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  (150 - 200 of 308)
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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CatspawMods Author
CatspawMods - - 394 comments

Good news: I'm pretty sure I've nailed the issue with body markers not disappearing properly. It was a combination of factors, most of which had to do with PAW integration, but some of which were fundamental and required a bit of internal restructuring. Nothing you'll notice, and nothing has changed with the format of the LTX files, but it should produce a more consistent and reliable result for both icon selection and marker removal.

Testing is under way, and although I'm busy during the day with my new job, I'll try to squeeze in some time tomorrow evening to get it posted if everything checks out.

Edit: version 1.7.5 is up! If you find that the Maid icon is missing, please re-download--for a short time a version was up that didn't have that file.

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Rage4556
Rage4556 - - 67 comments

Hey, thanks for the fantastic mod and update! However, I'm having some issues with the recent updates with PAW and Milspec PDA. I am unsure which one is causing it but I keep getting this error when loading a save.

![axr_main callback_set] callback on_game_end doesn't exist!
~ ------------------------------------------------------------------------
~ STACK TRACEBACK:

f:/stalker/anomaly/bin/..\gamedata\scripts\axr_main.script (line: 254) in function 'callback_set'
f:/stalker/anomaly/bin/..\gamedata\scripts\_g.script (line: 105) in function 'RSC'
f:/stalker/anomaly/bin/..\gamedata\scripts\dxml_core.script (line: 178) in function 'RegisterScriptCallback'
... xrs_dyn_music.script (line: 115) in function 'activate_feature'
... xrs_dyn_music.script (line: 130) in function 'on_game_start'
f:/stalker/anomaly/bin/..\gamedata\scripts\axr_main.script (line: 320) in function 'on_game_start'
f:/stalker/anomaly/bin/..\gamedata\scripts\_g.script (line: 83) in function <f:/stalker/anomaly/bin/..\gamedata\scripts\_g.script:74>
~ ------------------------------------------------------------------------

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CatspawMods Author
CatspawMods - - 394 comments

I don't see anything in this stack referencing anything to do with my addons. I do not even have an "on_game_end" callback, or touch anything remotely connected to xrs_dyn_music.script.

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Bass-Junkie
Bass-Junkie - - 538 comments

stack trace .......
g_uispotXml- navigatetonode(path_base,0)
function - cmaplocation::loadspot
file - map_location.cpp
line 105
description - xml node not found in the map_spots.xml
arguemnts - false
stack trace

going back to older version

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CatspawMods Author
CatspawMods - - 394 comments

An error about an xml node not being found in map_spots.xml is caused by a mapspot icon being missing from map_spots_relations or one of its includes. If a valid icon produces that result, it means that either the addon was not installed correctly, or another addon was loaded after it which conflicts.

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дедушка_Ли
дедушка_Ли - - 177 comments

I am providing you with a translation into Russian for VERSION 1.7.5
Drive.google.com

Предоставляю вам для ВЕРСИИ 1.7.5 перевод на русский язык Drive.google.com

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CatspawMods Author
CatspawMods - - 394 comments

Thank you! I will add this in a hotfix as soon as I can.

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StronGV
StronGV - - 597 comments

Can you make the corpse of mutant marker disappear when it is looted by an NPC? The fact is that, unlike NPC corpses, where you can still find something useful, such as bandages and PDAs, even if someone else has already looted them, mutant corpses can no longer be looted and the marker only misleads when you run to the other side of the map to find something useful, and there is a corpse of a mutant from which nothing can be taken, it turns out a waste of time. I already did this in the old simple mod that adds blue dots of corpses to the minimap and PDA. I did this by calling a function:

RegisterScriptCallback("monster_on_loot_init",remove_dot)

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CatspawMods Author
CatspawMods - - 394 comments

This would not be a difficult thing to add. If you know enough to do that, you might be able to get the same effect in MilPDA by adding this line to on_game_start():

RegisterScriptCallback("monster_on_loot_init",clear_kill)

clear_kill() is the function in MilPDA that does the same thing as remove_dot, it just also does other things like updating the kill tracking table.

