files from the Soundscape-folders (m_cat and m_pseudodog) and change the above-mentioned autoaim-line's value to zero.

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IhadToMakeAnAccount0
IhadToMakeAnAccount0 - - 32 comments

Might I ask how to do that? I'm new to S.T.A.L.K.E.R. modding and I don't know jack-sh*t about manually editing files, nor which files to edit.

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Schuchart Author
Schuchart - - 1,641 comments

Of course! So, all your data from mods (excluding sweetfx and reshade as well as engine, openal or lua-edits) is either stored as DB-archives in the folders [main Anomaly-folder]\db\addons or [...]\db\mods or as files of various formats/endings (LTX for configs, DDS for textures, OGG for sounds, etc) in [main Anomaly-folder]\gamedata, where they usually reside in subfolders of various categories and names.

In this case, we need to find the files we want to change in the "gamedata"-folder. The path to the files is according to the folder structure that we have in the archive, so in case of this addon we look for the sought-after LTX-files in gamedata\configs\creatures.

If you now open the folder "creatures" you will find a bunch of LTX-files from Soundscape, all used to configure the proper distance sounds for ... well, the sound scape. These are generally the defining files for creature features and characteristics (such as ability to hear and see, attack strength, speed, special abilities, damage done, resistencies, sounds, etc) used by the game engine for NPCs spawned ingame.

Open these with a text editor, such as Windows Editor, Wordpad, Office or Notepad++. I recommend Notepad++ because it has a quite good and practical UI and also sports the Compare-plugin (but later more on this).

Now, when you have opened the file of the mutant you want to edit (e.g. m_cat.ltx) just search for "auto" with the search function of the text software. It should usually instantly find the line that I mentioned ("jump_auto_aim_factor ="). Always check twice that you are looking at and editing the right line! This is the one controlling the autoaim while jump-attacking. Now, change this to "0.0" (or any value that suits your needs, for that matter).
Save the changes and you are good to go!

Now, in the future when you have two of the same files from different mods and you understand the structure and general idea of how STALKER's config-files and such work, you can use the Compare-plugin of Notepad++ to quickly compare these siblings and find out the differences/edits made, then implement those to achieve compatibility IF they do not overlap/interfere (e.g. change the same line of code). This is easier and almost self-explanatory in some cases and very obscure and a real drag to do in others, so be careful and as always: Check files used and your edits AT LEAST TWICE, have backups of everything that you remotely touch and only change/edit what you know and understand. Otherwise the engine-gods will be angry and strike you down (it will crash).

P.s.
On a side note, the loading hierarchy is "gamedata"-files > "mods"/"addons"-DB-files > Anomaly's original DB-files, so files in gamedata always win and get priority by the game engine over files loaded from DB-archives. I mention this because people tend to get confused about what these archives and files actually do. A simple example of this would be using the 4k PDA addon which comes packed as a DB-file and then putting a (hypothetical) different PDA skin/texture in the "gamedata"-folder; ingame, the texture from "gamedata" would be used as it has priority over the one from the DB-file.

"0.0"

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w80wl
w80wl - - 61 comments

The way it meant to be played, for mutant brains can't possibly calculate all that information while jumping.
If it falls down and lands perfectly on ground without damage like cats or squirrels, I agree, but not autobot jumps.

Thanks for this addon

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Schuchart Author
Schuchart - - 1,641 comments

My pleasure!

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Guest
Guest - - 690,117 comments

Dos this mod works with existing saves? In my case the blind dogs still shooting like rockets out of the bushes and killing me instandly.

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Schuchart Author
Schuchart - - 1,641 comments

Yes, it does! So you mean they still have the ability to change direction mid-air while jump-attacking you? Do you have another addon installed that changes m_dog.ltx?

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Cornolius
Cornolius - - 37 comments

Whats up with boars autoaim charge attack? I see borya mutant in your files, but this is different mutant, no?

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GalaxiT
GalaxiT - - 104 comments

Same, boar just attack you no matter if you even run 100 meters left or right to evade.

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Schuchart Author
Schuchart - - 1,641 comments

I did not change that attack, only concentrated on the jump-attacks. m_borya.ltx is related to snorks, in a way ;)

Check the addon I mentioned in the description, it edited autoaim on those attacks as well, iirc.

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F1y
F1y - - 21 comments

Well, is add don't work on Soundscape Overhaul 3.0 for 1.5.1?

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Schuchart Author
Schuchart - - 1,641 comments

Hi F1y! Yeah, the problem is that both addons change the same file, thus manual editing or merging is required to make that work. I'd suggest using the SCO3.0-files and just editing the autoaim-lines there as described above.

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eltater89
eltater89 - - 18 comments

Does this affect Chimeras?

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