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

Tired of monsters being stuck while fighting? This might be for you

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Monster Unstucker (UPDATE 2)
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]{oNtrAst
]{oNtrAst - - 261 comments

Oh, yes! Thank you bro, I've always been terribly annoyed by this bug...

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]{oNtrAst
]{oNtrAst - - 261 comments

And will it load the processor or memory? Influence the FPS?

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TheMrDemonized Author
TheMrDemonized - - 1,056 comments

Not at all

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Inamu
Inamu - - 34 comments

You should rename yourself from TheMrDemonized to TheMrAngelized cause this mod is a godsend.

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Schuchart
Schuchart - - 1,642 comments

Just out of curiosity, would this interfere with mutants like Burers when they use their shield or Controllers when psy-attacking (camera-voiding)? I mean, I got almost no idea how this works engine-wise, just something that came to my mind when reading the part about the 3-sec-position-update.

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TheMrDemonized Author
TheMrDemonized - - 1,056 comments

I didn't have time to check all monsters, I'll do it a little later

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Grokitach
Grokitach - - 895 comments

Simple fix for such a huge plague in Anomaly !!

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SniperHellscream
SniperHellscream - - 981 comments

thanks you good Man!

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reter
reter - - 615 comments

thx!

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bvcx
bvcx - - 2,173 comments

Monster Unsucker

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StronGV
StronGV - - 594 comments

Wow, what a gift bro!!!
If this is a mod that fixes a bug of mutants running at place, then you are a cool kid.
I thought it was only me who had such a bug, at least I did not find it on the Internet.
At first I temporarily corrected this situation through saving / loading, and then spat on it. I just approached the mutants and poked them with a knife, saving ammo.

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TooMuchBooze
TooMuchBooze - - 44 comments

Good booze, fella ! Top fix.
There`s an issue though.
Zombies,when knocked down, they no longer go in the usual struggling animation. Instead, they pop back up on their feet after 3 seconds.
This happened repeatedly with the unarmed shamblers , could be a thing with the ones that carry guns as well.

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TheMrDemonized Author
TheMrDemonized - - 1,056 comments

alright, i forgot about them, increased timer for them.
The armed zombies arent considered as monsters, they are stalkers, so they arent processed by the mod.

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TooMuchBooze
TooMuchBooze - - 44 comments

Thank you,sir. Boss job. ;)

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GabeCPB0
GabeCPB0 - - 354 comments

very nice concept! Thanks!

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StronGV
StronGV - - 594 comments

Could you make the mutants unstuck in any mode, not just combat? Or, due to the peculiarities of the implementation of the function, will this mean that the mutants who stop, for example, rest or eat, will constantly teleport?

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Grulag
Grulag - - 77 comments

Hey thanks for making this. Such an assential addition..

I have one small issue however,

It seems that when using the Arszi's bleeding addon, because it stops the npc in their tracks as they fall to the ground, the enemy is still in 'attack mode' just incapacitated, so this addon unfortunately teleports them back to a combat/fighting non-downed state shortly after.

Is there a chance for a tweak or update to allow compatibility with Arszi's bleeding?

Many thanks!

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TheMrDemonized Author
TheMrDemonized - - 1,056 comments

just kill that mutant once and for all

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Malac88
Malac88 - - 137 comments

AHHH YES!!!

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ZangocCocuk
ZangocCocuk - - 32 comments

Great mod but my game started randomly crash especially quick saving.

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StronGV
StronGV - - 594 comments

Could you separate the teleport function of mutants when they are in combat mode and normal peaceful state, with individual teleport delays? I just removed the combat mode check and increased the teleport delay to 1 minute and never again saw stuck mutants in peaceful mode. However, during the battle it happens that the mutants get stuck (very rarely) and 1 minute for unstuck is already too much, that's when your timing settings would come in handy. It seems to be very easy to do, only I'm not good at scripting.

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Zanklev
Zanklev - - 105 comments

A patch to stop the timer when they are bleeding from arszis bleeding mutants would be greatly appreciated, thank you.

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StronGV
StronGV - - 594 comments

You can temporarily disable the lying mutant's animation when it's low on health by simply setting "WOUNDED_ANIMATION_HEALTH_THRESHOLD" to 0. Since after the teleportation of the mutant, the bleeding stops.

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Grulag
Grulag - - 77 comments

Hi, Just wondering if you would be ok with me re-uploading a version of this for everyone with compatibility with mutant bleeding? Seems myself and a few others want this and it looks like you aren't interested in doing this so i figured i would check with you if i did this if i can upload it.

Cheers

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StronGV
StronGV - - 594 comments

I'm not against!!!

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TheMrDemonized Author
TheMrDemonized - - 1,056 comments

alright, i grant you permission, i'm not planning to develop this mod further either way

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RamseySparrow
RamseySparrow - - 833 comments

FYI, there's a significant bug here: it took me a good part of forever to pinpoint this mod as culprit - it breaks controller's tube attack. After camera's return from the attack animation, it's impossible to draw guns - things are stuck till game reload. Tested on vanilla, it's this mod 100%.

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Grulag
Grulag - - 77 comments

Hey man.
I am not sure if you know about this, but this got removed from the GAMMA modpack by Grok because it was causing random CTD's that didn't leave any logs, apparently.....

Real shame because this addon adds a much needed function to something that is very broken with the game....
Is there any chance you may be able to please try to fix that issue with this addon at all?

Cheers

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StronGV
StronGV - - 594 comments

Where's your patch for bleeding mutants?

My game crashes when I zoom in binoculars with object selection frames turned on and if at that time a stuck mutant teleports. There is no desire to describe, because the author has zero responsiveness.

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RamseySparrow
RamseySparrow - - 833 comments

FRIENDLY BUG REPORT: it took me a good part of forever to pinpoint this mod as culprit - it breaks controller's tube attack. After camera's return from the attack animation, it's impossible to draw guns - things are stuck till game reload. Tested on vanilla, it's this mod 100%.

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TheMrDemonized Author
TheMrDemonized - - 1,056 comments

this mod is archived and wont be supported due to multiple bugs and not properly solving the issue in the first place.

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RamseySparrow
RamseySparrow - - 833 comments

gotcha

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Kuez
Kuez - - 171 comments

It might not be supported anymore and I haven't stumbled upon any CTDs (as of yet), but let me just leave it here:
It still helps with chimeras being stuck in perpetual running animation. ¯\_(ツ)_/¯

Additionally when it come to the bug with controller that prevents you from drawing a weapon, RamseySparrow mentioned above, it's a mixed bag whether it happens.

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Nesingwary
Nesingwary - - 4 comments

Blind dogs have an "attack" where if the player is near them but not sprinting, they will slowly approach the player. This addon makes them reset when they are in this mode, leading to dogs getting teleported constantly when I am sneaking past them. Any way to disable this addon for regular dogs?

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Mumuskeh
Mumuskeh - - 98 comments

Could probably work by adding the dog name in the script at local monster_unstuck_timer for a different unstuck timer. Thing is i don't know if the dog should be written as SM_DOG or something else.

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