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.
READ THE DESCRIPTION!!! READ THE DESCRIPTION!!! READ THE DESCRIPTION!!!
Huge shoutout to Mahzra for all the help along the way, you taught me a lot. :)
Also shoutout to Chernobyl Relay Chat for giving us the place to meet and chat: Moddb.com
And of course a huge shoutout to Chocohex for giving us Old World, It's appreciated.
INSTALLATION:
ANOMALY 1.5.2
MODIFIED EXES: Github.com
OLD WORLD ADDON: Moddb.com
NO MAN'S LAND
I DO NOT INTEND ON INCLUDING OLD WORLD IN IT'S ENTIRETY IN THIS AS I DO NOT WANT TO REDISTRIBUTE OLD WORLD, HOWEVER, IF THE OLD WORLD ADDON IS UPDATED AND BECOMES INCOMPATIBLE OR IT IS REMOVED FOR SOME REASON, THEN I WILL UPDATE THIS TO INCLUDE OLD WORLD.
NOT COMPATIBLE WITH OLD WORLD REDUX.
WHAT IS THIS?
This is basically the end result of me learning to mod stalker through the making of this overhaul, and I learned quite a bit, however despite everything I learned this is not a perfect modpack, but it's my modpack, so it's special. :)
More on how imperfect this modpack is later, for now, what does this even do?
INCREASED DIFFICULTY
This started off as a simple rebalancing of Old World, making detectors less common, and more expensive, making the common stashes less fruitful, basically slow the progression down from lightning speed to about sports car speed, it's still pretty easy to make money but not as easy as it was.
The guns!
a bunch of weapons have been added, some from anomaly, some from legend returns, and other mods.
Balanced to the best of my abilities to match the rest of the arsenal.
There's even a few unique and strange weapons to be found, will you find them all? Probably not, since I'm not even sure you can.
The Wildlife in the zone has been expanded, better carry more ammo.
Artefacts!
Artefacts restored from anomaly, most of which can be found without a detector, but unlike junk artefacts from anomaly, they have properties!
One of my favourite aspects from old world are the Sin weapons, but I felt they needed a couple more, the AK in the picture was my first attempt at editing textures.
It's become a little more dangerous for helicopter pilots in the zone!
New camo for the ISG, now I know not everyone will agree with this, but I absolutely hated their camo, more often than not I would mistake them for monolith, but if you don't like it it shouldn't be hard to find the texture files and remove them.
HONESTY TIME!
Alright folks, remember what I was saying about this mod not being perfect, well, I mean it, unfortunately some of the maps, especially Zaton and Jupiter, are very unstable, and it really likes to crash to desktop when attempting to quicksave, and unfortunately I don't understand the error log, I'll put it below in case anyone can tell me what's causing the issue.
[error][ 87] : The parameter is incorrect.
There are also some smaller issues that I'm aware of:
weapon animations for some of the weapons added are a little rough, they're perfectly servicable but they're not perfect
the "Librarian" corpse 3d model doesn't have ragdoll
some more balancing needs to be done
I've been working on this long enough and there are other, smaller mods I want to make, I'll most likely update this a bit in the future but for the time being this is 1.0
Despite the problems, if you decide to give this a try I hope you have fun, and remember, stay out of the ghost town.
