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.
Devices of Anomaly Redone or DAR for short is a full remodel and reanimation of all the S.T.A.L.K.E.R: Anomaly devices. It includes lots of new little features, upgrades and bug fixes to the many devices. Diolator has been working with me for months now to make the new meshes & textures exclusively for our release while Ive compiled everything, did the animations and worked out with the help of many talented people the changes required to the engine and scripts to make it possible
Very beautiful models & textures made exclusively for this mod
Unique versions of draw for certain devices when out of batteries triggered by a custom script
FOMOD installer has options for three different resolutions
Before devices were constrained in game to your left wrist bone, this could cause rotation issues for more complex animations. Now the lead_gun bone can be used instead exactly like animating a gun. This can be done because when something is in your left hand in-game, the engine is rendering a full new set of arms for it, including the previously unused lead_gun bone.
Previously camera animations did not work for devices, it just played a generic screen tilt during draw/holster, this has been changed engine side
Previously the bones that certain device UIs were attached to were only defined inside the engine, these have been moved to the configs
The animation scripts have been updated to include a new _quick suffix, this allows for a new set of animations to be used when the devices are getting auto holstered for certain actions like reloading, using the PDA, gun inspects, FDDA animations & other actions such as turning on NVGs or your headlamp
Catspaw has edited their NERFS framework to move the background static and other sounds to be config based instead of script based by rewriting big portions of the item_radio.script
Lucy has made some engine edits to allow the flashlight's light to be triggered on or off by motion marks inside the draw & holster animations instead of the final frame
Not compatible with anything that edits the device models or animations
Only compatibly with Anomaly 1.5.2
DAR contains a simplified version of the NERFS mod built in, if using NERFS from moddb, load it AFTER this mod
This mod contains common animation scripts that a lot of other mods use as well
These scripts are updated all the time so sometimes youll have mods with out dated versions in your install
This addon is currently shipping with the latest versions so loading it last will be fine but
I do highly recommend you remove them from most mods & make these scripts their own addon in MO2
Update them yourself from the github to make sure you always have the latest.
These common animation scripts by Aoldri can be found here:
The devices are floating far away from the hands, what is causing this?
You are not using the latest modded exes.
The veles & svarog screens are not visible, what is wrong?
You are not using the latest modded exes.
The Flashlight's light isnt turning on properly like in the showcase
You are not using the latest modded exes.
When I holster the device for a reload or other action that is suppose to trigger the quick animations, it just plays the normal ones, what is wrong?
You either dont have the latest animation scripts or are letting them get overwritten by an older version.
Why did some of my pistols positions get changed?
You installed the optional module to standardize the pistol positions.
Lazy people will include locked hud_fov values in their configs instead of making proper patches for the different popular hud_fov options which screws over other 1-handed devices, its the cause of devices teleporting closer or further away from your face when you holster or draw a pistol. This mod includes a blanket ban on all those, force removing that line from every pistol configs with the FOMOD module active. I really recommend keeping the module active and fixing your few pistols using demonized draggable hud editor.
I dont like the current device positions or there is no preset for my current hud_fov, what should I do?
You can edit the device position exactly like any other gun using demonized's draggable hud editor to set them to your own preferred placement.
The devices are too shiny or not shiny enough, what shader mods were referenced during texture creation?
All textures for this mod were made with SSS version 18+ in mind.
Is this mod safe to add mid-save?
Yes it can be added mid-save with no issues.
Is this mod safe to remove mid-save?
No, this mod changes some of the 3d models and their file paths, your save will rely on these files once added.
What is the recommended Hands-Pack to use with this mod?
Old-Dog-Sleeves or Vanilla arms will fit these animations best, both use proper CoP proportions, other hands packs like THAP Rework etc will have lots of clipping as those packs dont use proper weight-painting
Can I use X asset from this mod in my mod or bigger pack?
Not without permission from me. All models, textures & animations were made from scratch exclusively for this mod, no aspect of this mod can be reuploaded in any form without express permission from me.
Diolator - Making the new device meshes & textures, none of it would be possible without him!
