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
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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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aaronjunited
aaronjunited - - 4 comments

getting fatal error zzz_sim_squad_scripted_milpda.script: 144: attempt to index global 'item_milpda' (a nil value)

stack trace:

Any ideas? i have placed it under Ishmaeel's Kill Tracker

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CatspawMods Author
CatspawMods - - 394 comments

There's an issue with the archive, I think the wrong script version got included. I'm sorting it out now. Sorry.

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CatspawMods Author
CatspawMods - - 394 comments

It looks like the order of two lines in the script somehow got swapped after the final playtest. Annoying, but this is an easy fix. Sorry about that.

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CatspawMods Author
CatspawMods - - 394 comments

I've posted version 1.9.3 with a hotfix for the fatal error in 1.9.2. The TL;DR is that in my haste to get the crash fix out, I somehow swapped the order of two lines in the script AFTER the playtesting. This has been corrected, and this time I did a final launch test immediately prior to zipping everything up.

My apologies for the hassle! 1.9.3 should resolve all of the stability issues to this point.

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aaronjunited
aaronjunited - - 4 comments

awesome man! THank you.

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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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дедушка_Ли
дедушка_Ли - - 177 comments

The mod works, thanks to the author for the quick fixes!

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Guest
Guest - - 693,842 comments

Hi. I'm currently using 1.9.3 and I keep crashing when I try to start the Sin storyline. Something to do with the blacklist.

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: ...talker anomoly 1.5.2\gamedata\scripts\item_milpda.script:337: attempt to index local 'fdc' (a nil value)

stack trace:

Edit: So I played with some settings and got it to work. May have been the custom mapspot setting or custom blacklist setting.

It's the custom blacklist. Seems to crash if that Sin squad is there.

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CatspawMods Author
CatspawMods - - 394 comments

Thanks, I'll take a look. I just fixed another issue with Sin squads, and I suspect I know what's going on--for whatever reason, Anomaly uses a different faction (greh_npc or some such) for certain scripted story squads. Very annoying, but shouldn't be a tough fix. Edit: it's up now.

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CatspawMods Author
CatspawMods - - 394 comments

I just posted version 1.9.4 with what should be a fix for a rare crash with Sin storyline scripted squads. This was done by adding validation to all points where Anomaly can possibly pass an empty or invalid faction value, so it should hopefully prevent any other invalid-faction crashes as well.

Also in this patch are some adjustments to blacklist code and additional debug logging, but these should be invisible to players.

Thank you to everyone for your patience. Implementing a complex new feature like progression always carries the risk of introducing bugs that aren't caught in testing--but if any remain, they'll get sorted out.

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дедушка_Ли
дедушка_Ли - - 177 comments

Hello.
Thank you so much for always listening to our problems and questions and trying to correct errors so quickly!

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ghosttrooper106
ghosttrooper106 - - 96 comments

Hello!
- I turn off "Progressive Squad Visibility" but i still get a message when looting pda from dead.

- pls make it possible to switch the visibility of monster corpses. I don't like that monster corpses are visible on the map.

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CatspawMods Author
CatspawMods - - 394 comments

Thank you, it's supposed to suppress that message when the setting is off, should be an easy fix. If you want, you can edit item_milpda.script yourself.

Just find the line that says:

function notify_visibility(comm,onoff)

And insert this line directly after it:

if not progressive_vis then return end

We'll see about monster corpses. They aren't tracked separately, but they could be. I'll have to see how much work it ends up being.

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ghosttrooper106
ghosttrooper106 - - 96 comments

function notify_visibility(comm,onoff)
if not progressive_vis then return end
dl("Notifying player of access change for %s (%s)",comm,onoff)
local facname = gts(comm)
local tiptxt = string.format(gts("st_mapspot_access_lost"),facname,facname)
if onoff then
tiptxt = string.format(gts("st_mapspot_access_unlock"),facname,facname)
end
dotip(tiptxt,5000,nil,true,"ui_icon_news_trx_common")
end

like this?

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CatspawMods Author
CatspawMods - - 394 comments

Exactly, all you are doing is inserting that one line. Everything else stays the same.

progressive_vis is the flag that tells whether the feature is enabled, and that line just tells the function to abort out and do nothing else if it isn't.

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ghosttrooper106
ghosttrooper106 - - 96 comments

Thank you!

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ghosttrooper106
ghosttrooper106 - - 96 comments

UPD
doesn't work((

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CatspawMods Author
CatspawMods - - 394 comments

UPD? I'm confused--do you mean the Universal Power Device that was removed from vanilla Anomaly? Or is this an addon I'm not familiar with?

