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.
Adds a new tier of craftable PDA and allows customization or progressive unlocking of what each tier can see: ally, neutral, or enemy squads, as well as bodies and their map icon.
This addon has three primary purposes:
Note that this will NOT change your existing settings if you already have MilPDA installed. These changes are just the defaults for new installations. I highly recommend you try them, however!
Designed by an unknown government or NGO for covert operations, the Milspec PDA incorporates all the features of the previous models--but also snoops cellular and network traffic in order to display an approximate location of hostile squads. Because zombified stalkers are still sometimes carrying PDAs or other geolocation devices, the Milspec PDA will even show their locations as well.
The catch? The cryptographic module is power-hungry, and consumes battery at twice the rate of any other PDA, even when you don't have it open. Additionally, this isn't exactly an off-the-shelf store brand you can buy or find lying around--you will have to build one yourself, and doing so requires some fairly sophisticated components, as well as a copy of PDA 3.1 to modify.
If you think it's imbalanced to be able to see special factions like Monolith, the custom blacklist has you covered. As for realism, consider that soldiers being located by their mobile phones, tablets, or other electronic devices is a real vulnerability in present-day battlefields. It's today's news, not tomorrow's tech.
But don't let the map icons become a replacement for situational awareness. They only show the location of squad leaders, not the guy flanking you--and mutants don't carry PDAs.
Don't think you should be able to see Monolith, Sin, or ISG with this? Enable the blacklist, and those three factions are excluded by default. You can also individually customize whether each faction shows up on the Milspec PDA--whether it's for game balance or lore reasons, to cut down on visual clutter, or even for special challenge rules like letting yourself gradually unlock different factions.

If you like Ishmaeel's Kill Tracker, that functionality is now fully integrated into the Milspec PDA. You don't have to use it, and you should download Ishmaeel's original mod to get their clever text descriptions--which are st_praise_chefskiss. But the feature is there if you want it, and a separate patch is no longer be required for Kill Tracker or GAMMA.

Body tracking is handled separately from body display, so you won't lose your map markers even if you lose PDA power, reload your game, change style, or toggle the option off and back on. Bodies cluttering up your map? You can now right-click on any body marker, see whose it was, and remove it.

Kill Tracker will now even track the kills of your companions and their squadmates, if you want it to--but you can always turn that off so that you only see your personal kills.
Choose from five styles of icon for bodies on the minimap: a white X (credit to AlphaLion), a slightly larger white skull, or small/medium/large blue dots.

All of these changes take effect as soon as you apply them in MCM, so you can immediately see whether you like a style without restarting the game.
If you want more, try the Personal Adjustable Waypoint addon. It allows you to use PAW's large icon library or faction badges for body icons.
Think PDA 1.0 should be able to see your own faction? Don't think any PDA should see enemies, but want all PDAs to mark bodies on the map? Customize each tier of PDA to your liking, individually toggling whether friendlies, neutrals, enemies, or bodies are shown, as well as whether that PDA obeys the faction blacklist.

Just unzip the file directly into your Anomaly folder or install using a mod organizer, now with proper fomod support. You can manually move them over if you're more comfortable doing that, but there are a number of files in different places, and an organizer like MO2 is recommended.
A new game is not required, and removing the mod will not affect a game in progess--however, you must get rid of the PDA item first, as the existence of any item that is no longer in the config files can cause crashes.
The "uninstall" option will delete any copies of the item in the player's inventory to avoid crashes. Do the following:
If you don't have MCM, then:
It is then safe to uninstall this addon using MO2. I cannot assist with manual uninstallation.
The default icon for this item is based on the style of icons in the Cr3pis pack. If you prefer the look of the vanilla anomaly PDA icons, I have included a version you can use. To to so:
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The MPDA will now use an alternate inventory icon based on vanilla Anomaly.
There is also a third icon option, made to look like the Milspec PDA in the addon's logo image. If you want to use it, change inv_grid_x to 2.
The default styles include the four chevrons in the lower right to denote a tier 4 item. If you don't like these indicators, you can turn them off in this same file. Change inv_grid_y from 1 (has tier indicators) to 0 (no indicators).
GAMMA uses Cr3pis icons, but with a different style of rank pip. If you want this style, change inv_grid_y to 2.
