Anomaly is a standalone S.T.A.L.K.E.R. mod powered by an x64 version of the X-Ray engine. Starting with version 1.5.0 Anomaly uses a custom engine build called the XRay-Monolith engine. After almost one year of development of the Anomaly 1.5.0 update, the mod continues its way on expanding and adding new features while maintaining a high level of quality and replay value.

Add addon Report Misterkat's Realism Addon
Filename
misterkatrealism1.6.zip
Category
Singleplayer Map
Licence
Proprietary
Uploader
misterkat
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Updated
Size
35.8kb (36,659 bytes)
Downloads
1,176 (4 today)
MD5 Hash
e48e0a4fa6ba115f287ed0f9854b2652
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Description

1.6: one change in difficulty_manager.script. 1.5: misc tweaks, changes to max weight, etc... 1.4: reduce leatherman degradation rate, reduce equipment quality a bit 1.3: adds ammo kit to mechanic inventory. 1.2: increase water drop rate. was unrealistically low. 1.1: minor tweaks, update for hotfix. Consolidation of repair, cooking, and loot drop overhauls

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Misterkat's Realism Addon
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Kotofei1
Kotofei1

For my own use i made many improvements to the side of realism for food and medicine, but I did not have the skills to do the same for repair kits. Thanks for doing this!

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Nicopathe
Nicopathe

Essential addon !
Even only for the ammo part...
Thanks.

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Garfink
Garfink

A suggestion to anyone that happens by:

I did one change to the game to help with my experience with the base anomaly game that made these type of mods less necessary (at my skill level).... I changed the carry weight to 100 in the game (so I don't have to do inventory management and was able to hoard stuff more), this in turn meant I had more money/crafting items... result is the same as a mod like this, except that all the items was more hard earned.... at the cost of suspension of disbelief at my character's carry weight. You can adjust it down to 50 if you like it more realistic.

I found also by doing this, I was able to actually learn the mechanics of the crafting system easier and quicker... Once I know the game more I can tune down the carry weight in the future.

Hopes this helps someone.

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-_AlexV_-
-_AlexV_-

I downloaded your mod and it's ok so far.But,I think you gotta so some balancing to the armor and weapon drops.You can find pretty good loot pretty fast.I understand that veteran stalkers should have their gear in good condition but still

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LifeDecoded1997
LifeDecoded1997

As soon as I read that it changed the loot condition level based on rank I instantly lost interest in downloading this, as it always seems to make my playthroughs a breeze. A version without this edit would get my download though :)

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sleepknot_maggot
sleepknot_maggot

You could just use the other parts (repair tweaks, cooking) as it's modular from what I undertand

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misterkat Author
misterkat

Loot condition is already based on rank. I just increased the range a bit.

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LifeDecoded1997
LifeDecoded1997

My mistake, when I said "change loot condition level based on rank" I meant 'increase' - sorry for the confusion. If it is a modular mod then I'll definitely give this a try

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Guest
Guest

I like your mod !!! maybe drops are to generous but.. nevermind

in \gamedata\scripts\ui_itm_repair.script

line 10: local degrade_factor = 0.025 -- 0.2

This change would help to align degradation of leatherman multi tool when repairing weapon parts with the re rest of this mod. Just saying...

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misterkat Author
misterkat

I find you end up limited by carry weight anyway. On Hard/survivalist (hardest difficulty modes) I find you can't make much money by selling the loot anyway.

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Duty_Stalker
Duty_Stalker

Don't craft with a full kit, it will use all of it.

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misterkat Author
misterkat

huh???

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Duty_Stalker
Duty_Stalker

Crafting upgrade kits with this will use all if the repair kit.

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Astro_Zombie
Astro_Zombie

I can't change max carry weight in options, it stays at 25. Thought maybe it was because of the changes to max weight the description mentions.

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misterkat Author
misterkat

Yes, it's fixed at 25 in the script. The options initially let you pick b/w 15, 20, and 25, and since it appeared too small to be realistic, I fixed it at 25. Weapon wear per round is also at its lowest regardless of difficulty selected, though still much higher than is realistic (can't reduce it anymore without the source code for the EXE).

