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.
The base addon changes the relations tab in the PDA to include all (playable) factions. MCM Options: Show when discovered, Show based on Squad Count. Added patch support for other modders.
I've been looking for something like this addon but could not find any so I just made it myself.
Originally just expanded the table and left out Monolith (sorry again) but then expanded it further to actually show all factions.
I will probably continue to build upon it until I run out of ideas.
Renamed MCM menu to "PDA Relations+"!
Added "Color Scheme" option in MCM:
Color Scheme "Expanded Palette":
Color Scheme "Monochrome":
You can always switch back to the Vanilla Anomaly Color Scheme.
These may be expanded upon or tweaked in the future. I'm open for feedback and suggestions!
Squad Count Row will be hidden if "Disable Squad Count" is selected.
Debug feature turned Bonus Feature: Added "Show Mutant Relations" option.
Compatibility to other addons: Made some changes to provide more compatibility to addons which add or change factions. Only minor patches should now be needed (see Section "Patch Reference for Mods adding/altering Factions" below).
Improved Mode Selection: When changing the Mode the options below will now reflect that setting.
In the default setting this addon just expands the relations tab in the PDA to include UNISG, Sin, Renegade and Zombified. The latest update will also show the name of your own faction in a light blue color to highlight it.
With MCM you also have the option to show only factions that you have encountered and manually turn factions being shown on and off with the 'User Defined' Mode. Factions with no squads in the zone can be hidden from the Relations Tab by unchecking "Show eliminated factions". The table will grow dynamically as needed. Also: I finally found the way to use another function for determining which factions should be shown when choosing "Show by Progression". Previously it was tied to the encyclopedia articles but now it uses its own list which is updated whenever you make contact with another faction's members. Existing save games will need to have 'encyclopedia discovery' enabled:
You can choose to have the total squad count displayed for neutral and friendly factions by unchecking "Disable squad count". I left this feature as disabled by default to not force it on anyone who prefers not to use the feature. If you enabled that view however you can also have it show the local squad count in brackets next to the Total number:
If you do use it and want the detailed numbers for all of them just uncheck "Obscure enemy squad count".
This option was built around the idea that the player would not logically have access to enemy squad data as they certainly would have their network limited to their neutrals and friends only. I have not checked yet if my implementation matches the one used natively in the warfare tab so if you notice any differences in squad numbers shown please let me know!
It should be obvious but this addon will likely only be useful for those who use any mods altering faction relations. Specifically those allowing for relations to change between UNISG, Sin and Renegade and all the other factions as they were previously fixed and set not to change in Vanilla Anomaly.
If you are interested in such an expanded dynamic faction relation experience with nearly full custimizability then please check out my other Addon: "Dynamic Faction Relation Customizer [DFRC]"
The Base "Modes" to select from in MCM are as follows:
Additional Options (applied in addition to any chosen preset):
Just put the gamedata folder into your Anomaly folder yourself or use the Mod Manager of your choice.
When your addon is changing or adding factions and you want to provide a Patch to my addon then the following information will help you.
For ease of patching I separated the faction names out of my XML, so only this file needs to be adapted for each language you support:
gamedata/configs/text/*language*/dcommontxt.xml
To make my Addon fully compatible with yours, you can then just add the following to your code on game start or load for example:
if dmg_safr_pda_mcm then
ui_pda_relations_tab.enc_ref_list = {
"loner",
"duty",
"freedom",
"clear_sky",
"ecologist",
"mercenary",
"military",
"isg",
"<your_new_faction_encylopedia_reference>",
"renegade",
"bandit",
"greh",
"monolith",
"zombified"
}
ui_pda_relations_tab.faction_code_list = {
"stalker",
"dolg",
"freedom",
"csky",
"ecolog",
"killer",
"army",
"isg",
"<your_new_faction_codename>",
"renegade",
"bandit",
"greh",
"monolith",
"zombied"
}
end
This is the order how the factions are listed in the PDA Relations Tab. You can of course change the order of factions as you like but make sure both lists retain a matching order to each other.
If you have changed the ui script file then you may have to let my mod overwrite it and provide the patch as separate folder which would be loaded *after* my addon.
Note: My Addon currently supports up to 14 factions to be displayed at once. Exceeding that number will produce display errors.
Can be found in the MCM menu below "Enable Debug Log". Nuff said:
version 6.3: Added Color Scheme option. Minor refactoring.
version 6.2: Squad Count Row will be hidden if "Disable Squad Count" is selected. Added "Show Mutant Relations".
version 6.1:
Added Compatibility for Addons which change/add factions. Improved MCM menu.
version 6:
Added 'Zombified' faction to view. Table will now grow and shrink by itself if at least 10 factions are unlocked and are enabled to be shown. Biggest improvement though is that the mod is not relying on the encyclopedia anymore as it uses it's own table to track which factions were encountered. This new approach however requires a new game. Otherwise you will have to "rediscover" each faction.
version 5.1:
Added 'Local Squad count' option. Changed the text shown for Squad Count. After some time I found the old one too unintuitive.
version 5: Added 'Squad Count' Features
version 4: Moved to an MCM implementation instead of choosing from multiple folders.
version 3: Added 'Show Factions when discovered' feature
version 2: Increased Grid-Size to fit Monolith
version 1: First Version leaving out Monolith - big mistake ;)
Add a view to see how Relations have changed over time (increased, decreased, stayed mostly the same) to tie in with my other addon "Dynamic Faction Relations Customizer".
gamedata\configs\ui\pda_relations_16.xml
gamedata\scripts\ui_pda_relations_tab.script
Should not conflict with any other addon. Tested in Anomaly 1.5.2 but should work on 1.5.1 and earlier versions.
