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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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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redy51337
redy51337 - - 32 comments

zzzzz_ui_pda_npc_tab_wpnhidefix makes PDA disappear when used, maybe because of FDDA backpack. I used 3d pda and everything, after I deleted zzzzz_ui_pda_npc_tab_wpnhidefix.script it works good in 1.9.7.

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CatspawMods Author
CatspawMods - - 394 comments

Strange, I never use the backpack animations so that could be it. This is ironic, because the behavior you describe is exactly what this script is designed to prevent--in the 2D PDA.

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TheVeryRareGmanID
TheVeryRareGmanID - - 249 comments

Any chance of the PDA getting a green recolour ingame to match it's icon somewhat?

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GTorquemada
GTorquemada - - 27 comments

Its a must have addon for me thanks for your work. So far i found a little issue playing along with 1.5.2_Banjajis_Crafting_system_improvements_v3.2: The recipe is gone, due to him change the hud and method of crafting.

Edit: I manage to patch it, creating a file within your mod to enable the receipe in his new workshop hud, using the method described in his files.

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Theisgood
Theisgood - - 572 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
2 : [Lua] ...mo edition/bin/..\gamedata\scripts\ui_pda_npc_tab.script(312) : get_enemy

LUA error: ...mo edition/bin/..\gamedata\scripts\ui_pda_npc_tab.script:312: bad argument #1 to 'pairs' (table expected, got nil)

Check log for details

stack trace:

PAW is loaded after with its patch too I don't get it.

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K!ReX1LL
K!ReX1LL - - 26 comments

conflict with the FDDA mod all PDAs picked up from corpses disappear when moved to the pda slot.

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sollessbadguyggacc
sollessbadguyggacc - - 85 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
2 : [Lua] c:/efp 42 ril\gamedata\scripts\ui_pda_npc_tab.script(312) : get_enemy

LUA error: c:/efp 42 ril\gamedata\scripts\ui_pda_npc_tab.script:312: bad argument #1 to 'pairs' (table expected, got nil)

Check log for details

stack trace:

what was the cause?, i play this with efp modpack

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Theisgood
Theisgood - - 572 comments

I got the exact same error sadly.

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Guest
Guest - - 693,842 comments

+1

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Guest
Guest - - 693,842 comments

(Use google translate) Только что переустановил мод (точнее удалил и установил заново) в MO2 и включил все опциональные файлы (которых было 2), ошибка исчезла и игра перестала вылетать, если на трупах появлялись ПДА, потратил на выяснение причины пару часов, а оказалось все так просто, как всегда

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Theisgood
Theisgood - - 572 comments

Even as of the latest version of your way point mod v2.0 it still gives me this same crash.

For now I must disable this mod :/

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BGsniper26
BGsniper26 - - 28 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 :
2 : [Lua] ...omaly base/bin/..\gamedata\scripts\ui_pda_npc_tab.script(312) : get_enemy

LUA error: ...omaly base/bin/..\gamedata\scripts\ui_pda_npc_tab.script:312: bad argument #1 to 'pairs' (table expected, got nil)

Check log for details

stack trace:

I'm also getting this crash while using Escape From Pripyat Modpack 4.2

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ghosttrooper106
ghosttrooper106 - - 96 comments

i getting this crash on vanilla =(

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CatspawMods Author
CatspawMods - - 394 comments

Install the 02 option and the crash will go away. This will be fixed in a future version.

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Bartoche70
Bartoche70 - - 219 comments

Hi, a really great mod I give it 10/10 thank you for this enormous work

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GrishaFilin
GrishaFilin - - 47 comments

There is no way to read information from found PDAs. It moves, but no one knows where, but the native PDA continues to work.

I discovered by disabling other mods directly or indirectly related to the PDA or the information in them, and got to yours, disabled it and everything began to work normally.
How can I fix this error?

(1.5.2. DX 8 AVX)

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Hersusv
Hersusv - - 3 comments

Great mod, a must have from the set. Together with the PERSONAL ADJUSTABLE WAYPOINT mod, just great.
But there is one minus. Monster markers no longer appear on the map. Previously they were in debug mode.
Tell me what line to write in the code to make them appear again?
PS Google translation, sorry.

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andreylazarenko2019
andreylazarenko2019 - - 23 comments

Hi could you add an enlarged icon like the maid ?

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Dirmagnos
Dirmagnos - - 6 comments

T2+ shows only some bodies of mobs, mostly one that player killed. But pretty much ignores all monsters. Is there any way to make it universal, regardless of who killed or what was killed?
After disabling mod all bodies started to show up again. Using GAMMA.

