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.
Overhauls the RF Receiver to expand the frequency range and make signal sources easily moddable. New signal sources like GSM interference from stalker PDAs. Optional mouse wheel support and accessibility widget.
New Extensible RF Sources (NERFS) is the beginning of a comprehensive overhaul of the RF Receiver's functionality. Its key features are:
• Expands the frequency range from 300 to 999 (configurable in MCM)
• Adds interesting new sources of RF noise, from electromagnetic anomalies to cellular interference
• Unique new sound effects for psy interference and GSM noise
• Moves all RF sources into easily-modded, conflict-free LTX files
• Includes my ARFS mod with lootable lore notes about useful frequencies
• NEW Define up to 9 preset frequencies in MCM, and assign a different hotkey to each
• Change frequency or presets with mouse wheel (requires modded binaries 20230701 or newer)
• Adds an optional HUD indicator of signal strength, configurable for accessibility or preference
• Compatible with TB's RF tasks and Coverdrave's Reworked RF Receiver addons
• NEW Now compatible with Remote Controlled Explosives, with install option for Bizarre Interference
If you have the excellent Devices of Anomaly Redone addon by Barry Bogs, then you already have the stripped-down version of NERFS that is included with that addon. Installing the full version of NERFS and loading it after DAR will offer additional features.
If you do not have DAR, and you use the RF Receiver, then you should absolutely get it!
The full feature list for NERFS is below:
In vanilla Anomaly, the RF Receiver is clamped to a frequency range of 30-300 Mhz (VHF), with no way to change bands or go outside that range. NERFS changes this range to 1-999 Mhz, with the upper end configurable in MCM.
Aside from enabling detection of several vanilla RF sources that had frequencies above or below VHF, this also enables a number of new gameplay options.
With so many new things to scan for, having to manually cycle between frequencies can get cumbersome. You can now define up to 9 frequency presets in MCM, and assign a different hotkey to each. A handful of useful frequencies are set as defaults, but feel free to change them to whatever you like!
GSM-standard cellular devices cause RF interference on certain frequencies--if you've ever heard that rhythmic, stuttering buzz on your speakers or wireless headphones with your cellphone nearby, that's probably why.
NERFS combines this fact with the expanded frequency range to allow you to pick up interference from the PDAs of nearby stalkers, potentially giving you an early warning of enemies. There are multiple GSM bands that affect different frequency ranges, and some of the most common ones used in Ukraine are represented here.
As of version 1.1, each stalker's PDA is now assigned to one of these four cellular bands, and each PDA has its own specific frequency within that band. Once a stalker is assigned a frequency, it will always stay the same during that playthrough--potentially allowing you to track them with the RF receiver if you learn their frequency!
Electro and Tesla anomalies put out a lot of EM noise, and now that noise will register on the RF receiver. For now, start searching somewhere around 300 Mhz (may be subject to change).
As of version 1.2, NERFS adds mouse wheel support thanks to the 20230701 update to demonized's modded binaries. This version of those binaries (or newer) is required for this feature to work. GAMMA also supports this feature.
Ever felt like repeatedly spamming mouse clicks to go up/down was really clunky? Enable this, and whenever the RF Receiver is out, scrolling your mouse wheel will tune its frequency instead of cycling through your equipment. Once you try it this way, you won't want to go back.
There is no benefit to using the vanilla game executables instead of modded binaries. In addition to advanced mod support, the demonized binaries support many graphics and engine enhancements that practically make Anomaly a new game. If you are not using them (or modpacks such as GAMMA and EFP that are based on them) then you can and should get them from the following link:
All signal sources are now defined in LTX files, which can be found in gamedata\configs\scripts\rf_sources. They are designed to be conflict-free and extremely easy to customize, and all you have to do to add your own is create a new rfsrc_*.ltx file in the same folder.
[rfss_af_death_lamp]
section = af_death_lamp
dist = 200
snd = func
func = item_radio.sfx_random_noise_psy
freq = 321
action = item_radio.signal_active_artifact
You can either use the existing library of sound effects and default signal handling, or define functors to return your own and control what actions are taken when the source is detected.
New functions have also been added to item_radio.script, providing other addons with a way to cleanly manage signal source types and sound effects at runtime.
In vanilla Anomaly, RF interference from psy sources uses the same sound effects as any other noise--including random bits of radio chatter or other things that aren't really fitting. In version 1.1, NERFS adds unique new sound effects to distinguish psy interference from other kinds.
My previous RF addon, Anomalous RF Signals, is included in this as an installation option. It adds lore notes that can be randomly looted from dead stalkers, giving players an in-game way to learn new useful frequencies.
