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.
Would this conflict with FDDA, project inertia and beefs NVGs?
No
is this compatible with B&S Addon?
Yes.
Why Veles and Svarog have transparent screen?
They do not. That is a shader issue in your own install, nothing to do with this mod.
It seems there is a problem with postition and angle with device.
i tried to reinstall,checked modded exes(lasteset is May 3th) and even load game only wtih this addon. it seems there is no way to fix it.
can you give me a advice?
Hi, sure. what do you mean by position and angle? Can you provide a screenshot?
Ok here is Steamcommunity.com
sceenshot
Is there any way i can fix or change position?
That issue is caused by you not having exes from Nov 28th 2023 or newer. I know you said you updated them but there is nothing else that can cause that issue, make sure you double and triple check that youre updating them properly and in the right location.
Well, like i said i updated modded exe that last update was May 3th. and i used Mod Organizer to apply it. dont know what to do now.
You can not update the modded exes with mod organizer. They need to be updated manually in your main install location. Please follow the instructions on the exe github page.
Yeah i know there is Anomaly.exes and i have to replace it. i already did that.
I already updated modded exes without mod oganizer, besides i already did everything that i can do, update this mod, reinstall, updating newest exes and also universal animation scripts. there is nothing i do wrong and still happening.
Plus, just like i said i tried this mod without any mod installed (unless required mod for D.A.R)
I even tried re installing Anomaly itself and it still not working what should i do?
I dont want to lose my progress again please
Or is there any way that i can change devices position and angle?
This is only caused by you not properly updating your exes or having the mod properly installed. Other then that, there isnt much I can tell you.
Im sorry but theres been like 10 other people out of the 1000s that have claimed to have the same problem as you and they claimed 100% they updated their exes properly, every single one of them turned out to just not have updated their exes properly.
There is no other fix, if youre seeing that issue, then you did not install the mod or your exes properly. Make sure to watch a video on how to install a FOMOD mod properly if youre unsure
So you mean i did wrong while updating moded exes? or this mod?
You installed your mod or the exes wrong, this is not an issue with the mod.
This is a you issue, Ive explained how to fix it.
I'm 100% sure did installed mod right. used mod organizer to install D.A.R and manually installed modded exes. Unzip the exes zip. copy all folder(bin,db,gamedata) and paste at my anomaly folder. and overwrite them. did i do wrong while installing?
I found out that Expedition mod was the problem??
It is just a graphic upgrade but seems conflit? but sorry for being foolish
It is not just a graphics mod, it is a huge soup of outdated garbage, no one should ever use that.
Hi! Is there any way to remove the completely updated RF Receiver and return the original one to use DAR with other mods (REWORKED RF RECEIVER V1.4 and TB'S RF RECEIVER HIDDEN PACKAGE SIDEQUESTS V1.8)?
Those mods should work no issues with this new receiver/mod already.
What about compatibility with Quick Melee Reworked?
Moddb.com
what doesnt work about it?
if you perform a quick melee while holding a sidearm and a device, during the animation the device will float over to the sidearm and sort of stick to it throughout the animation, then float back to your hand and into position once the animation ends. This only seems to happen when holding a sidearm, it works normally if you're only holding a device.
Can you ensure compatibility with GAMMA? The fact is that there is a new detector in the line that is compatible with the night vision function, and it does not have an animation of closing and opening the detector.
G.A.M.M.A. Artefacts Reinvention
No I cant,
I make mods for anomaly, not someones modpack.
The Veles and Svarog detectors do not work as they should, they do not display artifacts, but they find them is this how it is intended or not? if not, how can I fix it?
assembling custom
Its in the FAQ section, please read the mod description.
You do not have the newest exes
Can you please tell me how to change the FOV of devices?
You pick the FOV in the installer. You can overwrite the Installer value via the configs too
This mod looks amazing and I love the new animations! But how about the Grizzly detector from G.A.M.M.A. ?
