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.
For some reason the sounds of the devices are not working, i have to reinstall anomaly, and the sounds of this addons are not working anymore, yhea i reinstalled the DAR addon too, With MO2 and fomod, And that is not all, some sounds i edited for the bolt sound are gone too, and the picking animation from FDDA stop working too
So you reinstalled anomaly and now sounds dont work in this a bunch of different mods?, Im not sure what you want me to do about this. sounds work fine for the thousands of other people who use this mod.
Maybe I didn't express myself well but I meant that the sounds of this specific addon were not working, never mind, I fixed it by reinstalling MO2, even so, I was not the only one with this error and as a QA employee I don't think that because it happens to few people, you just dismiss the problem, users are grateful for these mods and if we post feedback or bug comments I think it would be good for them to see what could be the problem.
There is always going to be users who install the prerequisites like mo2 or even just their base anomaly install wrong.
Im glad you were able to install mo2 properly this time and get it working but Im not sure how you want me to address this issue inside the scope of this mod itself?
Hi man, do you know which mod may conflict with yours so that instead of all detector displays, the white color glows
It shouldnt be anything conflicting with this mod causing that. it can happen with any shader effect when you have improperly installer shader mods.
If you disable this mod your vanilla detectors will look the same too.
Hi. You fix white color of all displays?
Nope, that has nothing to do with this mod.
You have improperly installed shaders, this mod contains no shaders.
Из-за каких шейдеров это возможно?
This comment is currently awaiting admin approval, join now to view.
the problem is that when I installed everything, the detetcore does not show up in my hands, although animation is present
Please read the install instructions, you do not have up-to-date modded exes.
Ones older then nov28 WILL NOT WORK.
Does it work on 1.5.1? For some reason I just don't get any sound from the instruments at all. There is no sound, even if all adonnas are turned off
No, of course it does not.
Update your game, 1.5.2 has been out since 2022.
У меня не правильно держит в руках все приборы, что делать?
У вас нет последних обновленных EXE-файлов. вам нужны версии от 28 ноября 2023 года или новее, старые не будут работать.
Спасибо все заработало.
While you did a great job with the animations and models, unfortunately this mod is just too unstable to be used in a modded playthrough. When the RF is out, you basically can't do anything, Just wiping my mask of the rain water breaks it, After that point it longer makes any noise and crashing the game if you reload a save. Worked 5/5 times. I like this mod but the fact that is ruins a save if removed mid save and that it's so easy to break makes it a pass for me in the future.
Hi!, Ive tested this issue you claim to have in the past, there is no issue with wiping the mask or anything related to the radio that you speak of, this is just your improperly set up install.
Ive included a video below you can watch for yourself, this was was recorded in EFP with 370 mods active.
This has been tested in my own heavily heavily modded install as well, EFP and a completely fresh vanilla install with only the prerequisites installed first.
In all three installs, the radio and wiping the mask works no issues at all for me, just like everyone else, there is even a custom draw/holster animation made for wiping the mask and other similar activities where you need to only put the detector away for a brief second.
Please make sure you have the proper prerequisites, youve read the entirety of the mod description and install instructions, this is a you issue, not an issue with the mod.
I have the same issue tbh, wiping a mask in the rain whilst any device is in hand
(not just the rf) causes the exact same thing to happen as rapidfire mentioned,
Maybe the latest exe's, I defo don't have them (thought I did)
EDIT : Yes, The issue was caused by not having the latest exe files,
everything is working fine now.
I read through the entire comment section,
and you must have got a little bored of telling people that. :/
Thank you for the mod btw, it's top notch, awesome work.
"and you must have got a little bored of telling people that. :/ "
Just a littleeeee bit.
Glad you were able to get it working tho! Enjoy!!
Hand positions are a bit lower than in the video so i cant see the freuguency on the rf reciever
Hihi,
Sounds to me like you didnt check the proper hud_fov setting in the installer that matches your in-game value.
If you happen to use a Hud_Fov setting that does not match any of the options offered in the installer, make sure to pick a value in the installer that is higher then your set in-game value.
Works perfectly well with GAMMA. Although I haven't used a lot of detectors, only Echo.