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StronGV
StronGV - - 597 comments

Thanks for the info, I'll do it myself :)

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gigaveter
gigaveter - - 11 comments

ish_kill_tracker.script or item_milpda.script?

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CatspawMods Author
CatspawMods - - 394 comments

ish_kill_tracker

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Gazza_NZ
Gazza_NZ - - 28 comments

Great mod btw - love it!

Has the "mutant marker disappear" feature been included in v1.8 or is that yet to come?

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CatspawMods Author
CatspawMods - - 394 comments

If you mean mutant markers disappearing when someone else (like an NPC) loots them, that is not yet implemented.

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Gazza_NZ
Gazza_NZ - - 28 comments

That's the one (StronGV) - tx for responding.

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Gazza_NZ
Gazza_NZ - - 28 comments

Ta for the update (1.8.2). By any chance did it covertly include the feature; mutant markers disappearing when someone else (like an NPC) loots them?

Also wanted to check this with you - cosmetic of nature. For my install the equipped PDA (tier 4) actually uses the last two icons in the textures sheet - have I cocked something up? If not, any chance you could create an icon similiar to the Svarog detector where tier 4 is represented by a star (images in link below)?

Imgur.com

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CatspawMods Author
CatspawMods - - 394 comments

It was not my intent to release the fix for looted/decayed mutant markers, because I wasn't done testing it yet--hence why it wasn't in the patch notes. However, I'm glad to hear it works!

The cosmetic issue is due to some other addon you have installed, one related to inventory icons. However, it should be very easy to fix.

The Milspec PDA inherits most of its settings from the earlier vanilla PDAs. An addon has changed these device icons from being 1x1 icons to 1x2.

To fix this, you can do one of two things.

1) Open this file in whatever addon is modifying it:

configs\items\items\items_devices.ltx

Find the section [device_pda_1], and then the line inv_grid_width. Change that from 2 to 1.

---- OR

2) In my addon, edit configs\items\items\items_milpda.ltx

And in the section for device_pda_milspec, add this line:

inv_grid_width = 1

----

The first of these will change this for all PDAs, if others are broken in the same way. The second version will change only the Milspec PDA.

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Gazza_NZ
Gazza_NZ - - 28 comments

Tx for the quick response!

Icon fixed (used option 2)

RE: fix for looted/decayed mutant markers - understood, quality is king.

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gigaveter
gigaveter - - 11 comments

Translated with Google Translate

Hey CatspawMods, thanks for the mod!

A little about the problems - I do not add a script to create a recipe on a workbench.
Installed using Mod Organizer 2, in the MCM of the latest version there is an item about adding a recipe, a game with DLTX executable binary files.

After some research, I added the recipe in a different way, following the example of files from another mod.
Here is the path added files:

-gamedata
--configs
---items
----settings

mod_craft_pda_milspec.ltx with the following content:

![1]
x_device_pda_milspec = 3, recipe_expert_4, device_pda_3,1,prt_i_resistors,15,prt_i_transistors,18,prt_i_capacitors,20

and mod_parts_pda_milspec.ltx with the following content:

![nor_parts_list]
device_pda_milspec = prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_transistors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_capacitors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_resistors, prt_i_copper, prt_i_copper, prt_i_copper, prt_i_copper, prt_i_copper, prt_i_scrap, prt_i_scrap

The recipe is now available in the Devices section when reading the Engineering manual (4th edition), which displays the added recipe.
Also Milspec PDA can be dismantled into 10 transistors, 10 capacitors, 10 resistors, 5 copper wires, 2 scrap metal.

If you replace "3, recipe_expert_4" with "1, recipe_basic_0" in mod_craft_pda_milspec.ltx, then at the beginning of the game you can assemble a Milspec PDA from spare parts without reading the recipe, being a beginner and having Basic tools.

