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

A weapon reanimation and rebalance pack for vanilla Anomaly weapons.

Preview
Blindside's Weapon Reanimation and Rebalance - "Loner"
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lildioss
lildioss - - 128 comments

Hello, can you make a patch or something because with new cement 2.1 fov fix now game not working, thanks. )

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DaimeneX
DaimeneX - - 863 comments

Reading is important.
"Is this mod compatible with X?"
"Idk. Maybe. Probably not. I have no intentions of making the mod compatible with every other addon out there"

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lildioss
lildioss - - 128 comments

Hello after i installed new cement fov fix 2.1 i get this crash, can you make patch or something that this will be fixed? Thanks )
[error]Expression : M2.valid()
[error]Function : attachable_hud_item::anim_play
[error]File : player_hud.cpp
[error]Line : 467
[error]Description : model has no motion [idle]
[error]Arguments : anomaly_weapons\wpn_ak74\wpn_ak74_sk1_hud.ogf

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Mask961
Mask961 - - 112 comments

Just curious Blind, How do you know which weapons are different when it comes to Freedom and the Mercs? They both seem to use similar weapons (although I think freedom uses more NATO firearms).

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Blindxside Author
Blindxside - - 531 comments

Whichever guns fit their theme. I made an NPC loadouts overhaul mod that changes what weapons each faction uses, and is meant to be used with this mod.

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justdiesomehow
justdiesomehow - - 33 comments

Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 544
Description : fatal error
Arguments : Can't open section 'wpn_ak105_1p76'. Please attach [*.ini_log] file to your bug report
I have BaS latest version. How i can fix this crash?

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DaimeneX
DaimeneX - - 863 comments

Step 1: Don't use a big *** weapon mod with smaller weapon mods.
Step 2: Profit.

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Blindxside Author
Blindxside - - 531 comments

If you are having an issue with BaS you are on the wrong mod page.

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Guest
Guest - - 700,253 comments

Когда следующее обновление?

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Blindxside Author
Blindxside - - 531 comments

When it's ready.

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Zerk.
Zerk. - - 487 comments

"When it's ready"
-Literally every modder.

I'm not complaining tho, just a joke, take your time.

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yotayork141
yotayork141 - - 1 comments

I absolutely love this mod. These animations couldn’t be better, adds a whole new feel. I love the jamming. I’ve been using broken guns just to see them. I can’t wait to see the next pass you do. Also I’m so hype to see what you do with the P90, it needs love so bad.

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Guest
Guest - - 700,253 comments

Expression : M2.valid()
Function : attachable_hud_item::anim_play
File : player_hud.cpp
Line : 467
Description : model has no motion [idle]
Arguments : anomaly_weapons\wpn_aks74\wpn_aks74_hud.ogf

stack trace:

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Cravez
Cravez - - 70 comments

I had this issue as well but it's incompatible with either/and:
- Boomsticks & Sharpsticks
- Position & View

You'll have to decide on either wanting this mod, or those mods as they seem to be incompatible.

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Zerk.
Zerk. - - 487 comments

It is compatible with Position & View, you just need to delet the weapon files that are related to Blindside mod, like the AK74M, PM, Mosin.. etc. This mod doesn't replace all weapons yet, so it is safe to use CEMENT viewmodels for the vanilla guns.

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MoR24
MoR24 - - 62 comments

yo

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Blindxside Author
Blindxside - - 531 comments

yo

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RandomMan3
RandomMan3 - - 10 comments

yo

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Zerk.
Zerk. - - 487 comments

yo

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BlinMaker
BlinMaker - - 45 comments

wierd sprinting animation for vepr, dont know if it effects the saiga too.
it is more noticable when your sprinting is set to hold instead of press

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Blindxside Author
Blindxside - - 531 comments

could you be more specific to what the issue is?

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BlinMaker
BlinMaker - - 45 comments

if i do quick tap and release on sprint with vepr in hand, the 1-2 second animation plays for lowering and rising the gun instead a quick and not that intrusive 'wiggle' like on the rest of the guns

EDIT. this is probably vanilla issue since you dont edit those animations sorry for bothering you with this

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MoreLove1
MoreLove1 - - 128 comments

Grok in the addon also has a patch for this addon, but there are animation files, and use both patches?

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P_Lav
P_Lav - - 35 comments

Maybe ask Grok on his addon?

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Blindxside Author
Blindxside - - 531 comments

Use his patch if you want his recoil changes. Use my patch if you want to use my recoil changes.

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P_Lav
P_Lav - - 35 comments

Small ask, could you maybe in the description just include a small patch notes? Just I've made my own merges for other addons, and I would like to keep stuff updated, but when its just tiny tweaks I'd like to know if its worth the effort for me to update all the patches for one small fix on maybe a gun I never use...