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CatspawMods Author
CatspawMods - - 394 comments

This is an option in MCM.

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Dirmagnos
Dirmagnos - - 6 comments

Im an idiot. Found it. Thanks.

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butorinoks77
butorinoks77 - - 5 comments

При использовании опции ui_mcm_lst_milpda_gain_on_read игра крашится при использовании пда нпс, а при опции ui_mcm_lst_milpda_gain_on_pickup вообще ничего не происходит, пда просто исчезают

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CatspawMods Author
CatspawMods - - 394 comments

Version 1.10 should fix that issue. Please re-download and reinstall the addon.

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butorinoks77
butorinoks77 - - 5 comments

Maybe will try, ty

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TheLettersL
TheLettersL - - 120 comments

Great mod, absolutely awesome especially with the Progressive gameplay options.

Just one bug, as others pointed out, this will essentially remove the debug PDA spots (Debug Map HUD, all AI squad icons are no longer visible, only those in your map, and in accordance to the PDA you're using). Any way to restore that?

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CatspawMods Author
CatspawMods - - 394 comments

None I can think of that would be practical. This mod and the debug mapspots serve inherently contradictory purposes: MilPDA takes control of which squads are visible on the map and shows or hides them based on your PDA and progression, while the debug HUD tries to always show mapspots for all squads.

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lf_family
lf_family - - 19 comments

При использовании пда нпс он просто исчезает

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CKYRules
CKYRules - - 2,470 comments

Question, and I apologize if this has been asked a bunch, but if Monolith, Sin, and UNISG are on the blacklist, does the progressive mode still work on them if you've collected all the PDA's needed? Or do you need to disable them in the blacklist for them to show up.

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CatspawMods Author
CatspawMods - - 394 comments

You can still accumulate data progress for blacklisted factions, and progressive mode will SAY they've been unlocked--but as long as the blacklist is active they will never actually appear.

You will need to disable them in the blacklist (or disable the blacklist itself) in order to gain any benefit from unlocking them.

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CKYRules
CKYRules - - 2,470 comments

Okay cool. I had disabled Monolith and they instantly appeared and I wasn't sure if I had unlocked enough progress beforehand or not. Thank you so much for the answer!

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butorinoks77
butorinoks77 - - 5 comments

Still having the bug with npc pdas. I updated the mod, selected "on read" option in mcm, used the npc pda and its still just disappearing. If i get another one and later use it, both (disappeared one and new one) just appear back in inventory. Am i doing something wrong? Cant there be an option to do the vanilla npc pda check?
EDIT: Crash with "on gain" option is not solved. It would be better if there was an option to bring back vanilla pda looting, just with possibility to use new pda imo.

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CatspawMods Author
CatspawMods - - 394 comments

I don't know what to tell you. These issues do not occur in my gameplay or testing. In order to troubleshoot any kind of crash, I need to see a log with my addon's debug logging enabled.

I also am unsure what you mean about vanilla looting. You are welcome to delete zzzzz_ui_pda_npc_tab_wpnhidefix.script if you prefer. Nothing else touches PDA looting unless you install/enable the progressive options.

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butorinoks77
butorinoks77 - - 5 comments

Maybe its caused by my mod pack, idk. Will try updating again and deleting this script

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Thepersonwiththename
Thepersonwiththename - - 30 comments

i can always see squads no matter what i do

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CatspawMods Author
CatspawMods - - 394 comments

Try reinstalling the addon and see if it still happens in a new game. That is not normal behavior and it almost certainly means something is conflicting or messed up either in your save or in your modlist.

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Jamescorella
Jamescorella - - 120 comments

Dang I also get the Disappearing Looted PDA's when I click View.

**Update: I deleted zzzzz_ui_pda_npc_tab_wpnhidefix.script like mentioned above, and they came back.

Am I missing out on anything by deleting that? I really like this mod its great, so I would like to know what I got rid of.

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CatspawMods Author
CatspawMods - - 394 comments

The sole purpose that script serves is to fix a vanilla bug where the exact thing you describe happens.

It is so bizarre that for some people this works in the exact opposite way, but there is no harm in deleting that file if that works for you.

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Stewbs
Stewbs - - 44 comments

Hey I found a weird issue after updating to the latest version. Setting the kill tracker (and all subsequent options) to 'Player Squad' Makes it so that anytime I kill someone/something, the body marker icon does appear but anytime anyone from my squad aka my companions, kill someone or something, the icon never appears. It's really strange. Every other option works correctly but it seems that only the 'Player Squad' option isn't working.