Aoldri - Adding the _quick prefix to their animation scripts, Helping fix patches and many other little things
Utjan - Making the device selector key patch, writing the dead_devices & light_remover scripts, helping with the Beef's NVG patch and many other little things
Lucy - Making the engine changes for the lead_gun bone, Fixed camera animations not working for devices. Changing flashlight functionality to motion marks & moving the engine UI stuff to configs
Cr3pis - Making the Icons
Demonized - Implementing Lucy's changes into their EXEs & showing me how to blanket ban hud_fov from 1-handed weapons
Rzen1th - Most of the sound samples I used
Catspaw - Making the NERFS framework to be able to customize the RF-Receiver sounds a lot easier
Flashlight 2-Handed animations missing
Some Bear-Detector Sound Issues
My Animating Skills
Update 1
Fixed 2-handed RF-Receiver draw not working
Updated version to 0.9.6
Update 2
Fixed Glowsticks Incompatibility causing flashlight draw anim issues
Fixed Echo Bump Map
Updated version to 0.9.7
Update 3
Fixed Cold System incompatibility
Updated Bear Detector Textures
Updated version to 0.9.8
Update 4
Fixed Missing MCM Banner
Fixed RF-Receiver Textures on DX8
Disabled Console Logging
Updated MagCheck Scripts
Updated Mod Description
Updated version to 0.9.8.5
Update 4.1
Fixed a critical typo I made in the mag_check scriptUpdated version to 0.9.8.6
Notes from the Author
Im going to be really busy for a few weeks so I figured ill put it out tonight with it missing a few small things like 2-handed flashlight draw variants etc so people can give feedback for a little while and ill do another update in a few weeks with those last few things, touchups & fixes to any issues reported
Svarog Detector
Dosimeter
Flashlight
RF-Receiver
Anomaly Detector
All Photos Taken in EFP
Comment Any Issues/Feedback Below
World Spawns Rework
This is a rework of the world-item spawns. Includes Tool-kits, Repair-kits, Upgrade-kits & other valuable loose items like stoves, LLMCs, head-lamps or even a detector if you're really lucky. Currently adds over 4500+ new spawns
link: Moddb.com
SVU Reanimation
New SVU Animations & Model. Features full SVU animation set including MagCheck animations & all new ADS (aiming down sight) animations for MagCheck & Reloading. Includes full Jammed animation set to visually see your gun jammed as you walk around.
link: Moddb.com
More Melee Features
Adds 4 New Melee Features Anomaly. Actual Durability Loss Per Hit, Usable Shovels, Hitstop-Slowmo & Melee Blocking. Please Read Description / Watch Explanation Video.
link: Moddb.com
Barry's Better Knives
Barry's Better Knives is a Knife Reanimation & Rebalance. All knives deal more damage by default & can break boxes in one swing but degrade faster requiring you to sharpen them more often.
link: Moddb.com
VSSK Reanimation
Full Reanimation For Both The VSSK & Ash12. VSSK includes New Model, New Sounds & Animations including 3 New Animation Types For Checking Magazines And Multiple Unjam Variants.
link: Moddb.com
Scopes-as-Binos
Allows you to put the scopes in your binocular slot and look through them as if they were binoculars, Fully Animated!
link: Moddb.com
Average
9.9223 votes submitted.
have been running this for a couple days now ... hat's off gents ... super solid work ... level of detail, models, anims
the other devices just got left for dead
what's next? ;) PDA rework?
There is some nice PDA anims already by kyky, you can find them here if you want to check those out maybe: Moddb.com
I have a new things in the works tho, we'll see
my only complain is that the animations are a bit too wobbly, other than that the mod is great!
Good afternoon, unfortunately, I don't have the indicators of all devices displayed. That is, they have almost invisible dark displays. Only the dosimeter is slightly visible. Radio, anomalous radar and artifact scanners do not work. The binaries are the latest, the cache of shaders was deleted
Thats a shader issue and this mod has 0 shaders in it so im not super sure how I can help you, your vanilla device screens likely look the same if thats the case.
You can try disabling other shader mods and testing.