Thanks to "ShinyRockSlave" and to "SniperHellscream" for sparking the idea which eventually became the "Show when discovered" option.
Thanks to "Katarina_the_Mid" for the idea to make an option which removes eliminated factions from the view. Practically every option introduced in Update 4 was built upon that. Also for letting me know that using the encyclopedia articles will not suit everyone, so I eventually rewrote the discovery method.
Also I would like to thank "CatspawMods" for their "MILSPEC PDA" addon which I not only found very helpful in my playthroughs but also because I learned a lot about MCM among other things by looking through the code.
For the 6.1 version I also reused some code snippets from addons of TheMrDemonized and ravenascendant to improve my MCM module (I hope they won't mind...). Proper credit is of course also given in the file itself.
-- dEmergence
Average
1056 votes submitted.
It is unpleasant that there is no «Monolith» grouping, such an addition would really be useful for me personally to understand what my relationship is with groups that do not have such indicators, but I play for «Monolith».
Rayan293 added in V2
Thank you, 10/10 :D
It would be necessary to have a monolith to know what your relationship with Sin is when playing as a monolith
SniperHellscream done ;)
Thanks very much buddy! 10/10
I agree that Monolith must be included, because we need to know what our relationship with Sin is when we play as a monolith
Sin is the same as Monolith in the way that all factions are their enemies, except, of course, Monolith
Markuzkiller Check out v2 ;)
We want Monolith +
Draugson Done ;) check out v2 in my updated file
Я и незнал что тут много так монолитовцев) Я думал один играю за этих ребят)
I was also surprised but then again I also started a Monolith game recently just for fun so it makes sense. I've now included Monolith again in my addon in the v2 option.
любой порядочный сталкер играл за монолит, хотя бы только ради интереса.
I kinda love that Monolith isn't even shown, gives them another spice of mystery like back in 2011 in the Zone.
Imagine this: For new Stalkers, they might don't even know if the dudes in urban white camo suits show any threat to them, since their PDA doesn't show any entry of Monolith. Like if Monolith found a way to remove every single information about themselves on other factions PDAs.
ShinyRockSlave I did make an optional update to include Monolith now but you gave me some ideas here: like, show only factions you already encountered or heard of. would require a lot of tinkering I'm sure but would be interesting to explore. What I definitely also intend now is to create a MCM option to enable/disable which factions are shown. From what I have understood so far it shouldn't be much work. Just have to figure out a few things regarding MCM.
It would also be great if the factions were gradually appearing on the pda when you meet or interact with them as the game progresses.
I agree, I thought of something similar. I will look into it and if I find a way I'll make it an option :)
it was also a pleasure for me to discover a group of scientific researchers who secretly penetrated the zone. It was very interesting to play for them for the first time.
Thanks for Monolith ! 10/10
You're welcome!
Variant 3 the best. It's better, than I imagined.
I think with Variant 3 I'm closing in on the "final form" of my addon. My idea would be to just use that as a base and default and let the player decide via MCM options if they want a progression based view and in addition let them decide to enable "Always Show [faction]" if they want to override that for specific factions. Any thoughts on that anyone?
thank you. works
I was wondering if another option was possible,
In order to reduce clutter maybe make it so the only factions that show are the ones that actually have squads in the zone? (including the player)
I think this would be an amazing option, especially to see a faction disappear once you kill all their squads in like warfare.
(And ik the third option is similar and I like it more, but I usually unlock all the articles because I've been really tired of their notifications for the billionth time.) Like I'm wondering if there might be another way to implement the third option without relying on the encyclopedia?
I will definitely look into it. I have not played warfare yet but I will eventually so I might as well look for a way to improve that experience!
Thank you for the consideration!
Well, I've at least now managed to implement the idea of disappearing squads so far in Update 4. Thanks for the idea!
v6 is out now and it finally does not rely on the encyclopedia anymore ;)
cool
Thank you!
wonderful, thank you!
Glad you like it!
Just a amazing addon makes the game so much more immersive.
10/10 keep up the great work!
Thank you!
10/10, works good and i wanted this mod for like an year aleardy
You're welcome, Thank you!
'Google translate'
Hello, please tell me, is it possible to change the position of the “Refresh” button (it’s located at the bottom in the “Relations” section)? It’s just that in Russian localization this inscription overlaps the button itself.
if you are using mod UI REWORK G.A.M.M.A. STYLE BY SOTA - check out his thread in official gamma discord - there is a fix
Unfortunately, there are a lot of messages and I can't find the answer.
