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 mutants x-ray eyes? Now they can't see through bushes

Preview
New Zone Mutants can't see through foliage 1.5 DLTX
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remsesmcbgee8787
remsesmcbgee8787 - - 6 comments

first

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Volk_Loner
Volk_Loner - - 15 comments

He disappeared

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Folk0204
Folk0204 - - 90 comments

He disappeared

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Lobberstorm
Lobberstorm - - 181 comments

He disappeared

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SavagePacifist Author
SavagePacifist - - 91 comments

He really disappeared

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zoust
zoust - - 355 comments

He

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equismas
equismas - - 76 comments

I dissapeared

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GetSpookd
GetSpookd - - 337 comments

he gone

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Colombo2022
Colombo2022 - - 305 comments

Not a bad start author! This mod has development potential. A suggestion for the future is to divide the monsters into three groups:
1 - mutant animals (boar, flesh, cats, dogs and others) - see you at a distance of up to 30 meters (it would be more correct to say - they sense you by smell)
2 - primitive humanoid mutants (snork, fracture) - cannot see through bushes, even if they are very close.
3 - advanced humanoid mutants (controller, burer) - always see (through foliage and walls) thanks to their telepathic abilities, but with a certain distance limitation, say up to 50 or 100 meters.

P.S. - patches are needed for "Soundscape_Overhaul_3.0" and "ArszisControllerOverhaul1_1" (possibly also in the future for "ArszisBurerOverhaul1")

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SavagePacifist Author
SavagePacifist - - 91 comments

Great suggestions, thank you! For someone who playing with 2-3 mods that adds abilities for controller it's helpful if he can't see you theough bushes exactly how it works while you hide behind a wall or tree. Snorks and fracture mast have minimum vision set to 4 meters because otherwise they simply will be blind even if they are really close to you. For animals I agree with you, they just should sense you by smell from certain distance (blind dogs will have largest distance)
Patch for soundspace is planed when I'll edit all mutants, for controller overhaul I can make it even today

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Colombo2022
Colombo2022 - - 305 comments

OK. I'll keep an eye on this development, good luck!

yes, and one more thing: can you make your addon in DLTX format?

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SavagePacifist Author
SavagePacifist - - 91 comments

Have no idea how, but I can try

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Colombo2022
Colombo2022 - - 305 comments

you can try using this - "DLTXify_by_right_click.1" from "TheMrDemonized"

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SavagePacifist Author
SavagePacifist - - 91 comments

Right, but if it works like I think, it'll be easy enough to make it by myself in maybe 30 minutes while adding more mutants to mod

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IceM4gic
IceM4gic - - 10 comments

Babe wake up, SavagePacifist released another banger

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Bento1
Bento1 - - 3 comments

he depressed

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Colombo2022
Colombo2022 - - 305 comments

Well done! you did it(DLTX)! I'm happy to give it 11/10

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SavagePacifist Author
SavagePacifist - - 91 comments

Thank you so much, tried in on controller with gunslinger controller mod and finally works after 2 hours of trying but did it. Today will be another update, maybe also DLTX update for NPC's but don't think it's needed. NPC's mod is compatible with everything as long as two .ltx files aren't overwrited

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Colombo2022
Colombo2022 - - 305 comments

NECESSARY! Besides "Stealth 2.3", I also use "Death Animations" and "Ghillie", they have their own patches for each other. but your "NPC Mod" overwrites them. I'm sure I'm not the only one. so please make a DLTX version!

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SavagePacifist Author
SavagePacifist - - 91 comments

I have Death animations DLTX for long time and simply forgot about conflicts, so you're right, it also need same update

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Colombo2022
Colombo2022 - - 305 comments

Now I also use the DLTX version of "Death Animations")

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SavagePacifist Author
SavagePacifist - - 91 comments

Good to hear, Death Animations looks better than ragdoll most times :D

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kalidrone
kalidrone - - 1,422 comments

Once again, thanks SOOOO much for this wonderful and MUCH-NEEDED thing, keep getting constantly tired of them being able to see through thick bushes/low-hanging trees as if they were nothing, honestly... DX

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SavagePacifist Author
SavagePacifist - - 91 comments

kalidrone
Some mutants still can see you through them, mostly animals because of their good sense of smell, but in much closer distance to you than vanilla. Also new update is available and thank you for good words :)

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kalidrone
kalidrone - - 1,422 comments

True, guess I did neglect to remember that. Still, not every mutant should have that trait I think. ^^;

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SavagePacifist Author
SavagePacifist - - 91 comments

yup, in next update I'll tweak all mutants for more realistic sense of smell/sight

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drFaus
drFaus - - 117 comments

Thank you, it's a nice mod!
But for God's sake, please use consistent archive naming system. As you deliver updates rather frequently, it becomes a pain to distinguish which one is the newest.

