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

Adds a system that dynamically checks for cover during emissions [1.5.1/1.5.2] Update 1.2: Changelog is in comments

Preview
Dynamic Emission Cover
Post comment Comments  (0 - 50 of 59)
Utjan Author
Utjan - - 303 comments

Changelog:

v1.2 (01-12-22)
- Adds a short grace period where you are protected after leaving cover. Can be adjusted in MCM. Default 1 second.
- Adds an MCM option to delay showing the cover indicator bar after an emission starts. Disabled by default
v1.1 (06-11-22)
- Heavily optimized cover checking. Very noticable on the cover indicator bar, that is now updating faster.
- Added feature of protecting companions from emission while you are in cover. Default setting protects companions within 15 meters. Can be edited in MCM.
- Fixed crash that would happen if you ticked the MCM option to hide the cover indicator bar.

Reply Good karma+12 votes
Blackjeison
Blackjeison - - 204 comments

thanks for the update

Reply Good karma Bad karma+2 votes
Daiviey
Daiviey - - 17 comments

This is fantastic, thank you.

Reply Good karma Bad karma+2 votes
tint08771
tint08771 - - 669 comments

1.5.2 or 1.5.1 ?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

It works for both

Reply Good karma+3 votes
Hyle
Hyle - - 96 comments

Compatible with this addon: Moddb.com ?

Reply Good karma Bad karma+3 votes
Utjan Author
Utjan - - 303 comments

Yes

Reply Good karma+2 votes
AuT0MaT
AuT0MaT - - 21 comments

So, what about coords based safe zones mod? This mod override cover features? Moddb.com

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

I specifically made code for compatibility with Coordinate Based Safe Zones

Reply Good karma+2 votes
AuT0MaT
AuT0MaT - - 21 comments

Thanks :3

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,812 comments

Can this mod be shared with other DLTX mods? I ask because it replaces the executables

Reply Good karma Bad karma0 votes
Utjan Author
Utjan - - 303 comments

This mod does not replace executables. The modified executables enable DLTX. This mod doesn't even use DLTX. This mod uses new functionality in the modified executables for raycasting.

Reply Good karma+1 vote
tint08771
tint08771 - - 669 comments

it overwrites the demonized_geometry_ray.script file but i don't remember it from which addon of TheMrDemonized

Reply Good karma Bad karma+1 vote
AuT0MaT
AuT0MaT - - 21 comments

Molotovs but meh.. I.imgur.com

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

It's a shared script used by several mods. You can ignore the conflict. I changed a single number for testing and forgot to revert it to default. The edit changes nothing in the game. I will revert it next update.

Reply Good karma+2 votes
FujinWasTaken
FujinWasTaken - - 57 comments

<3

Reply Good karma Bad karma+2 votes
blueminerz21
blueminerz21 - - 38 comments

nice brotha 👊👊👊

Reply Good karma Bad karma+1 vote
Yastiandrie
Yastiandrie - - 347 comments

Will companions get protected by this as well, or is it player only?

Reply Good karma Bad karma+7 votes
Utjan Author
Utjan - - 303 comments

Only the player. But I can look into an option to shelter companions too

Reply Good karma+4 votes
Yastiandrie
Yastiandrie - - 347 comments

Yeah that was an issue with TB's mod to. Seems like its a hard one to solve

Reply Good karma Bad karma+1 vote
CRL1
CRL1 - - 2 comments

Does this affect how cover is calculated for NPCs as well?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

No

Reply Good karma+1 vote
lowenz
lowenz - - 1,061 comments

What's "MO2" ?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

Mod Organizer 2

Reply Good karma+1 vote
lowenz
lowenz - - 1,061 comments

Thanks!

Reply Good karma Bad karma+1 vote
StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

This doesn't work like coordinate based safe zones does it?, it won't allow NPC's to take advantage of new physical safe zones?. Either way this is awesome for the player and works great thus far, 10/10!.

Reply Good karma Bad karma+2 votes
Utjan Author
Utjan - - 303 comments

No, this uses raycasting from the player to find cover. It doesn't work for npc's.
And thanks!

Reply Good karma+1 vote
StronGV
StronGV - - 581 comments

1. Does the script run all the time or only when emission?
2. In areas where you can hide from emissions, you still can’t sleep, because. they are not considered safe areas.

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

1: It only runs during emissions.
2: I didn't know that. Guess you'll just have to wait that extra minute before you can sleep

Reply Good karma+1 vote
StronGV
StronGV - - 581 comments

Interesting, but if the script has a condition for the presence of emission, which cancels the further execution of the script in vain, then logically there is no emission yet, then I won’t be able to sleep in potential shelters, because the script is currently disabled.
But at the same time, if the entire script is processed constantly, then this is a waste of FPS.