Here is a link to ready-made additional files for this mod on Google Drive:

PDA Milspec Edit Craft.7z

drive.google.com/file/d/1E9yL_SWsTs5Xj_dOOmTuaV76Bt91otqV/view?usp=sharing

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CatspawMods Author
CatspawMods - - 394 comments

Hi, thank you, I may add this sort of thing in a later version.

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дедушка_Ли
дедушка_Ли - - 177 comments

I am providing you with a translation into Russian for VERSION 1.8
Drive.google.com

Предоставляю вам для ВЕРСИИ 1.8 перевод на русский язык
Drive.google.com

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CatspawMods Author
CatspawMods - - 394 comments

Thank you again! I will get that into a hotfix soon.

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Timo2024
Timo2024 - - 65 comments

Thanks for all your hard work I love your mods

I am using gamma and have followed all the instructions both here and for PAW most recent version.

--->>> #690 RegisterScriptCallback("actor_on_item_take",actor_on_item_take)
on_option_change()
end

^commenting out line above^
Stopped the crash but removes functionality from progressive and others which I don;t have enabled but
Important to note is that I have no crashes using 1.8 on a new game or test maps I assume I have a pda that I looted that is bugged perhaps

log:
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(619) : func_or_userdata
! [LUA] 2 : [Lua] c:/anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/anomaly/bin/..\gamedata\scripts\bind_stalker_ext.script(142) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(619) : func_or_userdata
! [LUA] 2 : [Lua] c:/anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/anomaly/bin/..\gamedata\scripts\bind_stalker_ext.script(142) :
! [LUA] c:/anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script:619: attempt to index local 'pi' (a nil value)
! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script(619) : func_or_userdata
! [LUA] 2 : [Lua] c:/anomaly/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 3 : [Lua] c:/anomaly/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 4 : [Lua] c:/anomaly/bin/..\gamedata\scripts\bind_stalker_ext.script(142) :
! [SCRIPT ERROR]: c:/anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script:619: attempt to index local 'pi' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: c:/anomaly/bin/..\gamedata\scripts\ish_kill_tracker.script:619: attempt to index local 'pi' (a nil value)

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CatspawMods Author
CatspawMods - - 394 comments

I think I see what's happened here.

Whenever you loot a PDA from a dead stalker, the game stores some metadata like the stalker's name, faction, and rank. I read that to set the PDA's value. It looks like you have picked up a PDA that has no metadata.

This should never happen normally (though it WILL happen if you spawn in a PDA from the debug menu), but I can add a check for it. In the meantime, it should not occur unless you pick up an affected PDA (or load a save game while one is in your inventory). I'd just disassemble or sell the bad PDA.

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ResidentJungle
ResidentJungle - - 49 comments

there might be a conflict on PDA's with no meta with Lootboxes, as they sometimes contain PDAs ... CTD'd for me on that ... trying to replicate it to get some helpful info on it

EDIT:
OK repeatable CTD
ish_kill_tracker.script:619
attempt to index local 'pi' (a nil value)
if I'm reading the script correctly, it's trying to add progress data from a faction the player has not encountered yet

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CatspawMods Author
CatspawMods - - 394 comments

I have just uploaded hotfix version 1.8.1 with a fix for this issue.

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CatspawMods Author
CatspawMods - - 394 comments

If you are comfortable editing scripts, you should be able to fix the crash by making the following change to ish_kill_tracker.script:

in actor_on_item_take, find this line:

local pi = se_load_var(id,nil,"info")

Add another line after it so that it looks like so:

local pi = se_load_var(id,nil,"info")
if not pi then return end

That should immediately exit the progression logic if the PDA has no metadata.

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Timo2024
Timo2024 - - 65 comments

Thanks for the reply I have no problem editing scripts myself,I didn't think to add a not and return as a workaround , Im still learning but the hot fix 1.8.1 fixed it perfectly so thank you very much!!

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Guest
Guest - - 693,842 comments

There seems to be a small bug with the progression feature.