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SavagePacifist Author
SavagePacifist - - 91 comments

Ok, so then I'll start naming next updates with additional mod versions

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StronGV
StronGV - - 581 comments

Will you be adding mutants from the "DYNAMIC MUTANTS" mod?
Moddb.com

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SavagePacifist Author
SavagePacifist - - 91 comments

I can as optional patch :)

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TomasaurusREKT
TomasaurusREKT - - 328 comments

Do we select both on the installer or just Dynamic Mutants?

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SavagePacifist Author
SavagePacifist - - 91 comments

Only one

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Guest
Guest - - 689,740 comments

Version 1.4.1:

Ctd by duplicates

I'm used Dynamic mutants addon

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Colombo2022
Colombo2022 - - 305 comments

I have the same. was) I had to put about 30 prefixes in the file “mod_system_new_zone_mutants_can_t_see_through_foliage_dynamic_mutants_patch” - !
I think the author himself will fix this soon - he is a responsible guy. wait a bit. The mod is great by the way!

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SavagePacifist Author
SavagePacifist - - 91 comments

Fix is ready to download and sorry for troubles

Colombo2022 btw patch for NPC's and ghillie mod I sent to you works how it should?

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Colombo2022
Colombo2022 - - 305 comments

letter in the mail, buddy!)

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D3LastHope
D3LastHope - - 70 comments

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_b21972fd654150f2564380962c2860ba>::()::<lambda_eda6dbb4f550d9cbcae19308e6dd43d8>::operator ()
[error]File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
[error]Line : 371
[error]Description : fatal error
[error]Arguments : Duplicate section 'bibliotekar_vision_free' wasn't marked as an override.

Override section by prefixing it with '!' (![bibliotekar_vision_free]) or give it a unique name.

Check this file and its DLTX mods:
"e:/stalker anomaly 1.5.1/bin/..\gamedata\configs\system.ltx",
file with section "mod_system_new_zone_mutants_can_t_see_through_foliage.ltx",
file with duplicate "mod_system_new_zone_mutants_can_t_see_through_foliage_dynamic_mutants_patch.ltx"

The vision free things apperently don't have the ! before them idk if intended.

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SavagePacifist Author
SavagePacifist - - 91 comments

D3LastHope This CTD is because you used both files, only one is needed. Deselect vanilla if you have dynamic mutants mod

"!" Isn't needed here because in vanilla game bibliotekars doesn't have unique vision like here

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StronGV
StronGV - - 581 comments

Today I finally got around to testing your mod. I noticed that many mutants were almost blind. For example, “Flesh”, which, reaching me, begins to push me from my place, but does not attack. Sometimes she does attack, but rarely, mostly she just pushes. I have installed the mod "BART RADAR STEALTH DETECTION BARS" in which there is a visibility bar, it lengthens as you begin to be noticed more and more. Moddb.com
So, from it I determined that almost all mutants do not see me, sometimes, of course, the strip lengthens by 5% when a mutant comes very close to me. Blind dogs see me and attack, but the visibility indicator is zero, which means I won’t be able to determine whether they see me or not. Tested on a clean game, only your mod and the "BART RADAR STEALTH DETECTION BARS" mod were installed. I also checked with dynamic mutants - the bears also do not see me and only push me like flesh.

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SavagePacifist Author
SavagePacifist - - 91 comments

StronGV issue is already fixed, download latest version and thanks for letting me know about this problem

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StronGV
StronGV - - 581 comments

Thanks, I'll check and let you know. And one more thing: is it possible to remake “m_medved.ltx” in DLTX, otherwise I don’t want to rewrite the original.

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SavagePacifist Author
SavagePacifist - - 91 comments

Yup, it'll be in next update

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StronGV
StronGV - - 581 comments

I tested version 1.4.3. It got a little better. However, the stealth indicator (which I wrote about above) has become useless with your mod, it almost does not react. Apparently the mutants see me at a short distance and begin to attack, and the indicator bar is just starting to slowly increase; in vanilla it immediately increases to the maximum when the mutant is close and is already attacking. For example: Lurkers were wandering 50 meters away, but they didn’t detect me, I shot at them once and they ran towards me and immediately attacked, but the stealth indicator never showed signs of life. I don’t know, maybe because of your settings the calibration of this indicator is simply broken?

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SavagePacifist Author
SavagePacifist - - 91 comments

Probably it is, because with my mod mutants can't see you clearly through everything like in vanilla anomaly they can. With my mod some mutants depends more on sense of smell and telepatic abilities than eyes but not all, so animals and controller can show something with indicator. Burer, karlik, fracture etc. depends only on their eyes so indicator against them should not showing almost anything but they can spot you and attack with no problem

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StronGV
StronGV - - 581 comments

Now it is clear!

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