CREDITS/LINKS (if you think theres anything i missed please let me know)
MCM: Moddb.com
beefs npcs die in anomalies: Moddb.com
classic footsteps and ui sfx: Moddb.com
classic mutant sounds: Moddb.com
new controller abilities: Moddb.com
convert enemy to faction: Moddb.com
dynamic anomalies: Moddb.com
dynamic emission cover: Moddb.com
english voices: Moddb.com
artifact visuals: Moddb.com
pda taskboard: Moddb.com
search logic: Moddb.com
soc tv: Moddb.com
spatial anomalies: Moddb.com
sprint cancel: Moddb.com
SUS: Moddb.com
throw indicator: Moddb.com
new bolt: Moddb.com
artefact belt scroller: Moddb.com
new weapon pack: Moddb.com
m134 minigun: Moddb.com
misc weapon pack: Moddb.com
dead air weapons: Moddb.com
classic textures: Moddb.com
mutant model pack: Moddb.com
male boar: Moddb.com
CoC ww2 weapon pack: Moddb.com
call of the zone (took some radio songs): Moddb.com
hit direction marker: Moddb.com
scope toggle: Moddb.com
simple weapons pack: Moddb.com
Lewd Boltov: Moddb.com
Skullsor: Moddb.com
FDDA: Moddb.com
Retextured weapons for old world: Moddb.com
Legend Returns
Shadow of Chernobyl
Clear Sky
Call of Pripyat
Cry of Fear
UPDATE: 1.0005 (PROBABLY REQUIRES NEW GAME)
REPLACED ZASTAVA WITH RETEXTURED AK74U (CREDIT TO RETEXTURED WEAPONS FOR OLD WORLD: Moddb.com)
UPDATE: 1.0004 (REQUIRES NEW GAME)
ADDED ZASTAVA
ADDED NEW WEAPONS TO FETCH LIST
CHANGED SOME TEXT
UPDATE: 1.0003.1
fixed a fuck up
UPDATE: 1.0003
SoC inspired changes to bandage
UPDATE: 1.0002
Implemented FDDA
UPDATE: 1.0001
Balanced Boltov
Average
5.714 votes submitted.
2010s mod energy radiating
probably about as stable haha
Came from the Discord nice.
noice
vaguely reminds me of playing CoP on a bootleg cd wayyyy back in like 2012 or something, nice
I like this. Still figuring out how stable it is, but I love the idea of these kinds of mods. Stalker is inherently a goofy franchise at heart, so goofy mods or just any mods that aren't trying to make the game into dollar store Tarkov are good to see. I hope to see more vanilla style weapons and other stuff get made for Old World as the base.
thanks :) it's mostly fine in the southern areas but Zaton and Jupiter are really rough, I wish I knew what the issue was
Nice work, small issue loner crowbar and bandit sledge spawn st_none ammo on spawning
yeah i know, just drop it somewhere xD
Good to see another old world variant, we need more of them to return back to where stalker should be
Hey man, is it possible for you to add the Blue ACOG scope into the Old World addon? I think it's still missing even though the original author promised three ACOG variants.
it's definitely possible, tedious, but possible, I won't promise to do it but I'll put that in the ideas list
edit: wound up being more complicated than I expected, as it always goes xD
Is it possible to run EFP and this mod together?
................Great question.
my full respect for you , mate.
many thanks, I'm uploading an update right now that implements FDDA, also waiting on the old world - FDDA patch to get authorized
"The most significant alterations of Old World Addon are the item changes. The addon downscales the number of items in the game to the amount present in the original trilogy to bring Anomaly closer to vanilla stalker. These changes also simplify or outright remove many of the side mechanics present in base Anomaly to put greater focus on S.T.A.L.K.E.R.'s core gameplay loop.
The game's economy has been significantly altered to resemble that of the original trilogy, particularly Call of Pripyat and Clear Sky. The value of currency has been increased and the player's income will strongly depend on their location within the Zone. The northern locations provide better task rewards, better artifacts, and more experienced stalkers with better loot, but it comes at the cost of greater adversity from powerful roaming mutants and more powerful anomalies.
The artifact system has been overhauled to make the player balance tradeoffs instead of managing containers and application modules, changing the way players handle the Zone's ultimate treasures. Artifacts can provide powerful bonuses but failing to counteract their negative properties may prove deadly."
You can add a separate addon for these items for Anomaly?
this pack is a lot of fun! has those slight soup vibes which I love for some reason. :)
pretty much what I was going for, glad you like it :)
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