If you have any PDAs in your inventory and transition to another level, all those PDAs get calculated again. So you can unlock them with just one PDA.

Edit. So it's not just level transition it's also reloads.

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CatspawMods Author
CatspawMods - - 394 comments

That is strange. It's supposed to be tracking each PDA as you find it and writing that to your save, and it worked in testing. I'll take a look.

Edit: confirmed, I was able to reproduce the issue. I will try to get a patch up in the next few days.

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CatspawMods Author
CatspawMods - - 394 comments

Version 1.9 is now live. I accidentally shipped two work-in-progress features in 1.8.2, one of which was working, but the other of which broke progression. Hence the quick release on this. My apologies!

New in 1.9:
* Temporary Network Access: when enabled, factions will eventually realize that someone has hacked their network, and change their access codes. When that happens, the player must unlock that faction again.
* This opens up many interesting gameplay possibilities--for example, you could set the unlock thresholds very low so that only one or two PDAs does it, while setting the access duration to a day or less. Set this way, rather than having access unlocks be a long grind for permanent visbility with no incremental progress, each PDA becomes a valuable but temporary tactical advantage against that faction.
* Mutant corpses that have decayed or been looted by an NPC will now be auto-cleared from the map.

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дедушка_Ли
дедушка_Ли - - 177 comments

I am providing you with a translation into Russian for MILSPEC PDA 1.9
Drive.google.com

Предоставляю вам для MILSPEC PDA 1.9 перевод на русский язык
Drive.google.com

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дедушка_Ли
дедушка_Ли - - 177 comments

Something I have a problem with 1.9!
Installed MILSPEC PDA 1.9 - loading the game normally, but before the game starts, it crashes!

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: .... reality 1.8/bin/..\gamedata\scripts\item_milpda.script:344: attempt to index a nil value

stack trace:

Disabled 01. DLTX Crafting and Device configs (optional) - same crash!
Installed MILSPEC PDA 1.8.1 - everything is normal, the game starts!

Что-то у меня с 1.9 проблема!
Установил MILSPEC PDA 1.9 - загрузка игры нормально, а перед запуском игры вылет!
Отключил 01. DLTX Crafting and Device configs (optional) - такой же вылет!
Установил MILSPEC PDA 1.8.1 - все нормально, игра запустилась!

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CatspawMods Author
CatspawMods - - 394 comments

That is very strange. Can you turn on debug logging, then try loading the game? I need to see the log, because that error does not happen for me, and it should not be possible.

Это очень странно. Можете ли вы включить ведение журнала отладки, а затем попробовать загрузить игру? Мне нужно увидеть журнал, потому что у меня этой ошибки не происходит, и это не должно быть возможно.

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CatspawMods Author
CatspawMods - - 394 comments

If anyone experiences a crash with the 1.9 update, please do the following:

1. Turn on MilPDA debug logging in MCM, and exit the game completely
2. Launch the game and reproduce the issue as quickly and simply as possible
3. After the crash, zip up the log and post it somewhere I can see it
4. Reply directly to this comment with the link

If I can't reproduce the crash and don't immediately know why it is occurring, I need this information to figure it out.

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дедушка_Ли
дедушка_Ли - - 177 comments

Dear author!
I provide you the link to my log file.
Drive.google.com
Thank you in advance for your reply!

Уважаемый автор!
Предоставляю вам ссылку на мой файл лога.
Drive.google.com
Заранее спасибо за ответ!

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CatspawMods Author
CatspawMods - - 394 comments

Thank you! I see where the error is happening, but it should not be possible for it to occur. It should never be possible for this value to be nil. However, I can add a check for nil values there to avoid a crash. I will also include the translation in the patch.

I should mention that there are also many, many other errors in the log. For example, the script "arti_outfits" is completely failing to load due to a syntax error.

Спасибо! Я вижу, где происходит ошибка, но это не должно произойти. Это значение никогда не должно быть равно нулю. Однако я могу добавить туда проверку нулевых значений, чтобы избежать сбоя. Я также включу перевод в патч.

