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

1.5.1 and RC23 working. Press a button to take off your scope, then press again to equip the scope back.

Preview
Quick Scope Equipping [1.5.1]
Post comment Comments  (0 - 50 of 53)
Strogglet15
Strogglet15 - - 1,324 comments

Good idea, thanks.

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RazorShultz Author
RazorShultz - - 58 comments

I'll add something to remember the fire mode also soon.

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Fallen_Marines
Fallen_Marines - - 9 comments

Your mods are great, can you make the starting equipment for the RC22?

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Mehyar
Mehyar - - 74 comments

great

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alexm160
alexm160 - - 94 comments

When I press the key, it eats loaded grenades from the grenade launcher. I also use Anomaly Magazines, it that matters. AEK attached grenade launcher, didn't try an integrated one.

It might do something to the ammo (setting it to 1), but that could be problems between RC22 & Anomaly Magazines.

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RazorShultz Author
RazorShultz - - 58 comments

It's a problem in vanilla also, because when you equip the gun again it's giving you an unloaded grenade launcher, even if you put a grenade into it. I'll look into this

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alexm160
alexm160 - - 94 comments

Yeah, I think I remember something like that in the series. And the ammo eating bug might be an issue on my side (R22 or who knows), so I prefer not complain about something that's not your fault and might lead you to waste time.

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massimogrecoab
massimogrecoab - - 515 comments

If you can solve the grenade-eating bug, you will be remembered as a god among men, sir. Because I switch often between scopes, and I always use rifle with grenade launcher, this (vanilla) bug it's like a curse. Because of that, I often stick with groza, which isn't great, but at least it's immune to this bug (because grenade launcher is not removable).

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RazorShultz Author
RazorShultz - - 58 comments

Hi, the ammo counter system is dealt with by the game engine. Not something I can change with a script yet. As soon as it is available, I will fix it. I already asked one of the engine devs

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nb79
nb79 - - 329 comments

maybe a script that remembers when you had a grenade in place, and puts it back if it detects the correct missing grenade conditions, like a dirty fix of sorts?

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manzmnl
manzmnl - - 485 comments

That's a problem that came with the 1.5.1 update and not caused directly by mods. It also happens with magazines only when (un)equipping a scope. In fact when the weapon stays in the slot while (un)equipping the scope, the mag won't be lost. But if it gets removed from the slot due to changing the scope, it will delete the mag incl. all ammo inside of it.

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RazorShultz Author
RazorShultz - - 58 comments

Currently there is no script functions to control ammo counter in any way, I have asked the engine devs to implement something, if they do it I will update it asap. Ammo counter (for grenade launcher too) is all controlled by the game engine

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massimogrecoab
massimogrecoab - - 515 comments

On Rc 19 didn't work. I also did what suggested on "try to fix" section but it didn't work :(

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RazorShultz Author
RazorShultz - - 58 comments

Did you bind the key ingame? And do you have any other mod using the custom keybinds?

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massimogrecoab
massimogrecoab - - 515 comments

1) Yes 2) No

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RazorShultz Author
RazorShultz - - 58 comments

Show me your gamedata/configs/ui/ui_keybinding.xml in a pastebin or something

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massimogrecoab
massimogrecoab - - 515 comments

I didn't even have an"ui" folder before your mod. Anyway, here it's the pastebin: Pastebin.com

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RazorShultz Author
RazorShultz - - 58 comments

Your file looks different to mine, mine is all like in Pastebin.com


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RatGod
RatGod - - 2 comments

PSA - in order for this mod to work you need to save with a scope on your gun and reload that save, otherwise it wont work

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Guest
Guest - - 689,045 comments

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massimogrecoab
massimogrecoab - - 515 comments

Works perfectly, now. Yes, you must put a scope, then save and reload. Thank you!
(Sorry for the double post, I forgotten to log in)

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RazorShultz Author
RazorShultz - - 58 comments

You can just put on a gun with a scope before pressing the key, shouldn't need to ssave or reload

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massimogrecoab
massimogrecoab - - 515 comments

Yes, I can confirm: it works like you said

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massimogrecoab
massimogrecoab - - 515 comments

That said, sometimes, the hotkey doesn't works and even other hotkeys stop to work, until you do a save&reload;.
It's happens about 5-10% of cases, after a change of map.

EDIT: NO, IT HAPPENS ONLY IF YOU PRESS THE BUTTON WITHOUT A SCOPE ON YOUR (PRIMARY) GUN. Sorry, my mistake

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RazorShultz Author
RazorShultz - - 58 comments

Hi, I have fixed this bug with the hotkey not working. Now if you just put a scope on your gun, the hotkey will work again, no need to reload game. I will upload new file shortly.

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RazorShultz Author
RazorShultz - - 58 comments

Hi, I have fixed this bug with the hotkey not working. Now if you just put a scope on your gun, the hotkey will work again, no need to reload game. I will upload new file shortly.

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massimogrecoab
massimogrecoab - - 515 comments

Great, man! Your mod it's already good, but that update will make it perfect!

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massimogrecoab
massimogrecoab - - 515 comments

I can't say if it's a vanilla bug or if it's related to your mod, but, if you put a scope (using a hotkey at least) when the rifle mode is on "grenade launcher" then the gun switch back to rifle mode, but with an empy magazine and so you lost ammo every time. Yes, you can avoid that, but it's annoying, because, in the heat of a combat, you can push the key in the wrong moment. :(

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irendie
irendie - - 28 comments

I just had a crash on 1.5.1 version while accidentally pressing the hotkey with SPAS12 (which has no ability to mount scopes) in left slot and no weapon in right slot.