Finally, there is now a Maid-style icon, which has an X-value of 3, and the same Y-value options of 0-2 for the rank pips.
This mod uses the monkeypatch script workshop_autoinject.script to inject a new crafting recipe, a tool which is also used by various other mods. I am only using the basic unaltered functionality of adding or removing a recipe, so if you already have this file from another mod, it shouldn't matter whose you use.
If you have GAMMA or Ishmaeel's Kill Tracker installed, please load this after Kill Tracker.
If you are using vanilla, unmodified exes, and have therefore installed the option that replaces map_spots_relations.xml, this mod will conflict with any other that modifies the same file.
However, this conflict is extremely easy to resolve, and instructions are included in the file. It should be fairly simple, but all of this is provided "as-is", and I cannot support the legacy version or assist with troubleshooting merge issues.
The file zzz_sim_squad_scripted_milpda.script is a monkeypatch for sim_squad_scripted.script that overrides sim_squad_scripted.show in order to take over handling of squad mapspot visibility. It is unlikely to conflict with anything that does not modify that specific function, but I do not play or test in Warfare Mode and cannot provide support for issues in that mode.
Everything else should get along fine; the scripting and assets are all self-contained.
Localizations are only complete for English and Russian, and the RUS localization may have errors.
Several users have very kindly provided partial Ukrainian and Spanish localizations, which are now some versions behind. As usual, I'm happy to add translations if anyone provides them.
1.11.1: Minor patch to fix squadmate killspots not appearing.
1.11: Now using DXML--if supported--to load mapspots instead of replacing map_spots_relations. Added options for when to show or hide victim and killer names on body mapspots. Added progression gain multipliers for all supported PDAs. Adjusted progression defaults across the board for balance.
1.10: Re-structured install folders so that the DLTX Crafting option is on by default, and zzz_ui_pda_npc_tab_milpda.script is only included in the DLTX-PDASpawns optional install. It was previously included in the main install, which was the cause of most crashes from the previous version. Fix for Progressive mode's Gain on Read option not granting progress. Fix for duplicate crafting recipes being added. Added MCM option to only gain progress from decrypted PDAs, on by default. Added option to only gain progress if you disassemble the PDA, which ignores decryption. Added MCM option to control verbose logging. Fixed missing localization strings in MCM.
1.9.7: Fix for nil value crash when right-clicking on empty map space with modded binaries.
1.9.6: Various fixes for Progressive Squad Visibility. MCM values should now load properly, and a DLTX patch is included that will allow Sin, ISG, and Renegade stalkers to drop PDAs. Also included is a fix for a vanilla bug with NPC PDAs disappearing in 2D PDA mode.
1.9.5: Fix for unintended display of progression notification messages when Progressive Squad Visibility is disabled. This was purely cosmetic, and had no functional effect on the feature.
1.9.4: Fixed a rare crash with Sin storyline scripted squads. Added faction validation to all entry points; it should now be virtually impossible for a crash to occur from an invalid faction. Refactored blacklist code, should be invisible to users.
1.9.3: In my haste to get the crash fix posted, I somehow swapped the order of two lines in the script, causing it to fail. This has been corrected. Sorry!
1.9.2: Further checks for nil values when something calls this script with an invalid faction. Added logging to make similar issues easier to catch. Updated UKR localization for latest strings.
1.9.1: Added checks for some nil values that should never be possible, but which can cause a crash if they happen. Updated RUS localization to 1.9.1.
1.9: Added (and fixed) Temporary Network Access, allowing factions to revoke access to their GPS data after a configurable delay. Added automatic clearing of decayed/looted mutant corpses.
1.8.2: Fixed NPC PDAs being counted more than once for progress on game load. Accidentally shipped pre-release versions of Temp Network Access and the mutant corpse fix.
1.8.1: Hotfix for crash when looting a PDA with missing metadadta. Only ish_kill_tracker.script has changed. Also updated RUS localization with all current strings thanks to leeviathan.
1.8: Added Progressive Squad Visibility, which provides a system for gradually unlocking access to each faction's GPS data separately by looting their PDAs, with MCM support. Some refactoring and other minor internal changes.
