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

Cleaned up and DLTXfied a certain pack uploaded by Shadow_Guardian. Now more compatible with other addons than ever ;)

Preview
[DLTX] Pack of New Devices - DLTXified
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skvll
skvll - - 30 comments

thx

add this maybe like optional?

Moddb.com

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artezbot Author
artezbot - - 113 comments

np, also that addon is compatible out of the box ;)

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RamseySparrow
RamseySparrow - - 833 comments

Amazing, thanks bud!

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SEV3RE
SEV3RE - - 388 comments

Lovely' Work skvll thx.

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vendettareborn3
vendettareborn3 - - 74 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 789
[error]Description : fatal error
[error]Arguments : Attemped to override section 'supplies_5', which doesn't exist. Ensure that a base section with the same name is loaded first.

stack trace:
Traveling to Red Forest always causes this, tested with only this mod.

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artezbot Author
artezbot - - 113 comments

Should be fixed now ;)

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Ryiverz
Ryiverz - - 51 comments

You did a thing.

Merry Christmas.

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artezbot Author
artezbot - - 113 comments

Merry Christmas, lad :)

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Shadow_Guardian
Shadow_Guardian - - 163 comments

Actually, thanks. Nice work + rep. :)

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artezbot Author
artezbot - - 113 comments

You are very welcome :D

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leoaug
leoaug - - 25 comments

did it work on EFP

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artezbot Author
artezbot - - 113 comments

no idea since i don't use it, but it should work

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Guest
Guest - - 687,512 comments

[DLTX] The Binoc icon is missing in the EFT Binocuals addon. i.imgur.com/U8H9q8L.jpg

Used addons: Cr3pis icon pack 06.12, Maid icon pack 25.12.

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artezbot Author
artezbot - - 113 comments

binocs were supposed to be used with "devices", so get the texture from ui/ui_icon_devicez.dds if you wish to use the binocs alone

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RamseySparrow
RamseySparrow - - 833 comments

Hey,

so if you're not using MO2 and just install manually - what is the procedure here?
Do you just need the DLTX folders or also the non-DLTX and in which order?
I do have DLTX installed

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artezbot Author
artezbot - - 113 comments

Yo, installation is the same as with other addons, just make sure that dltx folders are installed last and are replacing non-dltx ones. I will simplify the process someday. Still I recommend using MO2 instead of manual installation so if smth is gonna go wrong, you can easily fix that ;)

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RamseySparrow
RamseySparrow - - 833 comments

cool cool, thanks.
So with DLTX mods, the method is: install standard folders first, then follow up with the DLTX versions of those folders, right?

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artezbot Author
artezbot - - 113 comments

exactly

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Forester_Kobayashi
Forester_Kobayashi - - 44 comments

oh my, thanks for this trying to make the original addon was a pain to make it compatible on my Addon pack thanks for this, Happy New year bro

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artezbot Author
artezbot - - 113 comments

np, thanks and have a good one

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Xabab
Xabab - - 26 comments

Lmao, just saw this version, while searching for original addon to complain that there is a stranded '= 1500' in m_knife_alt.ltx, that breaks dltxify, while deleting it crashes the game anyway.

Thanks bro!

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artezbot Author
artezbot - - 113 comments

np, enjoy ;)

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SniperHellscream
SniperHellscream - - 981 comments

FATAL ERROR

[error] Expression: <no expression>
[error] Function: CModelPool :: Instance_Load
[error] File: .. \ xrRender \ ModelPool.cpp
[error] Line: 120
[error] Description: fatal error
[error] Arguments: Cannot find model file 'dynamics \ arms \ wpn_bat \ wpn_bat.ogf'.

stack trace:

Greetings, apparently I have conflicts with the Dynamic Mutants DLTX Plugins and also with the Skinning Mutants Without Knife plugin this happens when using only the knives. and when trying to generate them with the debug menu. would you be so kind to provide a compatibility patch?

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artezbot Author
artezbot - - 113 comments

Sure, I will put it on my radar.

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SniperHellscream
SniperHellscream - - 981 comments

Thank you very much I've been wanting to try those knives for a long time :)

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matthewpro2011
matthewpro2011 - - 142 comments

For some reason all the knives added in this mod wear out after skinning a couple mutants, even the hardier combat knives and hunting knives wear out in like 4-5 uses.

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artezbot Author
artezbot - - 113 comments

I think I know why it is happening, will fix it next patch.

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matthewpro2011
matthewpro2011 - - 142 comments

Actually I figured it out myself shortly after that post and if you want I can use this
wpn_knife = 0.04,
wpn_knife1 = 0.04,
wpn_knife2 = 0.03,
wpn_knife3 = 0.02,
wpn_knife4 = 0.015,
wpn_knife5 = 0.015,
wpn_knife6 = 0.015,

wpn_knife7 = 0.01,
wpn_knife8 = 0.01,
wpn_knife9 = 0.01,

wpn_knife10 = 0.03,
wpn_knife11 = 0.03,
wpn_knife12 = 0.015,
wpn_knife13 = 0.01,
wpn_knife14 = 0.01,
wpn_knife15 = 0.015,
wpn_knife16 = 0.03,
wpn_knife17 = 0.01,
wpn_knife18 = 0.02,
wpn_knife19 = 0.03,
wpn_knife20 = 0.015,
wpn_knife21 = 0.04,
wpn_knife22 = 0.03,
wpn_knife23 = 0.02,
wpn_knife24 = 0.015,
wpn_knife25 = 0.02,
wpn_knife26 = 0.04,
wpn_knife27 = 0.04,
wpn_knife28 = 0.015,
wpn_axe = 0.01,
wpn_axe2 = 0.01,
wpn_axe3 = 0.01,
wpn_fire_axe = 0.01,

I setup each knifes durability based on if they where more like a bayonet, small/fighting/pocket knife, hunting knife, legit combat knife or a large blade like a machete.