! [SCRIPT ERROR]: ...maly-1.5.1\gamedata\scripts\quick_scope_equipping.script:19: attempt to index local 'weapon' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...maly-1.5.1\gamedata\scripts\quick_scope_equipping.script:19: attempt to index local 'weapon' (a nil value)

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RazorShultz Author
RazorShultz - - 58 comments

Hi, the mod works only with main weapon slot (not really my fault, the weapon slots are hardcoded to be different from each other, and the right slot is the "main" one, I have already looked for a way around this)

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Karelian
Karelian - - 71 comments

Sadly I'm not able to make this work with the PU scope of my SKS. It works with the ps1 scopa of the SVD or the AK rifles though.

I think it has to do with the fact that the "addons_table" list doesn't cover all of the scopes in the game.

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PatrykCXXVIII
PatrykCXXVIII - - 29 comments

Doesn't work for me. Though I only tried it with Karabiner 98 Kurz with ZF-4 scope.

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PatrykCXXVIII
PatrykCXXVIII - - 29 comments

It worked with AK-72N though...

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KosiorKaganovi4PKKA
KosiorKaganovi4PKKA - - 52 comments

Yeah you are right, i wanted to bitch about you not doing something right, but i checked and it indeed doesent work on kar98 for some reason. valve please fix

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RazorShultz Author
RazorShultz - - 58 comments

can you please tell me if Kar98 only has 1 scope for it, the ZF-4? Maybe the scope is not in addons_table because the gun only has 1 scope.

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Stoned_Dunmer
Stoned_Dunmer - - 27 comments

This worked after saving the game with the desired scope equipped and reloading. Every time I died (and loaded a new game file again) I would have to repeat this process. Cool concept. I don't know if this is a limitation of the engine or not but I wanted to bring it to your attention. As it currently stands this mod is too cumbersome for me to use, but don't take that as a criticism of your work. Just a preference of mine.

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RazorShultz Author
RazorShultz - - 58 comments

Hi, I have fixed this bug with the hotkey not working. Now if you just put a scope on your gun, the hotkey will work again, no need to reload game. I will upload new file shortly.

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KosiorKaganovi4PKKA
KosiorKaganovi4PKKA - - 52 comments

thank you for that mod. The scopes are so intrusive and obsucre half of my screen. It was such a chore to equip/unequip it all the time, i cant thank you enough

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CheriSh21
CheriSh21 - - 304 comments

This is on of my favorite addons. Along with this addon, I put a kobra/red dot and a tulip/acog on two of my quick slots so that I can quickly change scopes with just two keyboard presses!

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Jurkonov
Jurkonov - - 375 comments

10/10

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massimogrecoab
massimogrecoab - - 515 comments

Hi! A CTD happened when i tried to switch off a BaS scope (never happened before, but it's the first time that i use the updated version of your mod).
!ALIFE OBJECT ID IS 65535!
condition 93 [3651]
! [SCRIPT ERROR]: ...maly 1.5.1\gamedata\scripts\quick_scope_equipping.script:22: attempt to index local 'weapon' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...maly 1.5.1\gamedata\scripts\quick_scope_equipping.script:22: attempt to index local 'weapon' (a nil value)

stack trace:

I use BaS, Blindside reanimation and other mods, but only the first 2 touch weapons.

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manzmnl
manzmnl - - 485 comments

Might be quickly fixed by dding a nil check for that local var inside the script - if it's NOT a mod conflicting somewhere.
Btw, the new BaS version already includes blindside animations, at least for BaS weapons.

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massimogrecoab
massimogrecoab - - 515 comments

Yep, but both mods are still compatible togeter.

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RazorShultz Author
RazorShultz - - 58 comments

yes the latest version added a nil check, that's what fixed the annoying bug of having to save/reload. I added elseif (scopename ~= nil) then..., I think his problem is maybe if BAS doesn't add the scopes to the addons_table, but I never used that mod so I'm not sure

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massimogrecoab
massimogrecoab - - 515 comments

ok, if that can help you, i've uploaded both weapons_addons.ltx and weapons_scope.ltx of BaS (there are scopes on both files). Ufile.io

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RazorShultz Author
RazorShultz - - 58 comments

Not sure why this is happening, the latest version of the mod adds in a nil check to stop most issues, but I have never tried BAS. Maybe worth checking if the scope for your weapon is in addons_table, as I don't know how or where BAS puts the scopes for its weapons

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Rexzi
Rexzi - - 5 comments

I made a quick patch for Weapon Parts Overhaul (using the guide in the description) if anyone wanna use it.

Gofile.io

Now both the "unjam" and "scope" equip function are in the keybinding UI

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ImSimClown
ImSimClown - - 68 comments

Must have mod. Kinda wish it took longer to do though. Feels inhumanly quick.

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dammets
dammets - - 130 comments

I set the key command but it doesn't do anything in game. I don't have any conflicts and I'm using 1.5.1. I tried to use another toggle scope addon from a different author and that works fine but I'd like to use yours because it's compatible with a companion teleport you just made. Any ideas why?

EDIT - Never mind, I had to have the gun in the right hand slot to use it. Works great along with the teleport companion. Thanks!

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vKrash
vKrash - - 7 comments

Nice mod! Just what i needed.

But dont you think that it happens a little too fast? Maybe you can find the way to use same sequence that quick silencer equiping uses? Would look a little more "natural"

EDIT: Also i cant quick equip scope if i save and load game with scope off. And also after changing locations without equiped scope...

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