1.7.4: Fixed possible crashes and body marker removal issues. Separated icon settings for player and non-player kills. New PDA icon rank pip style. Now monkeypatching sim_squad_scripted rather than replacing sim_squad_warfare.
1.7.3: Added integration with Personal Adjustable Waypoint, enabling you to use PAW's icon library to control body markers.
1.7.2: Fixed the autoclear on loot not working under certain circumstances. Added RUS localization from leeviathan.
1.7.1: Added a check that should prevent crashes when checking bodies that were killed by the environment (e.g. an anomaly) rather than a living thing.
1.7: Added option to show all bodies on the map, not just kills from you or your companions. Added new icon option with pips showing device tier. Added option for markers to not auto-clear on interact. Added marker expiration after an hour, many internal changes.
1.6: Fixed possible crash when equipping looted NPC PDAs, as well as a few other edge cases. Fixed body markers not being cleared on interact--you can still always right-click on them to get the option to remove them manually. Kill Tracker will now optionally track and display the kills of your companions as well. Added proper fomod installer support.
v1.5: Fixed crashes when using unknown PDAs from other addons, and added instructions to the script for how to support those third-party devices. Fixed crash when killing mutants. Body tracking now persists across saves and loads. You can now right-click on any body and click on the option there to remove its marker.
v1.4: Fixed Kill Tracker toggle not always working as expected. Kill tracking options can now be toggled on the fly; bodies will appear and disappear or change icon immediately after you apply MCM changes. New icon styles added for bodies on minimap.
v1.3: Fixed inability to swap batteries or use PDA hotkey. Added granular customization of what mapspots each tier of PDA can see, both in MCM and with easily-edited values in the script. Fully integrated Ishmaeel's Kill Tracker. Debug logging is now off by default, and controllable in MCM. Added optional third icon style based on the Milspec PDA logo.
v1.2: Added faction blacklist. Fixed issue that could cause duplicate crafting recipes to be added.
Average
9.585 votes submitted.
Music and Radio player are not working
I don't touch anything related to music or radio functionality. What part specifically isn't working, and what other mods are you running?
is that the dude from aliens 2 withthe heavy assult rifle ?
What, my avatar? Yes, it's a customized Lego minifig of a USCMC smartgunner that I did around 10-12 years ago.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: f:/anomaly\gamedata\scripts\ish_kill_tracker.script:48: attempt to concatenate local 'name' (a nil value)
stack trace:
Got that crash twice in a row in radar, after killing a mutant. First it was a chimera, second was a snork. The instant they died, the game crashed.
I killed probably 15 monolith before killing the mutants, and it seemed to be working fine for human targets, other than the dots didn't disappear after looting the bodies. Using the second tier PDA. I have kiltrak and bodydots also installed, but milspecpda is the very last mod in the list.
Running Gamma or regular 1.5.2?
If nothing else I can add a nil-value check where it parses the name of the target.
Running GAMMA.
Could kiltrak and bodydots be interfering even though milspecpda is last in the list?
It's possible, but if the crash was from a mutant death, and the error message is name being nil, then my guess is that it's where the script tries to tag the mapspot with the name of the corpse, and the mutant doesn't have a name.
If that's the case, it's a very easy fix that shouldn't need a separate patch.
I like the sound of 'easy fix'.
If you're comfortable editing text files, could you do me a favor? Open my copy of ish_kill_tracker.script, go to line 46, and find this:
local name = victim:character_name()
Change it to:
local name = victim:character_name() or "no one"
This should default the name to "no one" if the name came back null, and--if I'm right--would eliminate your crash. Can you try that and tell me if it still happens?
Made the change, loaded in and killed 3 zombies, no crash. Hopefully no other edge cases pop up. Thanky much man.
Awesome, thanks! I'll get that into the next version, and track down any other spots where the same thing might happen.
Hi man! Sadly, here we go again. I'm running Anomaly 1.5.2 and I get a crash as soon as I load a save or start a new game. I'm not sure if Killtracker is on by default cause when I checked the scripts, it is shown in false. Also, How can we change the dead icons to a skull? Anyway, here is the log:
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: ...p/anomaly 1.5.2\gamedata\scripts\ish_kill_tracker.script:116: attempt to concatenate global 'bodyicon' (a nil value)
stack trace:
I see where I made the mistake, but it baffles me why it didn't show up immediately in testing--it should fail every time. Quick fix, though. I'll have a patch up later today.