There's a small criticism though, the Echo detector starts working before being turned on when switching to it with an artefact in the vicinity.
If you could add a bit of delay between when taking out and when it starts working, that'd be perfecter.
I apologize if this has been asked already, but would you be able to point me in the direction of a mod that can make the PDA icon 1x2 like the devices from this mod? your icons look really great but the PDA icons now feel a bit out of place
I believe Maid's icons have a 2x1 option for the pdas
thx for the pointer, unfortunately im using GAMMA which comes with cripis textures and i really like those, i think im going to have to manually edit the maids textures mod to only overwrite the PDA
Hello, i make adaptation on GAMMA Grizzly Detector(create a new-old model(new retexture, retexture emissions)). Can I publish it on the gamma server and moddb?
Hello, there is no new model required for gamma's grizzly detector, it is just a new texture needed, there is also 3 other people that have made the grizzly already too.
You can publish your new texture if you want with a dependency on this mod but you can not include any unnecessary files of this mods files directly in your posts.
I got a really weird issue and I have been trying for the past 2 hours to fix it but I just can't.
The hud FOV is incorrect as soon as I hold a device in my left hand.
I use hud FOV 0.5 and I have selected 0.5 during installlation.
It works fine with al weapons, but as soon as I hold a device in my left hand the gun, knife or bolt goes all the way up in my face, the biggest problem here is that now I cannot use the RF receiver, I can't read the numbers it's to close.
When I open the console and type hud_fov 0.5 it goes back to normal, but as soon as I zoom in with like a pistol while holding a device it snaps back to 0.4
if I only have my pistol in hand the hud fov is at 0.5 as soon as I grab a device in my left hand it goes to 0.4 again.
I have set the hud_fov correctly in the settings and even as it snaps to 0.4 the ingame settings still say 0.5.
Strangly enough the user.ltx hud keeps snapping back to 0.4 as well when I quit the game, I have set it 0.5 and even made user.ltx read only but still it reverts back to 0.4 afterwards.
I have tried both with the HUD_FOV Remover as well as without but either way I have the same bug.
I have no idea why this is happening and I have tried everything I can think of, since it only happens with DAR I am posting this here, could be something is interfering with this mod but I don't know what, and the HUD_FOV Remover should have solved it right?
The hud_fov remover is just a preset list, if you have mods that have weapon sections not on that list youll have to add them but it just sounds like you have another mod affecting and resetting your fov.
You can try disabling other mods you think might affect the fov I guess but I really doubt its this mod actually causing the issue, I personally play with 0.5 hud fov as well and use that 0.5 preset too for the mod in my own game.
Thank you for the reply.
I have decided to start over with modding anomaly since I wanted to change a couple of things that requered me start a new game anyway.
And I wanted to tackle this problem asap.
everything with HUD_FOV works fine until I install DAR, I have done a lot of experimenting with priority and turing on/off certain mods, hud_fov only goes wonky with DAR.
There is some good news though, after a lot of experimenting I have now been able to set the hud_fov to 60, ingame it reverts back to 50 for some reason but that's good, it no longer goes down to 40 and all weapons look good now.
No more weird zooming in or out of hud_fov now, and no matter how much I switch weapons or left hand equipment it stays the same now.
I still have no idea what is causing this but at least it works fine now :)
all my devices are purple for some reason. can someone tell me why please?
Purple or Navy blue?
If theyre navy blue then its because youre missing the textures folder. Make sure you install the mod properly through the FOMOD installer. Please google "how to use FOMOD with mo2" if youre unsure, theres a few guides out there
Barry, you're ******* awesome. I'm just taking out devices just to look at the animation.
I got my hands on a Geiger Counter, but the screen blinks black every few seconds. Is my GPU failing? Using GAMMA + INVERNO. GPU is 6700 XT.
Ive had one or two other people report flickering things like the bulb on the echo as well, also when using gamma. For 99% of people its fine tho even in gamma, so id assume its some graphical setting combination with shader mods that modpack is using.
I do not use or play gamma tho, I will not be investigating or making any patches for modpacks.
I reverted my -25mV undervolt on my 6700 XT and it's gone.