I use SSS and ES without them everything will look too bad, it's a pity that your beautiful mod doesn't work for me (((((
do you have anything else affecting shaders like any weather mods, glowsticks, beefs?
If so try disabling them one at a time to narrow it down.
Also make sure theyre all fully up to date.
There should be 0 issues with it fully updated.
Yes, I have, thank you very much for the tip, there really are such mods, now I will turn them off. Thank you very much ha answer))
So I've got the newest modded EXEs for Anomaly and my detectors are still floating off my hand. I've got FDDA installed and your patch for it, that's the only thing in my load order that I can think of that would conflict with this. I do have some weapon reanimation mods and a few addons to FDDA but I don't think any of them should be conflicting. Any ideas?
Make sure you absolutely have the newest from a few days ago, check again. its the only thing that can cause that.
did you install via the FOMOD installer as well?
Yes, did the FOMOD installer and I've got the most recent modded EXEs running. I'm gonna try clean installing the EXEs next.
EDIT: I'm so irreparably dense. I installed the new modded EXEs to the folder where I keep the base Anomaly files, not to the one Mod Organizer launches from. Works absolutely fine.
np, glad you were able to get it working.
enjoy!
This still breaking ammo check animations in GAMMA?
MagCheck Animations work fine, I just double checked
In the last update the pickup animations go a little out of the frame
Ibb.co
pd: devices look great, great mod
Double check that you have the FDDA patch installed, the pickup animation is what that patch is for
I just checked and it is indeed in this version fine
How strange, I have the patch installed, I even reinstalled the mod several times because I thought I hadn't installed the patch and it's still the same.
animation for grizzly detector kinda bug when trying to open/close the cover. other than that the mod is awesome! :D
The mod clearly states in the description that its not compatible with anything else that edits the models or animations, whatever "grizzly" detector you have is not a vanilla device.
I have a weird bug, only with Medved/Grizly detectors. Others are fine.
I.ibb.co
I.ibb.co
The mod clearly states in the description that its not compatible with anything else that edits the models or animations, whatever "grizzly" detector you have is not a vanilla device
I install MCM, FDDA, DAR and Ledge Grabbing on vanilla Anomaly 1.5.2 with last version of modded exes. Problem with broken right hand, when no items equipped, still here. It`s a problem of addon, not anything else.
The quality of this mod really impressive. Thank you.
Also, your file from patches zzzzz_ea_test_pickup.omf breaks Ledge Grabbing addon and is not necessary, because all animations of DAR works good even with old versiion.
No, it does not break ledge grabbing and it is necessary for the pick up animation to work properly
This is how Ledge Grabbing works with your file.
No, thats how ledge grabbing works in your scuffed *** install.
For everyone else with the mods properly installed it works fine like this:
The creator of the ledge grabbing mod and myself have both tested, there is no issues.
Yep, that was just an object collision problem. with other things like buildings or walls it works fine.
10000/10
Beautiful work!
Wow unbelieveable quality and work you put in this mod! Thank yo uso much!
I don’t know whether the author will read this or not, but I would really like there to be an adaptation for the animation of a bolt from gunslinger. Because at the moment the animations are too asynchronous. This problem can be fixed simply by slightly speeding up the animation of the hand with the detector.
Here is the example of problem that i'm talking about: Imgur.com
I read every comment of all my mods,
Im sorry tho but theres like 4 different bolt reanimation at this point, I cant make a different speed version for each of them.
You can easily fix this by changing the animation speed in the configs for your own install or you can use the right click throw instead of left and charge it up for a second before throwing, I like this option better personally, holding the bolt back for a second I think feels nice
Got it. Thanks for the answer
I've installed MCM, FDDA, DAR and Ledge Grabbing on vanilla Anomaly 1.5.2 with last version of modded exes. Problem with broken right hand, when no items equipped, still here. It`s a problem of addon, not anything else.
Why would that possibly be a problem?
Its how the arms work when theres nothing in your right hand.
what do you want me to do, rewrite the engine to change the hand for you? stop obsessing over things hidden off screen on purpose or im going to start deleting these comments.
