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 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.

Preview
Milspec PDA 1.11.1 with Kill Tracker
Post comment Comments  (100 - 150 of 308)
redy51337
redy51337 - - 32 comments

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?

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CatspawMods Author
CatspawMods - - 394 comments

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.

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redy51337
redy51337 - - 32 comments

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.

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ResidentJungle
ResidentJungle - - 49 comments

cool mod ... txs
any plans to merge this with your waypoint mod?

also re killtracker ... my companion's kills aren't showing markers ... is this normal or have I stuffed up some settings?

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CatspawMods Author
CatspawMods - - 394 comments

I'll almost certainly include a patch for the two after the next version begins using mapspot files, but for now they should work together fine.

Your companions' kills will only show up if you have that option selected, and I believe it's off by default. Check the MCM settings?

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ResidentJungle
ResidentJungle - - 49 comments

cheers ... will tweak MCM sets and see what happens ;)
looking fwd to your next release ... ur on a roll of making good mods mate

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KraizerX
KraizerX - - 186 comments

this might be nickpick for me but could you add 4th mark as optional to sync with crepis icon in GAMMA like svarog detector

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CatspawMods Author
CatspawMods - - 394 comments

I'm not sure what you mean--I already have a Cr3pis-style icon, it's the default. What are you asking for?

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KraizerX
KraizerX - - 186 comments

sorry for the confusion, i mean the rank mark beside the icon

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CatspawMods Author
CatspawMods - - 394 comments

Oh, I see what you mean. Yes, that shouldn't be difficult.

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Bamah
Bamah - - 247 comments

Great concept for a mod!
I am having a CTD on load;
[error]Arguments : Can't open section 'device_pda_1'. Please attach [*.ini_log] file to your bug report

No other mods, to test this one before incorporating in my gamedata.
Using Anomaly 1.5.2
Anomaly-Mod-Configuration-Menu1.6.5.7
zone_customization_project_1.5e
catspaw-milspecpda-1.6

I saw someone had this error prior, any resolution?
Bamah



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CatspawMods Author
CatspawMods - - 394 comments

The one person who mentioned device_pda_1 before was asking about uninstalling. I don't speak Russian and I don't know if they ever sorted it out. But it's a very strange error, because device_pda_1 is a basic item in the vanilla game. The only time I reference it directly on load is when defining the new PDA, telling it that device_pda_1 is its parent. If that is failing, something in Anomaly is seriously borked.

I'm going to need more than that to track down a crash, though. Can you turn on debug logging, reproduce the problem, and upload the crash log to dropbox or something?

Also, ZCP is not a lightweight mod and it touches a lot of things. It shouldn't directly conflict, but I'd still try without it in the list to see if the problem still happens.

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Bamah
Bamah - - 247 comments

Did try without ZCP, still CTD on game load.
The error is because the new PDA is seen before the base device_pda_1. Not sure why my Vanilla 1.5.2 is the only one with a CTD.

Edit:

OK...
Fixed my particular CTD.
Edited items\settings\devices.ltx to include milspec_pda

Removed inject_power() function from item_milpda.script

ZCP works fine with script and LTX file changes also. I assume it would have, if the mod succeeded in loading on first launch.

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CatspawMods Author
CatspawMods - - 394 comments

That's bizarre. No idea why it's trying to load one of my files before its own base ini files--the engine should never do that. Glad you found a fix, though.

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Guest
Guest - - 693,842 comments

Would someone be willing to rephrase this comment in a way that beginners to the modding community can understand? I don't understand most of what you wrote. I'm getting the same error on 1.5.1

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CatspawMods Author
CatspawMods - - 394 comments

One of the first things my mod does is describe how the new PDA works. To do this, it tells the game to use PDA 1.0 as a "parent"--so that it inherits all the necessary traits, like what to do when you equip it. But Anomaly has to know about PDA 1.0 first, which is fine--it always loads its own files before mods.

What's happening to a few users is that Anomaly is trying to load my mod before it has even loaded its own devices file, so when I tell it my PDA is like "device_pda_1", it has no idea what I'm talking about, and crashes.

This can NEVER happen under normal operation. The only way for this to happen is for something in the file structure to have gotten SERIOUSLY kerfuckled. And I'm pretty sure it's only affecting JSGME users. JSGME directly modifies your game folder and copies files over to it, whereas MO2 doesn't.

Make sense?

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Guest
Guest - - 693,842 comments

Is it normal that I don't receive messages from any stalker or faction when I equip it? Just important mission messages.