For now, you can patch it by opening ish_kill_tracker.script, go to line 116. It looks like this:
mapspot_style = mapspot_prefix..bodyicon
Insert a new line above so that it now looks like:
local bodyicon = item_milpda.bodyicon or "dot"
mapspot_style = mapspot_prefix..bodyicon
Body marker configuration is in MCM, but if you don't have MCM, just change both occurences of that first line (there's one at line 75 as well) so that it says this instead:
local bodyicon = "skul"
Doing this will hardcode the icon to always be a skull.
I'll do some editing later on the scripts and I'll give an update once rectified. I really appreciate your support man! You're a real diamond mate! Thanks a lot!
Автор, или кто нибудь из ребят, могли бы перевести на русский MCM настройки этого аддона?
Я не говорю по-русски, но я рад добавить любые переводы. (GT)
Feature request: Is it possible to have an option for the marker for a body go away after you have looted that body? There are some areas where it ends up being a sea of dots, and it's really easy to lose track of the ones you have already looted.
This is supposed to be happening and it's a bug that it's not. This should be fixed in the version going out later today.
Ah, nice. Looking forward to it.
The manual dot removal looks like it works, but the automatic removal after looting still seems to not be working.
Yep, still trying to sort that one out. The manual removal should help with that until I do.
Hi Man! Edited the ish kill tracker script in line 116 that causes the crash and it now works properly! Killtracker is also working as well. I had a crash when I killed a Chimera during playtesting but added "no one" next on the victim character line which is also the issue of a fellow stalker here and it now works like a charm!
If I may humbly suggest a finishing touch to this awesome addon, it would be the batteries in the PDA. I don't know if it's just me but during playtesting with god mode on, I tried to unpack the batteries but the PDA is still in maximum power and an unlimited supply of unpacked batteries hehe. it's probably because of the God mode on but I'll test it again to confirm, other than that, everything works like you intended it to be. Thank you so much and long live Catspaw!
I can't say for sure, but I'd bet that's god mode. As far as the game is concerned, batteries are a kind of "condition" that gets depleted. Never seen it happen myself.
Glad the other issues are sorted! I should have a patch out today with fixes for body marker removal and mutant crashes.
Yeah that would be the god mode. I turned it off and that fixed the problem. Looking forward for the patch to remove the body markers. Thanks again man!
So it is not necessary to use the original Kill Tracker right?
It's not functionally necessary in order to use the feature, but the original Kill Tracker has interesting updates to the PDA text descriptions that I don't include in mine, and downloading it supports that author's work.
I'd have preferred to include a compatibility patch that didn't outright replace their script, but it wasn't possible.
I understand!, thank you very much, then I will continue using the original Kill Tracker together with Mlispec PDA mod.
What would be the correct loading order?
Original first, then overwrite files with mine.
oh! ok! Thaks you so much!
Hey, great mod! Just updated to the latest version earlier today and I, unfortunately, got a crash shortly after loading my save after upgrading the mod. I'm running this mod on GAMMA.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: f:/anomaly\gamedata\scripts\item_milpda.script:159: attempt to index a nil value
stack trace:
I don't know how that error is possible. The table it's complaining is nil just passed a test for being empty a few lines before that.
Did this occur on load, or after something occurred? Can you reproduce it? Any other custom mods on top of Gamma?
I apologize for the late response. It tended to happen when I'm looking through looted PDAs for stash coordinates but it isn't consistent. I can go through a couple of PDAs before the game will shut down. As of the time of writing, the game hasn't crashed since. Aside from your mod, I'm also running it in tandem with the following:
Tosox's [DLTX] UNOFFICIAL AUTOCOMPLETE V4 V1.0.0
Zatura's AUTO-STACKING ITEMS
vari0us's [DLTX] MORE ARTIFACT SLOTS ON OUTFITS
BanditStrider's DEATH AND INJURY SOUNDS ULTIMATE MERGE PACK!
Okay. The bit about looted PDAs helps. I think what's happening is the script tests to make sure the actor has a PDA, but then tries to look up said PDA and doesn't find it in the list. It should be easy enough to add a check for whether the PDA is a looted one. Thanks!