Previously all the knives where set to wear out at a rate of 0.1 instead of say, 0.01

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Rocky.SRogers
Rocky.SRogers - - 154 comments

Expression : <no expression>
Function : CModelPool::Instance_Load
File : ..\xrRender\ModelPool.cpp
Line : 120
Description : fatal error
Arguments : Can't find model file 'dynamics\weapons\wpn_crowbar\wpn_crowbar.ogf'.

stack trace:

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artezbot Author
artezbot - - 113 comments

You probably installed it wrong. Might want to provide more info. ;)

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Rocky.SRogers
Rocky.SRogers - - 154 comments

Expression : <no expression>
Function : CModelPool::Instance_Load
File : ..\xrRender\ModelPool.cpp
Line : 120
Description : fatal error
Arguments : Can't find model file 'dynamics\devices\dev_tactical_torch\surefire_black_hud.ogf'.

stack trace:

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MoreLove1
MoreLove1 - - 126 comments

The screen of the "Veles" detector shows nothing and is still broken, am I doing something wrong? Artifact markers are not displayed on the screen.

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artezbot Author
artezbot - - 113 comments

Detectors should use default icons and values for that, are you sure there's nothing overriding them?

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MoreLove1
MoreLove1 - - 126 comments

I've done the tests
I created an artifact in front of me, took out "Veles", the artifact was detected and appeared, so the detector works, but the artifact was not indicated on the screen.
Maybe I adapted something incorrectly.
Could you tell me which files and strings are responsible for detecting artifacts on the device screen?

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artezbot Author
artezbot - - 113 comments

Good question, I think ui_detector_artefact in configs/ui might be responsible for that, and the icons are the hud_p3d shader by default. You might want to try running this addon alone and see if problem still exists, also removing shader cache might help.

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Freddiefreeman
Freddiefreeman - - 12 comments

It seems the newest "rc6" has borked the devices. I know it's the newest since I sill have an instance of RC5 installed and it works 10/10.

I tested it on a seperate clean version of STALKER Anomaly, all of the devices except the geiger counter comes up with a black screen. The odd issues I noticed were the Bear detector when unholstering it pointed towards an artifact for like a second and then back to fully black.

I apologize for this selfish request but do you still have a backup of RC5? I had no issues when I installed that one compared to this newest one which seems to not work for me.

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artezbot Author
artezbot - - 113 comments

Clearly I broke something while copying or cleaning the files, oops. Will fix it asap.

Hotfix is up, check if everything is back to normal ;)

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Freddiefreeman
Freddiefreeman - - 12 comments

Hotfix certainly fixed it and I thank you for this hotfix and for this mod as well. This mod DLTX(ified) has been a considerable improvement especially on modpacks.

Thank you very much! Have a great day!

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artezbot Author
artezbot - - 113 comments

No worries. My bad that I didn't check what I'm uploading, enjoy :D

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ddizzy84
ddizzy84 - - 13 comments

i always wondered if it was possible to give the higher tier detectors like the veles a beeping indication like the echo detector. sometimes its hard to go by vision alone especially when youre deep inside a chemical anomaly. it almost feels like a downgrade switching from the bear to veles imo

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Cpt_ro$e
Cpt_ro$e - - 33 comments

Hello, help me, i cant see binocular in my hand !

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rmcgowa8
rmcgowa8 - - 125 comments

I am trying this with efp I have dltx already but items are not showing up in vendors are they meant to show up immediately?

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LoneWolfLazarus
LoneWolfLazarus - - 264 comments

Any chance for a Quick Melee patch? Man I'd just love to swipe a Machete quickly across some dude's face, or a baseball bat!

...

I kid, but the knives added to quick melee as a patch would be really cool! Cheers for reading. :)

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jimchristou
jimchristou - - 196 comments

the veles and svarog look completely similar?could you make the svarog white as it was in vanilla and restore the its radar screen?

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LoneWolfLazarus
LoneWolfLazarus - - 264 comments

\[DLTX] Pack of new Devices rc6.1\(Optional) Veles⁄Svarog interface colour\White

That's the optional file for white if that's what you seek? It's already included in the addon. :)

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Guest
Guest - - 687,512 comments

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Rocky.SRogers
Rocky.SRogers - - 154 comments

the devices re-textures arnt working

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MerakiInstall
MerakiInstall - - 35 comments

Was having a weird issue where I was getting the new models for devices with only the Melee pack installed, but they had no textures. Upgraded to 6.1 and it looks like it's working now, but more importantly, thanks for lowering the weight of the crowbar down to 2.1 kg from 5 kg.

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niandica
niandica - - 47 comments

stoopid question, the addon works great, but for some reason, all the new devices appear very far away from the character, like I can see the entire arm... and I want them to look closer to the screen, is there something I can modify to achieve this? I play with 70 fov and eft weapon reposition updated.

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stormeyes0
stormeyes0 - - 67 comments

agreed, i cant read anything on RF receiver for example

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artezbot Author
artezbot - - 113 comments

Mod doesn't change hud_fov, or anything that repositions them so it should take the value defined in config or other mod that changes that.

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