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Blindxside Author
Blindxside - - 531 comments

Theres literally a changelog in the description.

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P_Lav
P_Lav - - 35 comments

So was the only thing changed the Fort 17 with the (new) tag? Or was there tweaks to the entire roster of weapons?

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Blindxside Author
Blindxside - - 531 comments

Why don't you just read the changelog so that you can answer your own question?

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P_Lav
P_Lav - - 35 comments

My apologies, I didn't realize it was a link to click on LOL, I was thinking why is he being such a ****? Nah, I'm just a ******* Lmao

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Lucas1978
Lucas1978 - - 20 comments

Hi,
in weapon_sound.ltx
in line 194 and 206 there is a typo I believe:

snd_switch = weapons\ak74\ak74_switchtch

posting because CTD yesterday with:

Loading objects...
! Can't find sound 'weapons\ak74\ak74_switchtch'
! Invalid ogg-comment version, file: c:/anomaly\gamedata\sounds\weapons\_gunfire\stereo\aks74u\close_1.ogg
Loading models...
Loading textures...
CResourceManager::DeferredUpload -> START, size = 1067

Totally not sure if CTD is related to this, but seems to be ok today after switching to:

snd_switch = weapons\ak74\ak74_switch

Thank you

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Blindxside Author
Blindxside - - 531 comments

fixed.

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ya_vlad
ya_vlad - - 1 comments

just want to say that it is ******* awesome, im still waiting for other reanims

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KalakCZ
KalakCZ - - 17 comments

Does this require a new game ?

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akrju8
akrju8 - - 37 comments

No, it does not, fellow Czechbro.

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CZelednikov
CZelednikov - - 830 comments

I am not sure if this is something you can do but do you think there is something you can do with that Makarov safety? The gun model is on safe all the time and it is pretty annoying.

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King_Rediusz
King_Rediusz - - 161 comments

wait seriously?

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Zerk.
Zerk. - - 487 comments

I never noticed this.

bruh

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DaimeneX
DaimeneX - - 863 comments

To be fair that would require editing the model to have the safety switch clickable.

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CZelednikov
CZelednikov - - 830 comments

Yeah, I know. I was hoping that this particular part was dynamic on the model to begin with. Like slide for example.

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ZOOLPHANTOM
ZOOLPHANTOM - - 6 comments

You did not translate to rus, comparing the st_items_ammo.xml with the original showed minor changes and strange, for example line 63
Armor penetration power: %c[ui_gray_1]BR5\n%c[ui_gray_2] - %c[ui_gray_2] Flesh damage power: %c[ui_gray_1]high</text>
Highest pierced armour class: %c[ui_gray_1]IIIA\n%c[d_purple] • %c[ui_gray_2] Tissue damage rating: %c[ui_gray_1]high</text>
BR5 > IIIA Does this matter?

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Blindxside Author
Blindxside - - 531 comments

you're on the wrong mod page dude. This mod doesn't modify st_items_ammo.xml

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DeadCrow
DeadCrow - - 22 comments

Is there a difference between the weapon_sounds for this update and the JSRS patch one? They seem the same but the filesizes are different.

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Blindxside Author
Blindxside - - 531 comments

Yes. That's what I changed in the update. Read changelogs to know what changed. JSRS uses different weapon_sounds config... because it's JSRS.

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maslinupoymal
maslinupoymal - - 60 comments

After installing this addon XM8 stops working. It is not visible in the hands from the first person (there are no hands either), but it is visible from the third person. And you cannot shoot from it and charge it. An NPC with this weapon reloads it indefinitely and does not fire.
I understand that the XM8 config is not affected, but perhaps the weapons from this addon have common animations or visuals with the XM8, which this addon changes. How can this be fixed?

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Blindxside Author
Blindxside - - 531 comments

Don't know why. XM8 is not currently supported anyway.

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maslinupoymal
maslinupoymal - - 60 comments

wpn_hand_fort_hud_animation.omf is causing a bug.

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Bass-Junkie
Bass-Junkie - - 546 comments

xm8 is not working not visable in hands same for me reverting back

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maslinupoymal
maslinupoymal - - 60 comments

I just delate the Fort-12 related files from this addon and the problem was resolved.
Perhaps, if you rename the fort files to unique ones and write new names in its config, you can save both the new fort animations and XM8.

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Blindxside Author
Blindxside - - 531 comments

You can just rename the fort .omf hand animation file.

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LazyGwyn
LazyGwyn - - 14 comments

hello, is the fort17 handgun has been patched?
or we still have to delete the file to resolve the bug?
thank you!

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