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

Lowers the recoil from the vanilla weapons to be closer to OGSE values.

Preview
OGSE Recoil 1.2
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dave_5430
dave_5430 - - 2,114 comments

Question, does this take weapon upgrades into account?

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Vyticoz Author
Vyticoz - - 236 comments

It does not so some fully upgraded weapons can actually have negative recoil. I would try to fix this but I have no clue what any of these values are or do in game. I simply updated it for people who preferred using it.

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dave_5430
dave_5430 - - 2,114 comments

I'll see what I can figure out.

Edit:
Actually, it's not that hard.
The upgrades basically ' claim ' to drop a percentage of the recoil, but actually remove a 'set amount' off of the value, such as:

Puu.sh

For the AEK971's default values.

Which is, what, actually 15% instead of the claimed 20?

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dave_5430
dave_5430 - - 2,114 comments

Sooooo....

to be 1:1 comparible with how vanilla anomaly would do it, you'd have to check out all the default recoil values, all the default upgrade values, calculate the percentage differences, then transfer those to the new recoil values...

.... which is probably a lot more complicated than it has to be.

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dave_5430
dave_5430 - - 2,114 comments

Yeah I just checked like, 10 guns, the percentages stated with the upgrades in the config files do not correlate to the actual changes the upgrades make... so... uh... I dunno if you feel like manually going after all that **** or just slapping some random percentage on it...

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Vyticoz Author
Vyticoz - - 236 comments

I don't know if I have the time cuz of my work schedule but I can try to see what I can do.

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dave_5430
dave_5430 - - 2,114 comments

I'm working on my own additions with some tweaks to the recoil values, but I already have a heavily modified copy of Anomaly, so it's probably going to need some fixing for a 'vanilla' copy of Anomaly. I'll upload it later, maybe it can help you.

Edit:
It's getting late and I still have 38 files (with ~850 lines) to recalculate and edit. I'll get back to it tomorrow.

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dave_5430
dave_5430 - - 2,114 comments

Puu.sh

This version has taken the upgrades into account, and some variation between specific weapon types (9mm vs .45 / 9x39 vs 7.62x39 / SBR vs LBR ) based entirely on my own logic (ballparking and unbased calculations), where they were lacking before. Also, there's a small change made between shouldered and unshouldered (ironsight vs not) fire, as this wasn't present in the original.

NOTICE:
This version is derived from a highly modified version of Anomaly.
It will require MANUAL MERGING to ensure it will work on your version.

This file is uploaded as is, I take no responsibility for any problems occuring to anything that happens once you install it without carefully merging it yourself.

The calculations were based on the percentual differences in recoil variables posed by the original mod vs anomaly. The upgrades were calculated using these differences and slapping them over the upgrade values in the original anomaly.

This version is completely untested, problems may/will occur.

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Vyticoz Author
Vyticoz - - 236 comments

I'll take a look at it. If it's good to go then I'll add it, with your permission, of course.

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dave_5430
dave_5430 - - 2,114 comments

You have my full permission to use anything in there.

Be forewarned though, it's a pain in the arse to sort out the modded from unmodded stuff. I'd unpack the configs and updates and merge the usable changes with a program like WinMerge. (I can actually highly recommend WinMerge)

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Vyticoz Author
Vyticoz - - 236 comments

Yeah. I have it. If you want I can send you a copy of the unmodded files to take a look at. Just shoot me a DM with your discord.

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Guest
Guest - - 689,436 comments

I keep getting this crash whenever I try using this mod:

FATAL ERROR

[error]Expression : wave&&wave;->length()
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 72
[error]Description : Can't open wave file:
[error]Arguments : d:/games/s.t.a.l.k.e.r. anomaly\gamedata\sounds\wpn_9_1_snd_silenced.ogg

I'm pretty sure this isn't a comparability issue since I don't have any sound mods and this is the only mod that uses the weapon configs as well.

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Garfink
Garfink - - 16 comments

Just for the record, I also had this problem today, I am not sure which mod was making this reference, but I fixed it by copying another silence.ogg file for another random gun to the \gamedata\sounds\ directory and renamed the file to wpn_9_1_snd_silenced.ogg

Lo and behold the game loaded up fine.

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xchrisx88
xchrisx88 - - 149 comments

any chance this still works with update 4 & new JSRS version?

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Vladimitryp
Vladimitryp - - 15 comments

ergo proxy image jeje

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ChaoticSaint
ChaoticSaint - - 136 comments

any chance for a blindside patch

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