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ghosttrooper106
ghosttrooper106 - - 96 comments

no sorry
UPD = update

I made the changes you told me, but they don't work.

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CatspawMods Author
CatspawMods - - 394 comments

In that case, there's only one other function that plays a tip. I think I see what the issue might be. Find this line:

local function actor_on_item_take(obj)

The next line after is this:

if not obj and progressive_vis then return end

Change it to this:

if not (obj and progressive_vis) then return end

Let me know if that fixes it for you.

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ghosttrooper106
ghosttrooper106 - - 96 comments

it works now))

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CatspawMods Author
CatspawMods - - 394 comments

Thanks, just a simple logic error. Fix will be in the next patch, for now anyone else should be able to do the same if they wish.

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idcurse
idcurse - - 56 comments

Very cool. like a dream )

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drFaus
drFaus - - 127 comments

I wonder how one can unlock access to ISG, Sin or Renegade network considering the fact that no PDA is spawned on the bodies of these factions' members. Apart of that, access unlock is a very nice idea.

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CatspawMods Author
CatspawMods - - 394 comments

That's a very good point--I've had that modded in my own personal list for so long that I forgot they're commented out in vanilla.

It's an easy fix, though. Thanks for the reminder.

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drFaus
drFaus - - 127 comments

Could you please tell me how to fix it? It's not that easy, at least for me :) When I uncomment those factions in ui_pda_npc_tab.script, I get CTD on looting - at least ISG - telling something about that faction base variable is nil or something like that.

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CatspawMods Author
CatspawMods - - 394 comments

I'm simplifying for brevity; it's not just a matter of uncommenting one or two lines. There's a config file that needs to be edited, I'll incorporate that into the next version as an option.

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BlackPiligrim
BlackPiligrim - - 677 comments

Автор, я давно пользуюсь вашим аддоном, но после последнего обновления я получаю сбой

<MPDA> [V] validated_faction called for valid faction ecolog, returning [5]
<MPDA> [V] comm ecolog | comm ecolog | could_see true | progressive_vis true | has_faction_network_data false | fd[comm].req 25
<MPDA> [V] validated_faction called for valid faction ecolog, returning
stack trace:

[error][ 126] : Не найден указанный модуль.

at address 0x000000014027870F

помогите разобраться в чем может быть проблема. Это часть лога, я могу скинуть полный файл, если нужно. Вылеты происходят при нажатие правой клавиши мыши по карте или когда я пытаюсь быстро переместится на другую локацию через ПДА

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CatspawMods Author
CatspawMods - - 394 comments

Hello,

I have never encountered this error, and there is nothing going on in this part of the script that should cause a stack trace like this. In order to understand what is happening, I would need to look at the full debug log.

Привет,

Я никогда не сталкивался с этой ошибкой, и в этой части скрипта не происходит ничего, что могло бы вызвать такую трассировку стека. Для того чтобы понять, что происходит, мне нужно посмотреть полный журнал отладки.

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BlackPiligrim
BlackPiligrim - - 677 comments

К сожалению пока я ждал что вы мне ответите, я откатил версию вашего аддона на предыдущею, и пока все работает нормально, но ошибки какие то странные были что то с kill treker связанно, пробывал новую игру и все тоже самое, в итоге вернул старую версию и все работает нормально! Я еще проведу тесты попробую сам поискать из за чего это происходит, если что я скину вам лог позже, если такое произойдет снова

Извините за незнание английского

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ghosttrooper106
ghosttrooper106 - - 96 comments

У меня также версия 1.9.6 вылетает. Только вылетает при лутании трупов, в которых кпк заспавнился.
На 1.9.5 полёт нормальный)

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Colombo2022
Colombo2022 - - 305 comments

great addon! but.. when you try to view a captured PDA, it disappears..

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CatspawMods Author
CatspawMods - - 394 comments

This is a vanilla Anomaly bug, one which MilPDA actually is supposed to fix (zzzzz_ui_pda_npc_tab_wpnhidefix.script). It only occurs when viewing an NPC PDA in 2D PDA mode when you have a weapon out. You can easily reproduce this for yourself with no mods loaded.

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Aonestr
Aonestr - - 132 comments

Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 257
Description : fatal error
Arguments :
1 : [Lua] ...ly modpack/game\gamedata\scripts\ish_kill_tracker.script(498) : func_or_userdata

LUA error: ...ly modpack/game\gamedata\scripts\ish_kill_tracker.script:498: attempt to compare number with nil

Check log for details

stack trace:


After updating to new Modded Exes, and trying to place marker on map in freely space on right click from Personal Adjustable Waypoints.