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rekeption
rekeption

your numbers made the cleaning solvents almost identical. all of them can be used until 90 condition but repair different amounts. i changed the minimum threshold for vice repairs to 75 meaning you can repair your stuff until 75 condition without vice. and tweaked the numbers a little bit so the solvents and sprays are a little different than each other. overall that was my only concern with the mod good work

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misterkat Author
misterkat

Yes, it was a balancing act. Some of the cleaning kits go as low as 85 in the mod I think, as opposed to 65 in vanilla. Basically, I am treating as anything below 85 as "damaged" meaning you NEED spare parts to repair. IRL weapons can almost never truly be "repaired" once damaged. You MUST replace parts. Ideally, there should be 2 conditions: dirtiness/lubrication and condition. Condition should decrease VERY slightly per round, like maybe 1,000 rounds for 1%. Dirtiness/lube condition should go down more quickly, however, and guns that are fired while dirty/unlubed should acquire condition losses at a faster rate depending on how dirty.

Unfortunately, after looking at CoC source code (the basis for this mod), it seems condition reduction and weapon firing is strictly a C++ item requiring source code to be changed. It is NOT in the uncompiled LUA (currently the most we can change without the source code being released by Searge).

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rekeption
rekeption

i wish we could do the repair system like that but it seems not possible as of now.

after reading your comment this is my final decision on the tier 1&2 repair items : Postimg.cc
brown numbers are the repair values and black decimals are minimum repair conditions.

additionally,the "use as a repair part" section could be changed if you have good ideas. like if you use dvojka and brunox together they are effective.

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Guest
Guest

Hello, I really like description of this mod, but does it require a special instructions to install?
When I just unpack and put gamedata in to directory, every time I try to use any of the repair kit game instantly crashes, this is the log:

stack trace:
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...es/stalker anomaly\gamedata\scripts\ui_itm_repair.script:39: attempt to index global 'ini_sys' (a nil value)

stack trace:

---------------------------------------------------------------------------
By any chance do you know what it could be?
(This is the only mod I have, I tried even to start a new game)

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RandomStalker
RandomStalker

NVM, it works now. After reinstalling game one more time.

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Guest
Guest

This could have been great, if it didn't mess with the ability to change the carry weight.

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misterkat Author
misterkat

It's in difficulty_manager.script in gamedata/scripts. Lines 32 and 133. Just change both of the 25's to whatever you want. If you only have notepad and can't tell what the line # is, just search for:

= 25

It will appear exactly 2 times. Change BOTH to = 20 if you want 20 kg.

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Guest
Guest

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JustToppy
JustToppy

Why does your mod need that script anyhow? It's a good mod by the way, I'm just really curious

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misterkat Author
misterkat

- forced carry weight to 25kg
- forces weapon degradation rate to min amount possible in LUA
- greatly reduces leatherman wear/tear per use

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Guest
Guest

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PhysixCat
PhysixCat

Hello MisterKat, your addon motivated me to make this account, just to thank you.

I hold similar views to the ones you've expressed in previous comments. It really broke my suspension of disbelief that soldiers/stalkers in the Zone would only be carrying around 3 bullets and their gun at 10% durability, with often no food/water/supplies, but would be able to infinitely fire on you without suffering jams. I understand that this was done in stock Anomaly for gameplay balance reasons, and that the game is indeed beatable like that - but I find myself enjoying the mod much more when I kill a guy and see he actually has a couple mags of some ammo, and maybe some water even. It cuts down, like you said, on the savescumming and on the time spent flipping stuff at vendors. I can actually get excited at nice finds on corpses, instead of only having those at stashes. I can focus on actually playing the game more now, and immersing myself. I am now playing at Hard/Survivalist difficulty + Hardcore AI Aim with this addon on, and I find it offers a challenge I enjoy and can't easily break by being very "meta" about it (nor would I care to, really).

All in all, your addon is fantastic and has quickly become one of my must-haves. I wanted to ask if you are also on the Anomaly discord or if you have a github we can follow of some sort? Are you planning to update this for future versions of the mod when they come out?

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misterkat Author
misterkat

I chat on discord sometimes, but there is no github for this addon. I usually alternate between playing some variant of Misery (before I was doing Dead Air, now Anomaly) and Cataclysm (which is on GitHub, for which I also do PRs). I'm GetInHereStalker on Discord.

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