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:
![]()
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.
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.
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.
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.
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.
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
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.
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
Thank you! I will add this in a hotfix as soon as I can.
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)
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.
Thanks for the info, I'll do it myself :)
ish_kill_tracker.script or item_milpda.script?
ish_kill_tracker
Great mod btw - love it!
Has the "mutant marker disappear" feature been included in v1.8 or is that yet to come?
If you mean mutant markers disappearing when someone else (like an NPC) loots them, that is not yet implemented.
That's the one (StronGV) - tx for responding.
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
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.
Tx for the quick response!
Icon fixed (used option 2)
RE: fix for looted/decayed mutant markers - understood, quality is king.
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
Hi, thank you, I may add this sort of thing in a later version.
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
Thank you again! I will get that into a hotfix soon.
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)
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.
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
I have just uploaded hotfix version 1.8.1 with a fix for this issue.
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.
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!!
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.
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.
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.
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
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!
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.
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.
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!
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.
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.
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!
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
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.
Cdn.discordapp.com
This is the Error I get.
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.
Yes, that worked! No crash when taking the starting SIN quest with the PDA equipped!
Great! I will have a 1.9.2 patch up later today after some further testing.
please update the ukrainian localization Drive.google.com
Thank you, I will get that added to the next patch.
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.
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!
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.
Oh, I've got the assembly running!
Everything seems to be fine!
Thank you!