For this feature to work correctly, you need to select either the DLTX or Non-DLTX option when installing. If you are able to right-click on notes, but nothing happens when you try to read them, it is probably because this option wasn't selected, or wasn't installed correctly.
RF Receiver gameplay is not friendly to deaf or hearing impaired persons. Neither is Stalker in general, but everyone should to be able to enjoy the games they love. This optional accessibility widget, courtesy of RavenAscendant, provides a visual indicator of signal strength, with the on-screen position and colors configurable in MCM for preference or color blindness.
NERFS is fully compatible right out of the box with TB's excellent RF Tasks addon, with no changes necessary. It also includes a compatibility switch for Coverdrave's Reworked RF Receiver addon. This switch forces the device to use their LED and signal switching tweaks. RRFR's MCM setting for whether the RF receiver works when equipped but not out is also respected.
Use MO2. The Main module is required, and you must choose either the DLTX or non-DLTX option. If you do not install either, the encyclopedia will not unlock new entries from the notes.
DLTX is supported by GAMMA, as well as by demonized's modded binaries (which are linked above in the Mouse Wheel Support section).
You can manually install the files if you wish, but it's not recommended. You can also use JSGME, but it is known to cause issues and I cannot provide support for problems that occur while using it.
RUS localization by leeviathan (MCM and system strings), and S5yn3T / Stalzi / Mr.Goose (lore notes and encyclopedia entries).
1.5.2: Corrected missing MCM header image.
1.5.1: Removed unintentionally-included debug code. This had no functional impact, but was causing a large amount of log spam.
1.5: Fix for incompatibility with Cold System; both addons were trying to hijack the same "unused" multiplayer window. NERFS now uses its own custom window. NERFS will now detect if another addon has overwritten item_radio.script, and scream at you in MCM. It will also detect whether the oustanding Devices of Anomaly Redone is installed, and swap its header graphic to match the new RF Receiver.
1.4: Fix for rare crash with Reworked RF Receiver compatibility. Moved both the background static and emission noise into their own separate functors configured in LTX. This has no effect on the user experience, and is purely a hook for modders who need to alter the regular or emission static.
1.3: Added the ability to define up to 9 preset frequences in MCM, and assign hotkeys for each. Cycle between presets with Ctrl if mouse wheel support is enabled. Added compatibility with Remote Controlled Explosives (integrated) and Bizarre Interference (install option). Moved most sound effect definitions into LTX files for ease of modding (see the Bizarre Interference patch for an example). A lot of refactoring.
1.2: Mouse wheel support, requires the 20230701 build of demonized's modded binaries. When enabled, scrolling the mouse wheel will tune the RF receiver instead of cycling through your weapons.
1.1: Each stalker now has their own persistent PDA cellular frequency. Added distinct new sound effects for psy RF interference. Added RUS localization for MCM courtesy of leeviathan. Added the option to use the RF receiver while equipped but not out, which respects RRFR's MCM setting for this.
1.0: Initial public release
Average
9.346 votes submitted.
Version 1.5 is up!
This version adds compatibility with Cold System. Previously both addons tried to use the same "unused" multiplayer window for their HUD elements. NERFS now instead uses its own custom UI statics.
NERFS is now included with the outstanding Devices of Anomaly Redone addon, a high-quality replacement by Barry Bogs for all of Anomaly's device items. Or to be more precise: a stripped-down version of NERFS is embedded with DAR. Installing the full version of NERFS will still give you additional RF features, like the installation options for ARFS lore notes or Bizarre Interference compatibility.
NERFS will now auto-detect if DAR is installed, and use different header graphics in MCM. More importantly, it will detect when other addons have overwritten item_radio.script, and scream at you in MCM.
Devices of Anomaly Redone by Barry Bogs: Moddb.com
Modded EXEs by demonized: Github.com
Congrats on the release! Quick question, does this require a new save?
No new save is required, and the addon is safe to remove mid-save or enable/disable at any time.
Чувствую огромный задел на какую то капитальную модернизацию механики ресивера, особенно таким образом, что он не будет влиять на совместимость с дистанционным управление взрывчаткой (Remote Controll Explosives) и награду от фракций за репутацию (TB' Stashes)... Очень многообещающе, сколько играл в амомалию, не знал о таких недокументированных возможностях, как в предыдущем твоём моде. Красавчик.
Thank you for this mod and thank you for the mod that it replaces and thank you for the info about the rework mod and tasks. Love it all. All the best at the new job.