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CatspawMods Author
CatspawMods - - 394 comments

I think I know what's going on here. Find this bit starting on line 498 in ish_kill_tracker.script:

local function map_spot_menu_property_clicked(property_ui,id,level_name,prop)
local se_obj = alife_object(id)
if not ((id > 0) and se_obj) then return end

Change it like so:

local function map_spot_menu_property_clicked(property_ui,id,level_name,prop)
if not (id and (id > 0)) then return end
local se_obj = alife_object(id)

For what it's worth--any addon which responds to a click on the map context menu is going to have to handle this same condition when a user clicks on empty space, no matter what addons are loaded. It is because map_spot_menu_property_clicked passes the id of the object the player clicked on, but empty map space has no id.

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BlackPiligrim
BlackPiligrim - - 677 comments

Автор, можно вас попросить сделать это с этим скриптом, если у вас будет время, просто я не разбираюсь в скриптах и боюсь что сломаю игру, но тем не менее я попробую

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Yunnoe
Yunnoe - - 19 comments

Awesome mod! I am seeing two PDAs now in game, one unlocked upfront and one requiring a purchase of a recipe, is this a bug? And also just to confirm, is it intended that this new PDA is within the level-1 artifact recipe?

Another question on PAW, referring to this "If you have Personal Adjustable Waypoint, install it using the MilPDA patch and load it AFTER MilPDA. Strange crashes or other issues can happen if you load them the other way around.". PAW installation only lets you pick the Milspec PDA patch or Kill Tracker patch, is there a way to get both which I assume we need them all?

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CatspawMods Author
CatspawMods - - 394 comments

Duplicate recipes is a bug. If you uncheck the MCM option and only install the DLTX option, it should go away, but if not it will need to be fixed.

MilPDA replaces the functionality of Kill Tracker. If you have both, install PAW using the MilPDA option, and load PAW last.

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Aonestr
Aonestr - - 132 comments

Duplicate recipe happens only when you use dltx mod_craft_milpda.ltx, and you turn "Add Recipe" in MCM. So if you turn off this function, or delete this file in plugins. Double recipe is removed.

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Guest
Guest - - 693,842 comments

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: d:/anomaly-1.5.2\gamedata\scripts\ui_pda_npc_tab.script:312: bad argument #1 to 'pairs' (table expected, got nil)

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K0bik
K0bik - - 12 comments

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: d:/anomaly-1.5.2\gamedata\scripts\ui_pda_npc_tab.script:312: bad argument #1 to 'pairs' (table expected, got nil)

occurs when trying to loot a corpse from the pda. If you disable and remove the mod, everything works fine. Google translator

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r4b
r4b - - 32 comments

I must've killed dozens of stalkers and disassembled their suits - where do you find K199 plates with carbon fibre inserts?

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CatspawMods Author
CatspawMods - - 394 comments

There's about eight or ten outfits in the game that have them. The ones you'll probably have the best chance of finding or buying outright are the Nomad stalker suit, Sentinel of Freedom, Duty PS5-M, and Duty PS6-V. I believe the Military exos and nosorogs have them also.

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BlackPiligrim
BlackPiligrim - - 677 comments

Спасибо за обновление Автор, я ценю ваш аддон!

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Guest
Guest - - 693,842 comments

Hello. I play GAMMA modpack, but I immensly enjoy your mod, but I happened to run into a problem. After 9.1 gamma has PAW integrated and it somehow collided with Milspec when I first installed it. Now I get constant crashes with "ui_pda_get_enemy" codeline. Would you mind checking it out or let me contact you and send you a log file to let you isolate and eliminate the problem?

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CatspawMods Author
CatspawMods - - 394 comments

Make sure you are loading PAW after MPDA (or anything else that modifies map_spots_relations.xml), and that you reinstall PAW with the Milspec PDA patch option.

If you're still having issues, drop by the Milspec PDA discussion channel on the GAMMA Discord and post a debug log of the crash.

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Guest
Guest - - 693,842 comments

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redy51337
redy51337 - - 32 comments

After update started new game, found a pda on dead bandit, tried to read it, but it disappeared without opening. When I got to technician in a few minutes there was an option to unlock the pda (?) but it was not in inventory and not equipped in any visible slot. Before the update it never happened, what could cause this?

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redy51337
redy51337 - - 32 comments

Investigating, now for sure can say that this issue was not present in 1.9.5, just tested it out with that version and 1.9.7 side by side. I'll look into code and post my findings here.

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