It's a problem when exo equipped, because part of exo is on the screen.
i haven't test the mod, but when i checked through the conflicted files in MO2, also using Diffchecker for more detail, i saw your mod have different uni_anim_detectors script file with this pp-19 mod. Is there a way to play with both mods? Like should i put your mod overwrite it or let it overwrite your mod?
Moddb.com
let mine overwrite it, theyll work no issues.
theres really no reason for that mod to even ship with that script, can just delete it.
It seems that with DAR the TB receiver tasks mod doesn't recognize the RF Receiver in the inventory. Since NERF is included (and at least the original version is compatible with the TB receiver tasks mod), I thought it should work out of the box. I'm on GAMMA, btw, and your radio script overrides the one from TB mod.
I suppose the best solution is to install the full version of NERF and load it last.
As mentioned in the compatibility section of the description, DAR does not contain NERFS, It only contains a stripped down framework version to make a few features possible.
Install NERFS after DAR and TB receiver to have full functionality with that mod.
When you say that TB's doesn't recognize the RF receiver in the inventory, what exactly do you mean? I regularly play with TB's and NERFS, and I get (and can complete) the TB tasks.
hi Barry, thanks a lot for your hard work, this mod is literally incredible!
i'm experiencing no sound with the new animations, i'm using latest modded exes
the only conflicts i have with the modlist is within Azrsi's Radiation Overhaul, anyway, everything works as expected, apart from sound missing.
Azri's mod shall not work with anything that involves new sounds, as it use vanilla detectors. i'm not an expert and i may be wrong
Any tips?
Thanks!
I wouldnt suggest using any addons that havent been updated since 2021 honestly.
You can try the updated version of that addon that I think most other people use at this point, found here: Moddb.com
I can confirm it works no issues, I use it in my install with the new devices.
Jey, i just want to mention that with your newest updates all my problems disappeared for some reason. I really don't know why but FDDA backpack works fine now, the visible body also and i also have changing clothes animations back. It's like a curse. I did not changed anything for my game, so it was on your end i guess. Anyway, it works and that's good. Lol. Thanks again for your cool animations.
I installed this mod to my EFP mod pack(I updated MO2) but when I open any device it is behind my hand so I can't see anything
please read the FAQ,
you need the NEWEST modded exes, any old modded exes will not work.
I've been waiting two thousand years for anomaly, thank you, real chad!
This is an amazing mod, really well done! One odd thing I encountered, I installed on 1.5.2 using the 2x1 icons, and while the models are all working correctly, the updated icons are not showing for the RF, echo, and Bear detectors - they are still 2x1 icons (though everything else is using the new 2x1 icons. The only other icon mod I'm using is Cr3pis, which is earlier in the load order. Turning Cr3pis off seems to fix your icons displaying correctly, though for a variety of reasons I need to keep Cr3pis very early in the load order. I think moving DAR above Cr3pis might deconflict, but DAR needs to be loaded after FDDA, since there isn't a way to separate out the FDDA patch currently that I can see.
Also, just a note - I am using this with War Nymph 1.1DLTX (the female hands and arms), and it works great, which it should as its an Old Dog Sleeves alternative.
Hihi,
Thanks,
What do you mean by early in the load order, do you mean its taking priority over DAR or the icon mod is being overwritten?
Load order shouldnt matter either way for these mods as one using DLTX and the other uses icon overwrite, Make sure you have Cr3pis's icons fully up to date, Ive tested and there is no issues with the 1x1 or the 2x1 icons.
As for the FDDA patch, its easily separated, its the file called "zzzzz_ea_test_pickup.omf" in the gamedata\meshes\anomaly_weapons\hud_hands_animation folder, just move it to its own mod
i got same problem. All detectors use Cr3pis 1x1 icons even though i put DAR at the bottom of a list to overwrite everything else.
I found out that is because of Cr3pis device indicator option during Cr3pis addon installation. If i don't use device indicators i can see 2x1 icons from DAR.
So its either reinstall Cr3pis icon pack without any indicator or we need a compatability patch for that option.