Hello friend I am using the mod (Remote Controlled Explosives): Moddb.com
and also the mod (bizarre interference v7): Moddb.com
This last one brings a patch for Remote Controlled Explosives. The problem is that they use the same script file (item_radio.script) in the patch. Could you also make it compatible with these mods please?
It does not look like either would be difficult. Bizarre Interference is just adding more emission sounds, and that is very simple. The other one just needs a small change to the script. NERFS is already compatible with TB's and Reworked.
I am just starting a new job so I may not be able to do it quickly, but I should not have any difficulty adding compatbility for these.
no problem, thank you very much you can take all the time you need.
The latest 1.3 update should have compatibility with both addons. Please let me know if there are issues.
Excellent Thank you very much friend, as soon as I try it I will let you know how it works
New game required?
No new game required.
Hello, I installed your mod, tried both versions with and without DLTX, in MCM it is displayed not with text but with scripts, how can I fix it or do I need to install something?
Drive.google.com
Drive.google.com
If I understand correctly, you're saying that in MCM all the text is shown like "ui_mcm_menu_etcetcetc"?
If that's the case, it means that it can't find the string file in configs/text/eng (or whatever your localization is). Since it's unlikely something would overwrite it, either there isn't localization in your language, or it isn't installed correctly.
Yes, it is displayed this way, nothing is overwritten in Mod Organizer.
Drive.google.com
everything works in english,
Drive.google.com
will it be Russian?
Once I can get someone to do a proper translation, there will be RUS localization.
is the RF Hidden Package Sidequests mod compatible?
If you mean this one: Moddb.com
Yes.
should I load it before or after it?
Edit: Playing with it loaded after the sidequests mod, works fine.
Great mod, good job!
Catspaw check your PMs please
in the RRFR MCM settings I have the option to keep the sound on when the receiver is equipped, but not being used alongside the sidearm. It is a convenient way to scour some areas without exchanging between the radio and the rifle constantly.
i installed this mod and kept that option enabled, but there is not background noise. Did I do anything wrong?
I thought I added a check for that, but I'll look later after work.
I checked the item_radio.script file... in the line 510, below "-- return if radio detector is no active", I replaced those lines with the ones from the RRFR mod:
local obj_det
if reworked_rf_receiver_mcm.get_config("only_equip_rf") then
obj_det = db.actor:item_in_slot(9)
else
obj_det = db.actor:active_detector()
end
if not (obj_det and obj_det:section() == _device and obj_det:condition() >= obj_det:power_critical()) then
sound_trigger(false)
return
end
sound_trigger(true)
It works perfectly now, it seems
Yep, that is pretty much all that I would've done, looks like I missed that one. I'll get a fix out later, thanks!
Hiya, I've been playing with your addon installed, and a few nights ago I killed a bandit, looted a note on how to find Flash artifacts at the frequency of 145Mhz, but once I read it there was no audible indication of reading it, and the note didn't show up in my PDA guide section. Any idea what that might be about?
Did you install the DLTX or non-DLTX option?
One or the other of these is required in order to have the new note entries added to the encyclopedia. Without that, you can read the notes but the encyclopedia won't know what to do with them.
The DLTX version should be what I installed.
Without logs and a lot more information it's hard to say what the real cause was, but fundamentally what's happening is that the link between the notes and the encycloedia is broken. The note works as normal, but there's an entry in the encyclpedia files that controls what kind of "interactions" it monitors--in this case, reading a note.
Try reinstalling. If that doesn't work, try installing my previous mod (Anomalous RF Signals) on top of this--as far as the notes are concerned, it's the same content.
Alright! As for your previous mod, I did have it installed beforehand, but after installing this newer mod I uninstalled the older one since it's meant to be included in NERFS. I wonder if maybe the note was a pre-existing remnant from the older mod, and since I deleted said mod, the note may have broken when I tried reading and adding it to my encyclopedia?
Hello.
I suggest you, as well as everyone else, as a temporary solution, the translation of the mod settings in the MSM menu into Russian for version 1.0:
Drive.google.com
I also provide you with screenshots of the translation of the mod settings in the MSM menu into Russian:
Postimg.cc
Здравствуйте.
Предлагаю вам, так же как и всем желающим, как временное решение, перевод настроек мода в МСМ-меню на русский язык для версии 1.0:
Drive.google.com
Так же предоставляю вам скриншоты перевода настроек мода в МСМ-меню на русский язык:
Postimg.cc
Thank you! I will include this in the next version, which I am uploading shortly.
Very nice job man. My wired speakers catch cellular transmissions too lol
In the S.T.A.L.K.E.R. REALITY build version 1.7, everything works!
Thanks!