Any idea why this is the case?

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CatspawMods Author
CatspawMods - - 394 comments

Some of the logic in that area of the code was adjusted, possibly an odd side effect--I'll take a look.

Edit: fixed now. Please download the latest patch.

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Stewbs
Stewbs - - 44 comments

Thanks for the patch! Keep up the good work Catspaw :D, always love your mods! <3

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aorushome Online
aorushome - - 224 comments

Hey, I can see these errors in my logfiles. No crashes, can you do something with this info?

[16:03:03.932] <MPDA:KT> [V] Killspot text generated for false (kba false | kbs false | show_v false | show_k unidentified body)
[16:03:03.932] <MPDA:KT> Text: nil
[16:03:03.932] <MPDA:KT> Tracking new body Rat (19251) at 176:| Marker text: unidentified body
[16:03:03.932] Kill ID: KT251 | killspots visible: false
! [16:03:04.538] [LUA] CharacterName available only for InventoryOwner
! [16:03:04.538] [LUA] 0 : [C ] character_name
! [16:03:04.538] [LUA] 1 : [Lua] ...ne 1.5.2/bin/..\gamedata\scripts\ish_kill_tracker.script(408) : func_or_userdata
! [16:03:04.538] [LUA] 2 : [Lua] ...y the zone 1.5.2/bin/..\gamedata\scripts\axr_main.script(275) : base_make_callback
! [16:03:04.538] [LUA] 3 : [Lua] ...y the zone 1.5.2/bin/..\gamedata\scripts\a_rax_wd.script(50) : make_callback
! [16:03:04.538] [LUA] 4 : [Lua] ...anomaly the zone 1.5.2/bin/..\gamedata\scripts\_g.script(118) : SendScriptCallback
! [16:03:04.538] [LUA] 5 : [Lua] ...e zone 1.5.2/bin/..\gamedata\scripts\bind_monster.script(270) :
[16:03:04.538] <MPDA:KT> [V] Killspot text generated for false (kba false | kbs false | show_v false | show_k unidentified body)
[16:03:04.538] <MPDA:KT> Text: nil
[16:03:04.538] <MPDA:KT> Tracking new body Rat (19261) at 179:| Marker text: unidentified body
[16:03:04.538] Kill ID: KT261 | killspots visible: false

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CatspawMods Author
CatspawMods - - 394 comments

Not without the full log I'm afraid. What that snip tells me is that it's trying to get obj:character_name() for an object that doesn't have that method, but I have no context for how it got there.

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PashaVerti
PashaVerti - - 14 comments

Is there a way to disable the squad locations of enemies? That's really the only thing I dislike about this mod, otherwise it's ******* sick

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CatspawMods Author
CatspawMods - - 394 comments

The only PDA that can display enemies by default is the Milspec PDA itself, so just go into that device's submenu in MCM and customize it so that they don't appear. All PDA models can be tweaked in this way.

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Guest
Guest - - 693,842 comments

Map points are not visible with this active. Only main quests are on the PDA map. Even your Adjustable waypoint is not showing when I create it on the map.

I have high res PDF maps installed? Could that be a problem?

KillTrack have lower prio than this but is behaving same even when it is off.

I have tried to leave my PDF in a stash and pick it up again, but everything is still same.

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CatspawMods Author
CatspawMods - - 394 comments

If mapspots are not appearing, not even NPCs or POIs, then something other than my code is wrong in your installation or savegame. Try re-downloading and reinstalling the addons, and see if the issue happens in a new game with only this mod active.

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horror11
horror11 - - 33 comments

crashes my game as soon a someone is killed

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Oleshka_64
Oleshka_64 - - 1 comments

Hi, I ran into the following problem, after installing the addon and downloading the game crashes without any error, the game is completely clean, there are not many mods, a weapon pack and that's it. There is the following entry via the mod organizer [2024-05-06 10:37:11.167 W] local save games not supported by this game plugin
Привет, столкнулся со следующей проблемой, после установки аддона и загрузки игры вылетает без какой либо ошибки, игра полностью чистая, модов не много оружейный пак и всё

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CatspawMods Author
CatspawMods - - 394 comments

Sorry, never seen anything like that, and the entire Internet has only two hits for that error message. It sounds as if something is not installed correctly, but I can't speculate what that might be.

Извините, никогда не видел ничего подобного, и во всем Интернете есть только два совпадения для этого сообщения об ошибке. Похоже, что-то установлено неправильно, но я не могу предположить, что это может быть.

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