I also remember having some sort of the same issue with vanilla RF Receiver when I applied a brutal undervolt (-100mV) on my RX 580.
Or maybe my card is dying, which would be very sad.
Pretty sure it's GPU instability rather than an issue with your mod, Gamma, or Inverno. I checked and all the devices work perfectly. Every screen is where it should be, and everything that's supposed to turn on, turns on.
Is this issue related to your beautiful mod? It seems to me that since when I installed it I got this CTD reloading some saves and sometimes even changing level:
! [SCRIPT ERROR]: f:/anomaly\gamedata\scripts\utils_data.script:238: attempt to call method 'get' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] f:/anomaly\gamedata\scripts\utils_data.script(238) : CTime2table
LUA error: f:/anomaly\gamedata\scripts\utils_data.script:238: attempt to call method 'get' (a nil value)
How can I uninstall your mod safely just to verify it this depends on the mod?
Hi!, No Im very sure this crash would have nothing to do with this mod.
Im not sure Ive ever seen utils_data.script(238) : CTime2table before, Ill ask around maybe but Im 99.9% sure it has nothing to do with this mod as I dont touch anything related to that script at all/
Like the f.a.q section of the mod description mentions, you likely cant remove this safely without a lot of effort tho.
OK, thanks for your kind reply. That error shows up more and more often when I reload a save and/or change level. Maybe it's one of my save got corrupted and then the corruption propagated and now it's quite difficult to go on with the game.
This never happened to me in GAMMA, and it's like the 4th run, but because this is the first run with your mod I thought it could be the cause of the corruption...
If you ever knows something about this error please let me know, I'll be very grateful.
By the way. your mod is insanely good!
No problem and Thank you, I still think its extremely unlikely this mod has anything to do with it, at least directly but one thing to note is the mod is not compatible with anything else that edits the device ltxs and gamma has a lot of little things that do edit those files.
I do not support or make patches for modpacks in any of my mods tho, if youve installed this into one of those big packs like gamma I cant really help you too much unfortunately, I did not realize thats what you were playing when you sent your first message.
is there a way to remove the throwing a bolt animation? it looks kind of janky with different animations
There is no throwing bolt animation included anywhere in this mod but if youre looking for one to replace the vanilla anims with, Shiny's look better with this mod then the vanilla anims imo.
Left click throwing the bolts with any anim set will always look "out of sync" tho because it just throws the bolt asap without waiting for the other arm.
I suggest holding right click to throw bolts. You can "charge" up the distance allowing for more precise throwing and it lines up perfect with these new anims.
I installed this mod in the "Anomaly Custom" and there I discovered a bug that the "Veles" and "Svarog" detectors do not display artifacts and anomalies. I don't know if this bug appears in other builds
I dont know what "Anomaly Custom" is but this is not a bug, this is you not following the install instructions.
You need the modded exes from Nov 28th or newer.
This comment is currently awaiting admin approval, join now to view.
hey, I have a problem with detectors animation, they disappear from the hand immediately after the character turns them off with the button. That is, after turning off the detector there is no animation of how it goes down to the bottom of the screen. using with efp 4.2(modded exes is already updated)
Make sure you have nothing overwriting this mod and all the up to date prerequisites, I did almost all the testing for this mod in EFP 4.2 so I know it works fine.
It seems that no mod overwrites the DAR, it has higher priority. moving it to the end of the list of mods also did nothing. Imgur.com
Im getting this mistake here, don't know what to do about it, without the flashlight i cant use my winter pack to explore the zone, i installed glowsticks and everything works besides the flashlight, the animation happens and when it ends it just crashes, everything else works fine, heres the log ☹️
FATAL ERROR
[error]Expression : M2.valid()
[error]Function : attachable_hud_item::anim_play
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\player_hud.cpp
[error]Line : 462
[error]Description : model has no motion [idle], section device_flashlight_hud
[error]Arguments : dynamics\devices\dev_tactical_torch\dev_diolator_flashlight_hud
stack trace:
This mod is not compatible with anything else that edits the devices ltx, if youre getting that crash then you have other device mods that edit the devices ltx.
Would this conflict with FDDA, project inertia and beefs NVGs?
No