Postimg.cc
В сборке S.T.A.L.K.E.R. REALITY версии 1.7 все работает!
Спасибо!
Что такое DLTX version?
It is to reduce conflicts between addons, but it only works if you are using modded EXEs. There is a link in the description.
Это нужно для уменьшения конфликтов между надстройками, но это работает, только если вы используете модифицированные EXE-файлы. В описании есть ссылка.
Just wondering, what kind of issues can happen if you use JSGME to install this mod?
The same sorts of issues that one can have using JSGME with any other combination of mods: conflicts and problems with files being loaded out of order or overwriting what they shouldn't. JSGME directly modifies your game files, whereas MO2 uses a virtual file system.
Expression : <no expression>
Function : handler_base
File : xrDebugNew.cpp
Line : 1005
Description : pure virtual function call
stack trace:
Also when I try this mod, NPC identifier, the dialogue ui, and FDDA features went kaput. Also couldn't fast travel with this mod enabled
This addon does not touch anything related to animations, Crook's faction ID, or the dialogue UI--and I use all three of those mods in my own play without issue.
I don't know what the actual problem with your installation is, but it is NOT this addon.
Also mouse scrolling doesn't work
Finally a mod for the hams of the Zone!
I have also this problem too
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 206
Description : fatal error
Arguments : LUA error: ...lker anomaly/bin/..\gamedata\scripts\actor_status.script:75: attempt to index a nil value
stack trace:
This is when I try to enable RF receiver rework patch on NERFS
Nvm. There some other addons kinda makes this mod kaput. Disabled some of them and I can just enable them one by one in case I found an addon kinda scuffs it up
Although, the RF receiver doesn't blink anymore when using alongside Bizarre Interface. Even using its patch
Also, do you have discord? It would be very easier to communicate
Found the problem. It's the hitmarker addon causes the problem
Thank you, im deaf... RavenAscendant recommended that I download this mod.
I'm glad I could help make the game more accessible for you!
Hi, I'm having issues with the mod it crashes when trying to complete the "Needle on a haystack" mission from the Sin storyline hadn't had other issues so far.
This is the Log, did i crooked the installation or is something else happening?
i'm running Coverdrave's Reworked RF Receiver, TB's RF tasks, RC Explosives and Bizarre interference
!WARNING : level.object_by_id(nil) called!
! [LUA] 0 : [C ] __lt
! [LUA] 1 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1040) : calc_beep_gap
! [LUA] 2 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1128) : func_or_userdata
! [LUA] 3 : [Lua] ...ly/anomaly-1.5.2/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] ... anomaly/anomaly-1.5.2/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] ...ly-1.5.2/bin/..\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
! [LUA] 6 : [Lua] ...nomaly-1.5.2/bin/..\gamedata\scripts\bind_stalker.script(310) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C ] __lt
! [LUA] 1 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1040) : calc_beep_gap
! [LUA] 2 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1128) : func_or_userdata
! [LUA] 3 : [Lua] ...ly/anomaly-1.5.2/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] ... anomaly/anomaly-1.5.2/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] ...ly-1.5.2/bin/..\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
! [LUA] 6 : [Lua] ...nomaly-1.5.2/bin/..\gamedata\scripts\bind_stalker.script(310) :
! [LUA] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script:1040: attempt to compare number with string
! [LUA] 0 : [C ] __lt
! [LUA] 1 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1040) : calc_beep_gap
! [LUA] 2 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1128) : func_or_userdata
! [LUA] 3 : [Lua] ...ly/anomaly-1.5.2/bin/..\gamedata\scripts\axr_main.script(271) : make_callback
! [LUA] 4 : [Lua] ... anomaly/anomaly-1.5.2/bin/..\gamedata\scripts\_g.script(119) : SendScriptCallback
! [LUA] 5 : [Lua] ...ly-1.5.2/bin/..\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
! [LUA] 6 : [Lua] ...nomaly-1.5.2/bin/..\gamedata\scripts\bind_stalker.script(310) :
! [SCRIPT ERROR]: .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script:1040: attempt to compare number with string
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 :
1 : [Lua] .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script(1040) : calc_beep_gap
LUA error: .../anomaly-1.5.2/bin/..\gamedata\scripts\item_radio.script:1040: attempt to compare number with string
Check log for details
stack trace:
Same issue. Disabled the REWORKED RF RECEIVER and everything worked well.
This should be fixed now in 1.4.
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same problem for me. happened during random "missing squad" mission in Meadow. disabled the compatibility for Reworked RF Receiver and it stopped crashing.
This should be fixed now in 1.4.
thanks