I make mods for anomaly, not modpacks, sorry.
Before I complain about my problem I'd like to say this addon is pure gold. However, looks like FDDA patch for this addon doesn't work properly as I still got devices clipping in air during FDDA pickup animation, though I definitely have FDDA patch installed - there is the zzzzz_ea_test_pickup.omf file in DAR folder and MO2 shows that DAR overrides FDDA. I also have FDDA with higher priority than DAR.
The only addons I had while troubleshooting are MCM, FDDA 0.9a (from 2024.01.17) and the latest version of this addon. The patches I chose are FDDA patch, pistols' FOV remover and 0.6 HUD FOV patch. No Beef's NVGs or keybinds addon patches
This is not the problem with outdated modded EXEs for sure as devices' idle positioning is all good.
I tried both latest version of modded EXEs (2024.05.31) and version from 2023.11.28 in case something was broken after EXEs updates. I'd like to figure out if this is the problem on my side or omf file has wrong pickup animation itself and others can reproduce this.
Welp, looks like this is the problem of the omf file from FDDA patch. I just checked it again using clean Anomaly instance with only FDDA and DAR. When MO2 uses zzzzz_ea_test_pickup.omf from FDDA, the positioning of devices while picking up is even worse (they just fly away to the right), but when zzzzz_ea_test_pickup.omf from DAR overwrites it, devices move with the hand, but with an offset: Imgur.com
Hope Barry will fix this. This addon is incredible, but this little inaccuracy breaks all the immersion.
Thanks. This is a great work!
정말 감사합니다
can somebody tell me how can i install this addon for my anomaly??
The install instructions are very clearly explained in the description.
Hey this is a really minor issue but it's really bugging me. For some reason, the Anomalous Measurement Device has just stopped showing up in my loadout and I even reinstalled anomaly, reinstalled D.A.R. too but it still isn't fixed. I know it was there because I took it for most of my playthroughs and now it just doesn't appear at all in the loadout menu.
Any idea why this is happening? I have the latest modded exes (2024.06.12)
That device is from the Dynamic Anomalies Overhaul. Its only used for a few quests in vanilla anomaly. If you dont have that mod, you wont find it.
Ohhh, how stupid am I.... thanks for clearing this up! Sorry if my question wasted your time
have a great day/night and thank you for all the work you've done on this mod plus all your other mods <3
No worries, thanks a lot.
You're welcome!
Help :(
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 : 480
[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. Please make sure you read the entirety of the mod description before installing.
Hey there,
I installed the mod and played a bit with it (FDDA patch and pistols FOV patch enabled), afterwards I deactivated it in MO2, and everything worked fine for quite a lot of time (a lot of transitions back and forth between levels) until I tried to enter Jupiter and I got this error:
Expression : <no expression>
Function : CModelPool::Instance_Load
File :
D:\a\xray-monolith\src\Layers\xrRender\ModeIPool.cpp
Line : 120
Description : fatal error
Arguments: Can't find model file
'dynamics\devices\dev_dosimeter_dosimeter_diolator.ogf'.
stack trace:
Press OK to abort execution
Reenabling the mod fixed it, but I'd like to keep it disabled b/c it makes the display of the Veles transparent.
Other than putting the missing .ogf files in Anomaly's gamedata dir, any ideas how to fix that?
The transparent veles is an unrelated bug to this mod, your other veles model will look the same regardless of having this installed or not. Theres a ton of fixes for it if you google transparent detectors or something like that. Enhanced Shaders should include a fix as well iirc.
You can not remove this mod mid-save tho, the mod description clearly states that.
Make sure you read the entirety of the description of mods that you plan to install, before you install them.
I understand. I did read the description (that's how I knew to clear the shader cache), but wasn't sure how to understand this particular part - sorry about that.
Thank you for taking the time to reply regardless, Barry. And thank you for the nice mod, I hope I manage to fix the transparent screen with the tips you gave me, because other than this, it's really great.