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.
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.
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?
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?
cheers ... will tweak MCM sets and see what happens ;)
looking fwd to your next release ... ur on a roll of making good mods mate
this might be nickpick for me but could you add 4th mark as optional to sync with crepis icon in GAMMA like svarog detector
I'm not sure what you mean--I already have a Cr3pis-style icon, it's the default. What are you asking for?
sorry for the confusion, i mean the rank mark beside the icon
Oh, I see what you mean. Yes, that shouldn't be difficult.
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
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.
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.
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.
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
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?
Is it normal that I don't receive messages from any stalker or faction when I equip it? Just important mission messages.
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.
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?
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
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.
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.
Do you know of any patches for this error?
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.
"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.
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.
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?
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.
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
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.
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 ?
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.
track all kills added oh hell yes ! thank you
cant down load says no mirror to check back :(
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.
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!
Very strange. Do you know what it was that had died when that happened, and what killed it?
I have the same problem with the new version.
Crash when loading save(
I just uploaded a hotfix that should prevent this scenario. Please try and let me know if it works.
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 (
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.
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!
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!
I have uploaded hotfix 1.7.2 which adds RUS localization and fixes markers not autoclearing on loot.
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...
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!
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.
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.
Hello! Great mod! Can you add an icon for Maid’s Vanilla HD Icons?
I don't use the Maid icon set, but I'll see what I can do.
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!
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.