Reply Good karma Bad karma+1 vote
Bartoche70
Bartoche70 - - 219 comments

Hi, thanks for this. When you say "doesnt work for other stalkers", that means your addon doesnt work for companions ?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

Companions within a certain range are also protected when you're in dynamic cover. The range can be adjusted in MCM

Reply Good karma+1 vote
il_bogia
il_bogia - - 10 comments

whats the difference between this and coords based safe zones mod?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

Coord based safe zones adds pre determined safe zones by the modder.
Dynamic Emission Cover check for cover around you using "ray-casting" and let's you hide in many more places. I haven't picked any safe zones, the mod detects them automatically.

Reply Good karma+1 vote
Guest
Guest - - 689,812 comments

Ok thanks, is it possible to both have the coord based safe zones, and in addition to that your dynamic safe zones?
Are there any conflicts or specific order I need to load the mods in?

Reply Good karma Bad karma0 votes
Utjan Author
Utjan - - 303 comments

Yes they work together. Load order doesn't matter

Reply Good karma+1 vote
KingTulip
KingTulip - - 25 comments

Thank you for that i love your mods 10/10

Reply Good karma Bad karma+2 votes
Yuzuke_H
Yuzuke_H - - 58 comments

what is a "north facing cover" ? you mean literally any cover entered from south?

or is it some kind of "ray-tracing-projection" method to determine if the player was at south/north of an obstacle?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

By "North facing cover" I mean cover that is north of you.
And yes this mod uses something called ray-casting

Reply Good karma+2 votes
Yuzuke_H
Yuzuke_H - - 58 comments

thank you!
and one more question:
is this compatible with G.A.M.M.A.?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

I haven't tested that, but probably

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

hey there, love this and trying so hard to find a way to use sleeping bag to camp in roofed places without tent. Would you be alright, if you know how, to add a script or some kind of DLTX override that allows you to camp wild with a sleeping bad in accordance to the same checks that raycasting runs for estaimating cover and save zones?

there were some older mods that simply decoupled sleeping bag from special areas but don't seem to work too well otherwise.

Reply Good karma Bad karma+2 votes
Utjan Author
Utjan - - 303 comments

I'm not sure. I've never really used sleeping bags myself much. But I may look into it some time

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

Hey. In short, Demonised made a very cool mod where sleeping is actual Timelapse with continuous aLife simulation rather than a fake jump in time. This means that, potentially, if the sleeping bag check was decoupled from special areas and tents, you could have some very tense new depth to the gameplay, where you can sleep rough almost anywhere but because simulation continues, you take the risk of getting jumped or hitting a blowout and so on. Kinda has a chance to bring the gameplay immersion to next level and it seems like you already have an excellent framework developed for it.

If you never tried it much, believe me when I say it’s very immersive to find spots to camp in the wild during excursions in the zone, however until now it was only possible with the use of tent item, there would be no real-time background simulation taking place and tent itself was awkward and buggy - could kill you if it crashed against geometry and couldn’t be set up in cool hidey holes like decrepit cars and rundown buildings you sometimes end up in after sundown.

Thanks for the mod by the way, really enjoying it, one of the new essentials.

Reply Good karma Bad karma+3 votes
Utjan Author
Utjan - - 303 comments

Yeah it's a cool idea. Demonized actually told me about your suggestion too and we talked a bit about it. I'm not actively working on mods right now but I'll keep it in mind.

Reply Good karma+1 vote
RamseySparrow
RamseySparrow - - 833 comments

Sounds good. All the best to you.

Reply Good karma Bad karma+4 votes
alecsandu678
alecsandu678 - - 1 comments

Hi, do you have any idea what might cause to take damage from emissions even when waiting in places intended by the game(the thing is I take damage anywhere I would go no matter how safe it is)? For my context, apart from your mod, I am just using the latest modified exe's version(2023.03.25 at the time of writing my comment) without any other mods.

Reply Good karma Bad karma+2 votes
Utjan Author
Utjan - - 303 comments

First time I hear of that issue. I'm sorry I don't know why that would happen. Only guess is to make sure the MCM settings aren't messed up somehow

Reply Good karma+1 vote
Cadejo
Cadejo - - 1 comments

I gotta say, your addons have been helpful. Especially this.

Reply Good karma Bad karma+2 votes
Gazza_NZ
Gazza_NZ - - 28 comments

Will / is this EFPV4.2.0.2 compatible?

Reply Good karma Bad karma+1 vote
Utjan Author
Utjan - - 303 comments

Yes

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

Dynamic Emission Cover has not been tagged yet.