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CatspawMods Author
CatspawMods - - 394 comments

Definitely not normal, and not something I've noticed or had reported to me. The tier 4 PDA inherits all the properties of the basic PDA.

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Guest
Guest - - 693,842 comments

I'm getting this error:

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 'device_pda_1'. Please attach [*.ini_log] file to your bug report

stack trace:

Also if we want to use the Personal Adjustable Waypoint addon do we install this addon first, then PAW, then the patch that the author of the PAW addon included in the zipped file? or do we install PAW first, then Milspec PDA, then patch?

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CatspawMods Author
CatspawMods - - 394 comments

You are the third person over time that I've seen getting that error, and I simply don't understand it. It sounds like Anomaly is trying to load my addon before it has loaded its own base definitions, and that should be literally impossible. A user just a little earlier in this thread found a hacky fix that works for them.

Load order is:
Kill Tracker/Milspec PDA
PAW
PAW patches

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DRushton11
DRushton11 - - 6 comments

I just saw their comment, however I'm new to this so I have no idea what any of what they wrote means. Are you willing to explain what they did?

I loaded it in the order you listed and am still getting the same error.

I also forgot to mention what JSGME tells when when I try to enable Milspec PDA after Killtracker(and before enabling PAW). I have a lot of other addons installed so I assume this is why I'm having trouble.

This is what JSGME says:

Folder "gamedata\configs" has already been added by the "Vanilla_bug_ Fixes_for_1.5.1" mod.
Folder "gamedata\configs\items" has already been added by the "Vanilla_bug_ Fixes_for_1.5.1" mod.
Folder "gamedata\configs\items\items" has already been added by the "Extended Features of the New Game" mod.
Folder "gamedata\configs\text" has already been added by the "Trader Overhaul (Main Folder)" mod.
Folder "gamedata\configs\text\eng" has already been added by the "Extended Features of the New Game" mod.
Folder "gamedata\configs\text\rus" has already been added by the "Extended Features of the New Game" mod.
Folder "gamedata\configs\ui" has already been added by the "Extended Features of the New Game" mod.
"map_spots_relations.xml" has already been altered by the "enlarged points from corpses" mod.
Folder "gamedata\configs\ui\textures_descr" has already been added by the "Extended Features of the New Game" mod.
Folder "gamedata\scripts" has already been added by the "Full_upgrades_1_5_1" mod.
Folder "gamedata\textures" has already been added by the "Extended Features of the New Game" mod.
Folder "gamedata\textures\ui" has already been added by the "Extended Features of the New Game" mod.

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CatspawMods Author
CatspawMods - - 394 comments

What they did was:
1. Edit Anomaly's devices.ltx to explicitly include the Milspec PDA
2. Edit the Milspec PDA script to remove the function that injects power settings.

An explanation of how to do that is a bit beyond scope of support here, but if you search the devices.ltx file for "pda_1", and the Milspec script for "inject", you'll find the bits you're looking for.

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DRushton11
DRushton11 - - 6 comments

Do you know of any patches for this error?

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CatspawMods Author
CatspawMods - - 394 comments

I'm afraid I don't. And if it is indeed an issue with JSGME, there's unlikely to be one, sorry. I can't patch an issue where the root cause isn't anything to do with my mod specifically. What the other user did was a hack which--although successful--has a good chance of breaking more things if their mod set changes. They basically hardcoded a little piece of my mod into their Anomaly files.

In earnest, I would recommend at least trying MO2. I get that changing mod organizers isn't a trivial act for a large mod list, and it's certainly not something I'd do for any one single addon--but it may save you some pain down the line.

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Bamah
Bamah - - 247 comments

"A user just a little earlier in this thread found a hacky fix that works for them."

Actually just ensuring the hierarchy. You keep calling it a hack, like it bothers you. It shouldn't. Just telling ppl how to be able to use your mod if they have this CTD. Till you get around to fixing it.;-) It won't break anything for anyone. If mods change, just remove the devices.ltx along with your mod...easy.

I use BlueDots with this mod, nice addition. Though I got tired of kill tracker.

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CatspawMods Author
CatspawMods - - 394 comments

It doesn't bother me, but it -is- a bit of a hack, and that's not always a bad thing. I'm just generally wary of any direct modifications to game files. I wouldn't keep referring people to it if I wanted to discourage it.

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ResidentJungle
ResidentJungle - - 49 comments

just noticed something that I'm not sure how to config around
running a mod called 'Arszi's Mutant Bleeding 2.0.1'
if a mutant I shoot runs off and bleeds out it doesn't show up on the kill track with MilSpec, but used to on KillTracker

is there anything I can edit in the mod files to bring the tracking back?