I can check if I can add a quick fix for that in my next update
it was posted today. Discord.com
I Disabled squad count. Can "Squad count" row be removed from the sheet? Because it does not contain any information
I will look into it for the next update!
glad to hear it)
ETA not in this year?
ETA minus 3 minutes ;)
Nice, thanks for the update.
I also didn't use the function that show the Squads counts so being able to remove that line entirely when not using it is perfect, thanks a lot :)
! [LUA] 0 : [C ] __concat
! [LUA] 1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script(22) : Reset
! [LUA] 2 : [Lua] ...maly/bin/..\gamedata\scripts\ui_pda_relations_tab.script(20) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C ] __concat
! [LUA] 1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script(22) : Reset
! [LUA] 2 : [Lua] ...maly/bin/..\gamedata\scripts\ui_pda_relations_tab.script(20) :
! [LUA] c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script:22: attempt to concatenate a nil value
! [LUA] 0 : [C ] __concat
! [LUA] 1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script(22) : Reset
! [LUA] 2 : [Lua] ...maly/bin/..\gamedata\scripts\ui_pda_relations_tab.script(20) :
! [SCRIPT ERROR]: c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script:22: attempt to concatenate a nil value
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : E:\Github\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script(22) : Reset
LUA error: c:/anomaly/bin/..\gamedata\scripts\z_gfcmod_pda.script:22: attempt to concatenate a nil value
Check log for details
stack trace:
Just started getting this error randomly when I open my relations tab on my PDA, it is consistent across multiple saves and will always result in this error if I open my relations tab. I haven't done or changed anything in game and didn't get this problem this morning.
I'm not familiar what addon this 'z_gfcmod_pda.script' belongs to. Do you know what addon it is?
Unfortunately that's the problem, I have no idea what mod that error belongs to, I assumed it was something from this mod, but I don't know at this point. I am playing on GAMMA and have additional mods added on, but I have not added any additional mods as of late and I completed a save not even a couple weeks ago no problem. I tried searching on the Discord to see if there was any similar problems but it seems that my case is the only one. Nothing pops up in search for "gfcmod" on the discord or moddb. It most likely is an abbreviation for something but I have no idea what it is.
Yeah, it's not natively in gamma, i also checked that. can you copy your modlist.txt here please or upload it somewhere so I can access it? then I could easily make a comparison and find which mods were added!
Drive.google.com
Got it. It's the "Gifts from Companions" Addon and as I understand it that crash indicates that the main gfcmod.script may have failed to load for some reason and the attempt to call gfcmod.get_current_friendship_stage() there in line 22 results in nil. If you can provide me with the latest game log then I can verify this and possibly figure out a fix.
Drive.google.com
Hopefully this is the right log, but thanks a lot for taking the time for finding out what was giving the error. I'm not really adept at modding wizardry but your help is a massive godsend. Honestly if you couldn't help out I was contempt in just quitting GAMMA outright and wait for STALKER 2 coming within the year haha. But if I could rate this mod another time, you would see me giving at least 10 more upvotes, just from the help provided alone.
There are three other addin scripts crashing according to your log: a_faction_prices.script which is part of the GAMMA UI folder; gunslinger_controller.script from "246 - Gunslinger Controller Suicide" and z_gavrilenko_tasks_fix.script from "G_FLATs Gavrilenko Tasks Fix" but I don't think they are related to my mod. I would suggest finding a fix for those though, because these not loading may cause other problems.
I would suggest you try the following, first off: check if you have the latest version of "Gifts from Companions" and run the game. I've seen in the authors note that some crash fixes were introduced in the more recent versions. If that did not fix it open the addon's folder in explorer and navigate to gfcmod.script. open it and find the get_current_friendship_stage() function. At the bottom of it after the 'end' statement of the last 'if' just add 'return "excellent"'. Then try again and let me know!
Sorry for the late response, I just tried the newest version of the mod, but the problem is still there. I opened up the explorer and went into the file as you said, but I don't know which function you specifically want that needs the return statement as their are 18 other get_current_friendship_stage() funtions. I'll try what you said on every one of them, I'll let you know what happens. As for the other mods crashing I honestly have no idea, not much shows on the GAMMA discord as these aren't really talked about mods.
Nevermind found the line, tried it and so far it doesn't immediately crash opening the relations tab! I'll let you know on any other updates if anything changes again. Once again your help was very appreciated, 10/10.
I am getting an extremely similar issue:
! [SCRIPT ERROR]: ...aly/anomaly\gamedata\scripts\ui_pda_relations_tab.script:22: attempt to index global 'txr_utils' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...aly/anomaly\gamedata\scripts\ui_pda_relations_tab.script:22: attempt to index global 'txr_utils' (a nil value)
stack trace:
My modified version of ui_pda_relations_tab.script does not refer to txl_utils at that line (or at all for that matter). Please check if another addon is overwriting the file.