A weapon reanimation and rebalance pack for vanilla Anomaly weapons.
Blindside's Anomaly Weapon Reanimation Pack
"Loner"
Part 1 of a complete weapon reanimation and rebalance pack for Anomaly.
"Loner" - focusing mainly on early-game and common weapons found in the Zone.
The goal of this mod is to provide an enhanced experience to the vanilla arsenal complete with new animations, weapon balancing and stat tweaks, and addition of jamming and firemode select animations.
***IMPORTANT NOTES***
- This was designed for 0.4 HUD FOV and supports up to 0.5. Going higher may lead to undesired results.
- This pack is not completed and only replaces the weapons listed below.
- This mod is still in development and may contain bugs or errors.
- Playing with "Enhanced Recoil Effect" option is not recommended when using my weapons.
Huge thanks to the people who helped me learn the X-Ray tools and put up with my Blender-hating and X-Ray hating rants, constant questions, and who were always super helpful.
FOLLOW AND SUBSCRIBE TO THEM!!! They do amazing work as well.
-Asnen
-unethicalrus
-Souvlaki
-meatchunk
-Rezy
-Shoutout to Klean for early testing and feedback and helping spread the word about this project
-Sneaky for the scope FOV scripts (Moddb.com)
Also thanks to Qatapro for helping me with a few things and solving some mesh issues for me, ZhoraFerz for opening my mod up to the Vk community, and to those who have donated and support me on Patreon!
If I forgot someone please message me and I will add you to the list of credits.
The release of the pack contains changes for:
Pistols
- PM
- PMM
- PB Silenced Pistol
- CZ-52
- Stechkin Automatic Pistol
- TT-33
- MP-4443 Grach
- Fort-17
Sub-Machine Guns
- Vz.61 Skorpion
- OTs-02 Kiparis
- PPSh-41
Shotguns
- Baikal BM-16
- TOZ-34
- TOZ-194
- Remington 870
- Mossberg 590
- Saiga-12g
- Vepr-12g
Assault Rifles
- AK-74
- AKS-74
- AKS-74u
- AKM
- AK-74M
- AK-101
- AK-102
- AK-103
- AK-104
- AK-105
- SKS
- L85A1 / L85A2 (new!)
Snipers
Machine Guns
- "Military" themed weapon pack
- 6H4 Bayonet
- Spetsnaz Switchblade
- Gsh-18
- MP-412 Rex
- OTs-33 Pernach
- PP-19 Bizon
- PP-2000
- PP-19-01 Vityaz
- AN-94
- 9A-91
- VSK-94
- AEK-971
- AK-12
- VSS / AS VAL
- OTs-14 Groza
- SR-3M Vikhr
- SV-98
- SVD
- SVU
- VSSK Vykhlop
- ASh-12
- F-1 Grenade
- RGD-5 Grenade
- Thermite Grenade
- Smoke Grenade
- Military Binoculars
JSRS Sound Mod Compatibility Patch:
Click Here for JSRS Patch
Is this mod compatible with X mod?
Idk. Maybe. Probably not. I have no intentions of making the mod compatible with every other addon out there, however the scope of the project is simple and should be easy for anyone to make their own compatibility patches.
Feedback
Want to provide some feedback on the mod, report an issue, or receive live updates on the mod?
Join the development Discord channel here:
Discord.gg
Be notified of updates and releases on my YouTube here:
Blindxside
Support
If you would like to help support development of this project, you can do so here:
Hello, can you make a patch or something because with new cement 2.1 fov fix now game not working, thanks. )
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"
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
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).
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.
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?
Step 1: Don't use a big *** weapon mod with smaller weapon mods.
Step 2: Profit.
If you are having an issue with BaS you are on the wrong mod page.
Когда следующее обновление?
When it's ready.
"When it's ready"
-Literally every modder.
I'm not complaining tho, just a joke, take your time.
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.
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:
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.
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.
yo
yo
yo
yo
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
could you be more specific to what the issue is?
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
Grok in the addon also has a patch for this addon, but there are animation files, and use both patches?
Maybe ask Grok on his addon?
Use his patch if you want his recoil changes. Use my patch if you want to use my recoil changes.
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...
Theres literally a changelog in the description.
So was the only thing changed the Fort 17 with the (new) tag? Or was there tweaks to the entire roster of weapons?
Why don't you just read the changelog so that you can answer your own question?
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
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
fixed.
just want to say that it is ******* awesome, im still waiting for other reanims
Does this require a new game ?
No, it does not, fellow Czechbro.
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.
wait seriously?
I never noticed this.
bruh
To be fair that would require editing the model to have the safety switch clickable.
Yeah, I know. I was hoping that this particular part was dynamic on the model to begin with. Like slide for example.
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?
you're on the wrong mod page dude. This mod doesn't modify st_items_ammo.xml
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.
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.
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?
Don't know why. XM8 is not currently supported anyway.
wpn_hand_fort_hud_animation.omf is causing a bug.
xm8 is not working not visable in hands same for me reverting back
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.
You can just rename the fort .omf hand animation file.
hello, is the fort17 handgun has been patched?
or we still have to delete the file to resolve the bug?
thank you!