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CatspawMods Author
CatspawMods - - 394 comments

I'll have to take a look, but it's quite strange, because I'm using npc_on_death_callback which triggers on *any* death. But I'm then filtering for whose kill it was, so my guess is that when the bleed happens, that addon is not marking you as the cause of death. I'll have to think on how to get around that.

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ResidentJungle
ResidentJungle - - 49 comments

yeah noticed you track kills differently

does make you pay more attention to PDA messages and nearby gunfire when scouting for loot than just charging off at PDA pips

maybe add an upgrade to the MilSpec that let's you track all kills.
eitherway, cool to have this mod as the equip and gear upgrades seemed underdone thus far

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CatspawMods Author
CatspawMods - - 394 comments

Thanks! I understand why they do it that way--a target's bleeding might be caused by multiple attackers, no way to attribute it to one of them. Just inconvenient.

Next version will allow you to choose between tracking your kills, yours and companions, or all dead bodies. The track-all will basically replicate the way most previous kill trackers behaved.

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Bass-Junkie
Bass-Junkie - - 538 comments

is there a way for you to let me know or a way to show " ALL DEAD ENTITIES " as a dot on the pda with your mod ?

like this mod here Moddb.com

any mutant / stalker weather you killed it or another npc killed it it all shows up as a dot on the mini map

know what i mean ?

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CatspawMods Author
CatspawMods - - 394 comments

I am planning a future option in MCM to allow you to do exactly that.

Edit: as of version 1.7, this feature is now implemented.

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Bass-Junkie
Bass-Junkie - - 538 comments

track all kills added oh hell yes ! thank you

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Bass-Junkie
Bass-Junkie - - 538 comments

cant down load says no mirror to check back :(

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CatspawMods Author
CatspawMods - - 394 comments

Sorry about that, Moddb was being slow about updating.

Be sure to download this morning's hotfix, it fixes a possible crash when handling bodies killed by anomalies.

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дедушка_Ли
дедушка_Ли - - 177 comments

Hello, dear author!
Installed version 1.7 and departure:
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: ...ty 1.6.1/bin/..\gamedata\scripts\ish_kill_tracker.script:339: attempt to call method 'alive' (a nil value)

stack trace:

On version 1.6 - everything is fine, there are no crashes!

Здравствуйте, уважаемый автор!
Установил версию 1.7 и вылет:

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: ...ty 1.6.1/bin/..\gamedata\scripts\ish_kill_tracker.script:339: attempt to call method 'alive' (a nil value)

stack trace:

На версии 1.6 - все нормально, вылетов нет!

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CatspawMods Author
CatspawMods - - 394 comments

Very strange. Do you know what it was that had died when that happened, and what killed it?

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ghosttrooper106
ghosttrooper106 - - 96 comments

I have the same problem with the new version.
Crash when loading save(

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CatspawMods Author
CatspawMods - - 394 comments

I just uploaded a hotfix that should prevent this scenario. Please try and let me know if it works.

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ghosttrooper106
ghosttrooper106 - - 96 comments

works))

BUT
if I kill someone, then the icon from the settings. if someone else kills, then the icon is a small blue dot.

Also, after looting the corpse icon does not disappear (

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CatspawMods Author
CatspawMods - - 394 comments

The icon difference is intended. Until I can add a setting for choosing separate icons, I wanted there to be a visual distinction between your kills and others.

If the corpse doesn't disappear on loot, check whether the Autoclear setting is turned off. That's now an option.

Edit: autoclear on loot was consistently working in testing, but doesn't now. Go figure. I'll get a fix out for that when I can; in the meantime manual clearing works.

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дедушка_Ли
дедушка_Ли - - 177 comments

Dear author.
I installed version 1.7.1.
Anyway, when loading the game, there was a crash, on another:

FATAL ERROR

[error]Expression : g_uiSpotXml->NavigateToNode(path_base,0)
[error]Function : CMapLocation::LoadSpot
[error]File : map_location.cpp
[error]Line : 105
[error]Description : XML node not found in file map_spots.xml
[error]Arguments : deadbody_location_skul

stack trace:

I had to disable "Kill Tracker mode" in the settings - only then the game started.
I also provide you with a translation of the settings into Russian
Drive.google.com
and a screenshot of the settings.
Postimg.cc

Thank you for the mod!

