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

Improves the feeling of 2D scopes by introducing a magnification shader and some scope based effects, without the performance impact of PiP.

Preview
Shader Based 2D Scopes [1.5.1][DX10+][Engine-mod] V1.3 DLTX support
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Simulacra159
Simulacra159 - - 3 comments

Is this compatible with Heatvision?

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Simulacra159
Simulacra159 - - 3 comments

Alright I tried it and allegedly it is compatible, but it makes me blind so I don't know whats up with that.

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aaaayyyyyylmao
aaaayyyyyylmao - - 103 comments

I got a question, the scope_brightness settings, can it even go brighter? No dimming just plain clear peripheral view

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rcsverige
rcsverige - - 9 comments

The shader scopes are cool.... but, and I am not sure, it messes with the binoculars to the point it looks blurry and weird.

Imgur.com

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mnemonick
mnemonick - - 208 comments

Try disabling chromatic aberration in the mod settings by putting it at "0" - that will get rid of the color fringing in your pic and make things look sharper at full zoom.

I always do that anyway since I already have astigmatism and thus I *hate* that effect in all games. ;D

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rcsverige
rcsverige - - 9 comments

oh ok awesome! How does one change the chromatic aberration? Via console right?

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rcsverige
rcsverige - - 9 comments

wait, Im a *******. I misread what you said. nvm

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rcsverige
rcsverige - - 9 comments

nvm, I am a *******. This is part of the GAMMA modpack and I thought that I could just go into the files to change it. Could you direct me to where I need to do that?

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Posta_Hun
Posta_Hun - - 15 comments

If someone ever makes a compatibility patch for custom smoking animations, please let me know.

Currently if you use almost any kind of smoke animations with this mod, the game just crashes.

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CyberTbMA
CyberTbMA - - 5 comments

me too

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JesússtalkerDeber
JesússtalkerDeber - - 59 comments

please a patch for the smoking animation that crashes the game

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M4DKING
M4DKING - - 23 comments

is this gonna work on vanilla ACOG?

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lowenz
lowenz - - 1,065 comments

1.5.2 compatibilty?

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Iront_Mesdents
Iront_Mesdents - - 203 comments

I think the .exes in 1.5.2 already exist and are available in other mods that use modified exes, like FDDA and Screen Space Shaders. I think there might even be a dedicated moddb page for these exes.

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Markuzkiller
Markuzkiller - - 342 comments

Bro I need help, I'm using GAMMA on the most recent update, but Shader Scopes aren't working and the command "sds_enable off" doesn't work, the console says it doesn't exist

I have asked for help on their Discord, all of them just tell me to do the same again and again, to do a fresh "Full Install". Thing that i have done several times by now

However, this doesn't resolve the problem

They say that the GAMMA installer includes the modified exes needed for this mod and many more.

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Lumpelstilzchen
Lumpelstilzchen - - 114 comments

It seems some BaS scopes doesn't work anymore with vanilla weapons like the UMP45 or the MP5 like the ACOG. It's still the vanilla scope with this mod installed. If i use the ACOG on BaS Weapons it's the shader scope.

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CallMeGuy
CallMeGuy - - 1 comments

Hey i love the mod its amazing and it works with the scopes. But all the red dot sights are broken, the dot goes to the top left of the sight and idk how to fix it. If anyone knows how to fix that please help.

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Guest
Guest - - 699,998 comments

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,183 comments

Hi, this is awesome as always! quick question (if anybody knows):
I'm working on 3d scopes for my latest mod and I plan to implement on all scopes (so no more scope textures).
Does anybody know how I can "put" the dynamic zoom on the lense layer? Static zoom is no problem (just use scope_lense_fov = 3 for example). But when I put dynamic_zoom = true, then the whole background zooms but not the scope lense. So I'd need a way to invert that. I've tried "scope_lense_dynamic = true", but that was just a random guess and of course does not work...

I know they have it working on STCoP 3.5, but that is a mod for CoP and not Anomaly so it does not transport over as easily....

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DimitriVedmak
DimitriVedmak - - 45 comments

something weird is happening after i installed it the second time now. There is double vision in the scopes. it is very noticeable if you quickly move away from your target. I do have CGIM 2 for Anomaly installed though, but that's a weather mod and it shouldn't mess with the shaders in this addon

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jqngu
jqngu - - 3 comments

i also have this problem. using cgim 2 without the shader files and there is a weird shimmering on the edges of trees and bad pop in. double vision in scopes is also present

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Deathscreton
Deathscreton - - 112 comments

I'm also having the same issue with CGIM 2. I'm using the SSS+BeefsNVG patch as well, doesn't seem to make a difference.

EDIT: Seems to be an incompatibility with Screen Space Shaders. Disabling 2D Shader Based support in SSS disables the effect, but also fixes the double vision.

I've added a video for reference: Youtube.com

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Heilmonolith
Heilmonolith - - 3 comments

It's seens that if you have fdda and the dltx version of this mod, smoking will ctd. What's up with that?

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Guest
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MeZodo
MeZodo - - 4 comments

Awesome mod, but for some reason doesn't work with sights that I put on my AKS-74N, works brilliantly on all other weapons, but on that one the scopes are just 3D like the red dots but with lower FOV, anyone know why that is?

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Bohdanko
Bohdanko - - 46 comments

hey hope u had a good christmas and new year.!

my question to you or anyon. what does one do if they see double a double image looking through a scope.? sorry if i looked past it i tried looking around but no justice.