Я должен упомянуть, что в журнале есть также много, много других ошибок. Например, скрипт «arti_outfits» полностью не загружается из-за синтаксической ошибки.

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CatspawMods Author
CatspawMods - - 394 comments

I've uploaded patch 1.9.1, which includes some checks for nil values that shouldn't be possible, but will cause a crash if they happen. Also includes updated RUS localization from leeviathan.

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дедушка_Ли
дедушка_Ли - - 177 comments

Dear CatspawMods!
Thank you very much for such a quick solution to my problem!
Unfortunately I will be able to check only tomorrow...
And always glad to help you in any way I can!

p.s. About "the script "arti_outfits" is completely failing to load due to a syntax error" - so far the build is working without crashes, but I will inform our development team about it.

Thank you very much again!

Уважаемый CatspawMods!
Спасибо вам большое за такое быстрое решение моей проблемы!
К сожалению проверить смогу только завтра...
И всегда рад вам помочь, чем могу!

p.s. Насчет "the script "arti_outfits" is completely failing to load due to a syntax error" - пока сборка работает без вылетов, но я об этом сообщу нашей команде разработчиков нашей сборки.

Спасибо Вам большое еще раз!

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Revolverman
Revolverman - - 5 comments

I am getting a CtD when I try to start the SIN storyline. What's weird is if I have the PDA unequipped, I can take the mission without it crashing. However, if I reequip it, it crashes it.

It throws the "Nil" reference error in the crash. I'm guessing its crashing because SIN is being spawned and the mod doesn't know how to handle it? I don't understand otherwise.

Not using MCM, but using DLTX. 1.9.1

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CatspawMods Author
CatspawMods - - 394 comments

What exactly does the error say? I need to know the line number and other details in order to know where I need to look for the issue.

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Revolverman
Revolverman - - 5 comments

Cdn.discordapp.com

This is the Error I get.

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CatspawMods Author
CatspawMods - - 394 comments

Since I am unable to reproduce this, can you try something for me?

1. Open item_milpda.script and go to line 344
2. Right now it looks something like this:

if not fd and fd[comm] then return end

3. Change it so that it instead looks like this:

if not (comm and fd and fd[comm]) then return false end

I don't know why or how, but something is passing an invalid faction to this function, and it's bombing out when it tries to load that faction data.

The above change should catch any and all elements that are nil before the test happens.

Let me know if that corrects the issue. If so, I'll put up another patch.

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Revolverman
Revolverman - - 5 comments

Yes, that worked! No crash when taking the starting SIN quest with the PDA equipped!

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CatspawMods Author
CatspawMods - - 394 comments

Great! I will have a 1.9.2 patch up later today after some further testing.

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Sosombo
Sosombo - - 204 comments

please update the ukrainian localization Drive.google.com

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CatspawMods Author
CatspawMods - - 394 comments

Thank you, I will get that added to the next patch.

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CatspawMods Author
CatspawMods - - 394 comments

Version 1.9.2 has been posted with further checks for nil values and updated UKR localization. This should resolve any remaining crashes from bad faction data.

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дедушка_Ли
дедушка_Ли - - 177 comments

Dear Author!
Installed version 1.9.2, but still crash!
FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : C:\anomaly_src\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 206
[error]Description : fatal error
[error]Arguments : LUA error: .....\gamedata\scripts\zzz_sim_squad_scripted_milpda.script:144: attempt to index global 'item_milpda' (a nil value)

stack trace:

Here is a link to the log file:
Drive.google.com
Thank you very much in advance!

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CatspawMods Author
CatspawMods - - 394 comments

My apologies, there was an error in packing 1.9.2, two lines in a script were transposed. Version 1.9.3 is up now with a fix for this.

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дедушка_Ли
дедушка_Ли - - 177 comments

Oh, I've got the assembly running!
Everything seems to be fine!
Thank you!

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