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CatspawMods Author
CatspawMods - - 394 comments

I just tested the white skull icon, and I cannot make this crash happen. It could only occur if the mapspots xml file is incorrect, so perhaps check the load order and try reinstalling.

Thank you for the translation!

Я только что протестировал значок белого черепа, и я не могу вызвать этот сбой. Это может произойти только в том случае, если XML-файл mapspots неверен, поэтому, возможно, проверьте порядок загрузки и попробуйте переустановить.

Спасибо за перевод!

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CatspawMods Author
CatspawMods - - 394 comments

I have uploaded hotfix 1.7.2 which adds RUS localization and fixes markers not autoclearing on loot.

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дедушка_Ли
дедушка_Ли - - 177 comments

Hello, dear author!
Installed version 1.7.2
Everything works, there are no departures!
Postimg.cc
And one more question:
The "middle blue dot" marker: Postimg.cc and the "big blue dot" marker: Postimg.cc - the sizes are the same.
Is it just me?

I am providing you with a translation into Russian for a future version Drive.google.com
in the previous translation 1.7.1, I did not translate something...

Здравствуйте, уважаемый автор!
Установил версию 1.7.2
Все работает, вылетов нет!
Postimg.cc
И еще один вопрос:
Маркер "средняя синяя точка": Postimg.cc и маркер "большая синяя точка": Postimg.cc - размеры одинаковые.
Это так только у меня?

Предоставляю вам для будущей версии перевод на русский язык Drive.google.com
в предыдущем переводе 1.7.1 я кое-что не перевел...

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CatspawMods Author
CatspawMods - - 394 comments

Hello,

I compared the two images. The difference in size is very tiny, but they are different. Which one you use is a matter of preference. Thank you for the translation!

Привет,

Я сравнил оба изображения. Разница в размерах совсем крошечная, но они разные. Какой из них вы используете, это вопрос предпочтений. Спасибо за перевод!

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KAPKYH
KAPKYH - - 69 comments

This
! [LUA] 0 : [C ] character_name
! [LUA] 1 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(126) : killspot_text
! [LUA] 2 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(278) : func_or_userdata
! [LUA] 3 : [Lua] ....l.k.e.r anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] q:/s.t.a.l.k.e.r anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] ....e.r anomaly/bin/..\gamedata\scripts\bind_monster.script(244) :

and this

[LUA] CSciptEntity : cannot access class member Alive!
! [LUA] 0 : [C ] alive
! [LUA] 1 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(255) : actor_responsible_for
! [LUA] 2 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(161) : killspot_icon
! [LUA] 3 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(173) : add_dot
! [LUA] 4 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(188) : add_dot_if_tracked
! [LUA] 5 : [Lua] ... anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(320) : func_or_userdata
! [LUA] 6 : [Lua] ....l.k.e.r anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 7 : [Lua] q:/s.t.a.l.k.e.r anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 8 : [Lua] ....e.r anomaly/bin/..\gamedata\scripts\bind_monster.script(244) :

and more
And marks of dead bodys dont remove from map after looting with 50% chances.
Mod is too raw to play.

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CatspawMods Author
CatspawMods - - 394 comments

Thanks for your patience, everyone. I just posted version 1.7.4, which includes the following changes:

* Separate icon settings for player/squad and non-player kills
* You can also separately choose whether each uses the PAW icon override or MilPDA's own icons
* New third MilPDA icon variant from KraizerX: Cr3pis icons, but with the wider, black-outlined rank pips used in GAMMA
* Moved all of the previous changes in sim_squad_warfare to a monkeypatch of sim_squad_scripted to reduce conflicts. Please delete the copy of sim_squad_warfare.script that came with previous versions of MilPDA.
* Resolved rare crash with certain monster variants
* Resolved body markers not disappearing when they should

Please update at the next opportunity.

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Pro1sal
Pro1sal - - 2 comments

Hello! Great mod! Can you add an icon for Maid’s Vanilla HD Icons?

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CatspawMods Author
CatspawMods - - 394 comments

I don't use the Maid icon set, but I'll see what I can do.

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Td0ubleT
Td0ubleT - - 5 comments

I’m not sure why but my icon for dead bodies is still and always a blue dot when I’m asking for the skull to be displayed.
Any idea what could be causing that? Thank you!

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CatspawMods Author
CatspawMods - - 394 comments

The blue dot is the default icon, the fallback if it can't load anything else. If that's what always shows up, it's because the script can't find the others or can't load MCM to get your preferences. There are a lot of reasons why that could happen, but most of them are going to relate to load order or a bad install.

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