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Guest
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lowenz
lowenz - - 1,065 comments

Please check this issue: github.com/themrdemonized/STALKER-Anomaly-modded-exes/issues/14

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I_Vanted_Ohrange
I_Vanted_Ohrange - - 5 comments

The description says that the mod adjusts the zoom factor of the weapon, but setting scope_factor to 0.5 clearly gives a much bigger magnification than with SDS disabled. What's the issue here? I'm not using any other addons that affect weapons or scopes.

Imgur.com

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lowenz
lowenz - - 1,065 comments

It's now fixed with modded exes lastest release

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I_Vanted_Ohrange
I_Vanted_Ohrange - - 5 comments

I updated to the newest version, there's no change.
I also checked the sds_zoom_enable setting in-game, which is supposed to correct the magnification, it has no effect. The zoom is the same with it on and off.

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Cherokee
Cherokee - - 43 comments

The "scope_ca - Intensity of chromatic aberration within the scope" setting NOT SAVES AND OR RESETS when going to loading screens. I set it to 0., but everytime y have a load screen and look through binocs y keep seeing the fu**ing Chromatic abeeration and the setting is again to its defaults.............

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lowenz
lowenz - - 1,065 comments

Anyone want to create (for modded exes) an alternative version working in the dual opposite way? (closing the fov angle for the zoom part and 2D-rescaling for the outside part) so we can get a cleaner image for the zoom part....being then the other one pixellated but already filtered by the blur so no big loss.....

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SASRT
SASRT - - 36 comments

does this work on DIRECTX 8?
i have quite decent laptop but it cant run on directx 9 direct dx10 and dx11 at all

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khalmika
khalmika - - 166 comments

Does it work with dx8?

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DruMMer1337
DruMMer1337 - - 6 comments

Use Google Translate

There are problems with the joint work of such mods as:
- Hideout Furniture Moddb.com
- Dynamic Anomalies Overhaul Moddb.com
The game either does not start at all, or fly out with a new game

And in general, the mod does not work, that DLTX is Non-dltx. There is simply no effect. There are no conflicts in Mod Organizer
I have a lot of mods, approximately 180

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Guest
Guest - - 699,998 comments

where am I supposed to put this in MO2? the launcher comes up, i hit dx10 and then launch and the game doesnt even try to launch, not even the small splash screen that pops up when you launch.

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babymaster729
babymaster729 - - 12 comments

Same hapening to me

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DarkyPiky
DarkyPiky - - 13 comments

same I don't know why :/

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tortuguitado
tortuguitado - - 5 comments

same, i tried enabling compatibility mode in beef's nvg and SSS in MCM but it still didnt work

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kickronin
kickronin - - 3 comments

Hello, I am unable to get it to work in 1.5.1. I am using JSGME and I have Beef NVGs, Enhanced Shaders and Screen Space Shaders for 1.5.1 with it's custom binaries. However when I add Shader Based Scopes and the BaS patch anywhere in the mod stack in JSGME, Anomaly always fails to compile shaders. After I remove it from the mods, it compiles shaders normally.
SSS page has this note: "( NOTE : The modified executables includes all the public modifications available ( DLTX, DXML, Boomsticks and Sharpsticks, Shader Based 2D Scopes and more). You can check MrDemonized repository for more information )" and says that they support this addon.
I have tried adding the addon to the list as shown on the Screen Space Shaders page: after Enhanced Shaders and before Beef NVGs but that does not work. Here is how my mod stack is set up: Postimg.cc
Would the reason of shader compilation failure be a conflict, or do I have to put it somewhere specific in the mod stack for it to work?

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kickronin
kickronin - - 3 comments

In the log file, the last 11 lines are these:

! e:/games/s.t.a.l.k.e.r anomaly\appdata\shaders_cache\r4\pp_blur.ps\4096111100110000000000100000111304110010821000000
! error: common_functions.h(101,2): warning X3206: implicit truncation of vector type
common_functions.h(106,49): warning X3206: implicit truncation of vector type
common_functions.h(138,2): warning X3206: implicit truncation of vector type
hmodel.h(35,14): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(40,17): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(88,9): warning X3206: implicit truncation of vector type
hmodel.h(89,9): warning X3206: implicit truncation of vector type
screenspace_common.h(218,14): warning X3206: 'mul': implicit truncation of vector type
screenspace_common.h(226,3): warning X3206: 'hmodel': implicit truncation of vector type
(27,42): error X3004: undeclared identifier 'shader_param_8'

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punk4ge
punk4ge - - 2 comments

Very cool mod! However, it seems to have a problem with anomaly 1.5.2: the FPS would drop dramtically when using npc's PDA and I'm neither able to zoom pda or move its cursor. At first, I thought it was the problem of BaS, but there's no problem when only have BaS and its patched engine installed. So it might be the problem of engine. I am very appreciated if you can solve this. Thank you in advance!

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bane776
bane776 - - 5 comments

I wasn't able to get this working. Installing the EXE's into my bin prevented the game from starting with my mod setup, so I'm guessing for some reason the EXE's are incompatible. I'm using the modded dltx EXE's normally and it works, but obviously I can't use this mod as it requires its own. Any help?

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Tito-A
Tito-A - - 2 comments

Does this mod work with MCM?

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viking896
viking896 - - 213 comments

This mod is no longer needed as it is included in modded exes

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tpainsbain
tpainsbain - - 32 comments

i need some help replacing the ACOG chevron reticle with the crosshair reticle from JayMorrow's tacticool scopes. i pulled the dds from his mod and placed it in a new gamedata>textures>wpn folder so it would overwrite your mod, but its misaligned off to the far left. Do i need to copy some lines over from his xml to yours?

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pouseh420
pouseh420 - - 1 comments

How do I reverse the fisheye effect? Usually when you look left the scope shadow should appear on the right but in this mod its the other way around

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