Hello, dear author!
Thank you for the mod, everything works, there are no departures!
I checked on the assembly "STALKER Anomaly", version 1.6.
I provide you with a translation of the mod settings in Russian. You can use it (temporarily or permanently). Drive.google.com
I attach a screenshot of the example... Moddb.com
Здравствуйте, уважаемый автор!
Спасибо вам за мод, все работает, вылетов нет!
Проверял на сборке "СТАЛКЕР Аномалия", версия 1.6.
Предоставляю вам перевод настроек мода на русском языке. Можете его использовать (временно или постоянно). Drive.google.com
Скриншот примера прилагаю... Moddb.com
Hello and thank you! I'll add the translation to the next version.
Привет и спасибо! Добавлю перевод в следующую версию.
большое спасибо вам за перевод и Автору за аддон!
Пожалуйста! Я добавлю их русский перевод в следующую версию. (GT)
Mutant bodies are also displayed on the PDA?
Yes, they are.
Spanish Location Updated 1.6 Mega.nz
hello. i'm having an issue where bodies don't appear on the map. i use the latest gamma update.
edit: i put the addon at bottom of the list as high priority and it works now.
SAME no dead boddies or mutants showing on mini map , checked all the options
Thanks for letting me know, 1.6 worked for me when I tested it in a default GAMMA install before posting, but I'll try it again in the morning.
Does the issue still occur if you roll back to 1.5?
never mind i had to
(enable kill tracker )
in the menu mil spec mcm options then i selected skull icon now dead mutants and ai show up as skulls on both mini map and pda ! super cool
currently on 1.5.1
maybe let ppl know to enable kill tracker in the discription to get it to work
I mean I do say right in the description that it's disabled by default, but fair that it could be clearer.
Or I could just have it on by default going forward.
A new game is not required, and removing the mod will not affect a game in progess--however, you must get rid of the PDA item first, as the existence of any item that is no longer in the config files can cause crashes. Очень долго пытался перевести этот кусочек текста, имеется в виду что нужно удалить все файлы в самой игре содержащие ПДА скрипты и прочее в самой игре? Ведь когда я пытался в простую скопировать архив в gamedata оно как раз таки выдавала ошибку о том что Can't open section 'device_pda_1'? Поправьте если я в чем то заблуждаюсь, и заранее спасибо!
Привет,
Я не говорю по-русски, но я сделаю все возможное с помощью Google Translate. Это означает, что если вы установили надстройку и получили копию устройства, то вы должны удалить устройство из своей сохраненной игры, удерживая КПК Milspec в своем инвентаре и используя опцию «UNINSTALL». Эта опция удалит все КПК Milspec, которые вы держите. Затем сохраните игру, и новая сохраненная игра должна быть чистой.
I wonder if it is possible to make it possible to remove one body at a location of the player's choice? I have a script that clears the entire location of corpses on a keystroke, but I would also like to delete bodies one at a time. I ask because I removed the maximum limit of 5 corpses per location so that I can loot them all, and it fills up with bodies over time, but this is not scary, because. I clean up the location after looting them or if problems start.
I'm afraid cleaning up the actual corpse objects is a bit beyond the scope of this addon. Cool idea, though!
Hey! Great mod, I just have 2 questions. Will I be able to see all bodies on the map, not only killed by me/companions? And what does the "customize mapspot visibility for X(pda tier)" checkbox actually do?
I've gotten multiple requests to track all bodies, and it wouldn't be hard to add that as an option since I already have to check every kill to see if it was the player's.
The customize visibility checkbox makes any settings you see on that page override the defaults for that type of PDA. So you can tweak what each tier of PDA can see.
Thanks for quick and extensive reply! Would be cool to add 'track all bodies' as a different option than current 'track bodies' for all PDAs. Like by default 3.1 shows all bodies killed by player+comps and milspec shows all bodies on current map, for example.
I am using bluedots currently bc it shows body dots on my minimap even if they aren't killed by me, but not on PDA map, and thats fine by me, but would be cool to have an option to see all bodies on PDA map after investing resources in top tier PDA, just that option would probably make this mod perfectly for me.